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2019-12-22 Add wielded, wieldable itemsGriffin Smith8-47/+268
Split the character's inventory up into wielded items (in one or both hands) and the backpack, and display wielded items when drawing the inventory panel. Currently there's no way to actually *wield* items though, so this is all unused/untested. Also, add the ability for items to be "wieldable", which gives specific descriptions for when attacking with them and also modified damage.
2019-12-22 Fix rendering string promptsGriffin Smith1-1/+1
Rendering an editor with txtWrap makes brick blow up because editors have an internal viewport, but txtWrap advertises an infinite width.
2019-11-30 Eating doesn't take time unless you actually eatGriffin Smith1-1/+1
Make it so that opening the eat menu but not actually eating anything (either because you cancel, or because there's nothing to eat) doesn't step the game
2019-11-30 Add a very basic inventory panelGriffin Smith8-39/+79
Add a very basic inventory panel to the game opened by pressing `i`, which displays the contents of the player's inventory in a basic list.
2019-11-30 Add messages on the groundGriffin Smith12-40/+210
Add support for a "GroundMessage" entity type, support for a Read command to read them, and randomly place an initial, tone-setting tutorial message on the ground near the character at the beginning of the game.
2019-11-30 Use correct bin path in READMEGriffin Smith1-1/+1
nix build for a haskell package makes a directory, not just a bare binary.
2019-11-30 Fail on all warnings in CIGriffin Smith5-11/+14
All the undefineds are gone, so it's time to enable -Werror in CI.
2019-11-30 Fix an injectivity issue with saving the gameGriffin Smith15-34/+90
Fix an injectivity issue with JSON-encoding the entity map that was causing the game saving to not properly round-trip. As part of this, there's a refactor to the internals of the entity map to use sets instead of vectors, which should also get us a nice perf boost.
2019-11-30 Add build and run instructions to the READMEGriffin Smith1-0/+32
just for the heck of it.
2019-11-29 Move patch file to a less obtrusive locationGriffin Smith3-2/+2
2019-11-29 Use menus for combat and picking up itemsGriffin Smith26-212/+232
Refactor a bunch of stuff around to allow for polymorphically surfacing an EntityChar for all entities, and use this to write a generic `entityMenu` function, which generates a menu from the chars of a list of entities - and use that to fully implement (removing `undefined`) menus for both attacking and picking things up when there are multiple entities on the relevant tile.
2019-11-29 Add DerivingVia newtype for generic arbitraryGriffin Smith5-4/+47
Add a newtype, GenericArbitrary, which can be used with -XDerivingVia to derive Arbitrary instances for types with Generic, via patching generic-arbitrary to expose the underlying typeclass it uses for surfacing the type information.
2019-11-29 Implement a "look" commandGriffin Smith7-29/+111
Implement the PointOnMap prompt type, which allows the player to move the cursor around and select a position on the map, and use this prompt type to implement a "look" command, describing all entities at the selected position.
2019-11-29 Implement saving+loading the gameGriffin Smith30-97/+620
Implement ToJSON and FromJSON for all of the various pieces of the game state, and add a pair of functions saveGame/loadGame implementing a prism to save the game as zlib-compressed JSON. To test this, there's now Arbitrary, CoArbitrary, and Function instances for all the parts of the game state - to get around circular imports with the concrete entities this unfortunately is happening via orphan instances, plus an hs-boot file to break a circular import that was just a little too hard to remove by moving things around. Ugh.
2019-11-27 Gitignore source before passing to nixGriffin Smith1-3/+15
Call hercules-ci's gitignoreSource on the src path before passing to nix, which both prevents spurious rebuilds and also makes compilation via `nix build` (which under the hood uses cabal v1-build) work while also doing development using `cabal new-build`
2019-11-15 Recover character hitpoints over timeGriffin Smith6-18/+44
Wrap hitpoints in a newtype, and recover character hitpoints over time
2019-10-16 Add draw priorityGriffin Smith5-6/+30
Rather than blindly taking one entity from the list when we have multiple entities on the same tile, add a `drawPriority` method to the Draw typeclass which allows individual entities to request to be drawn on top - this avoids the "noodles floating over your head" bug we saw before.
2019-10-15 Don't walk gormlaks into wallsGriffin Smith3-12/+31
Because of the way lines are drawn, a specific configuration of positioning for gormlaks would have them decide they desperately wanted to walk *inside* a wall, which they would then both fail to do but also always collide with whenever they tried to go anywhere else.
2019-10-13 Implement speed and ticksGriffin Smith11-84/+277
Gormlaks now move 1/8th the speed of the character, which means we can run away from them - yay! Unfortunately this also introduces a bug where they'll eventually get stuck and not do anything, so I'll be tackling that next.
2019-10-12 Make the positionedCharacter test run more quicklyGriffin Smith1-3/+5
Dial down the quickcheck size and num tests on this
2019-10-12 Step the game *before* updating visionGriffin Smith1-1/+1
Stepping the game after updating the vision could allow creatures like gormlaks to move *out* of the character's pre-calculated lines of sight, causing gormlaks right next to the character to be invisible.
2019-10-12 Allow specifying seed on startupGriffin Smith4-25/+68
Allow specifying the seed for the game's global RNG on startup, and print the seed when the game exits. This'll allow us to more reliably reproduce bugs - yay!
2019-10-12 Actually heal the character when they eat foodGriffin Smith1-0/+2
2019-10-06 Export unexported lensGriffin Smith1-0/+1
2019-10-06 Only allow adjacent gormlaks to attackGriffin Smith2-2/+10
Previously the isUnit function was falsely returning `True` for positions that were one tile off in *either* direction from the character, when it should've been *both*. Oops.
2019-10-06 Fix underflow when damaging characterGriffin Smith2-2/+8
Fix underflow that could happen when multiple gormlaks attack the character in a single turn
2019-10-06 Remove circleci configGriffin Smith1-37/+0
github-actions seems to be working quite well, so no more circle for now
2019-10-06 Allow eating edible itemsGriffin Smith16-74/+290
Add menu support to the prompt system, and an "Eat" command that prompts for an item to eat and eats the item the character specifies, restoring an amount of hitpoints configurable via the item raw type.
2019-10-05 Don't move creatures when they're attackingGriffin Smith1-1/+1
This may have resulted in a double-attack per turn
2019-10-05 Display multiple messages per turnGriffin Smith7-28/+84
When tracking message history, save messages associated with the turn they were displayed on, which allows us to have the notion of the "current turn's" messages (provided via a MonoComonad instance).
2019-09-29 Use nix-build in github-actionsGriffin Smith3-9/+52
2019-09-29 Gormlaks attack backGriffin Smith11-22/+163
When gormlaks see the character, they step towards them and attack dealing 1 damage when adjacent. Characters have hitpoints now, displayed at the bottom of the game screen, and when the game is over they die.
2019-09-28 Tweak gormlak movement slightlyGriffin Smith8-36/+115
- Don't let gormlaks run into things like walls or each other - Add a small element of randomness to gormlaks' motion - Increase gormlaks' vision by a large amount
2019-09-28 Add debug command to reveal the gameGriffin Smith7-10/+52
Add a (debug) command to reveal all tiles on the game regardless of the character's vision, which'll make it easier to debug creature's behavior while they're not visible.
2019-09-28 Implement the start of creature AIGriffin Smith21-281/+493
Add a Brain class, which determines for an entity the set of moves it makes every step of the game, and begin to implement that for gormlaks. The idea here is that every step of the game, a gormlak will move towards the furthest-away wall it can see.
2019-09-25 Add Github Actions configGriffin Smith1-0/+19
2019-09-21 Implement combatGriffin Smith7-34/+95
Put a bunch of gormlaks randomly on the level, and implement combat via damaging those gormlaks by one point.
2019-09-20 Describe what you see when you walk over itemsGriffin Smith12-14/+82
Every step the character takes, describe the entities at that position excluding the character.
2019-09-20 Add doors and an open commandGriffin Smith13-29/+151
Add a Door entity and an Open command, which necessitated supporting the direction prompt. Currently nothing actually puts doors on the map, which puts a slight damper on actually testing this out.
2019-09-20 Add the beginnings of a prompt systemGriffin Smith12-96/+312
Add the beginnings of a generic prompt system, with exclusive support atm for string prompts, and test it out by asking the character for their name at startup
2019-09-19 Add items and inventoryGriffin Smith20-106/+365
Add a new "Item" entity, which pulls from the previously-existent ItemType raw, and add a "PickUp" command which takes the (currently *only*) item off the ground and puts it into the inventory.
2019-09-15 Remove all but the largest region in cavesGriffin Smith2-4/+12
When generating cave levels, remove all but the largest contiguous region from the resulting level.
2019-09-15 Scroll the viewport around the characterGriffin Smith1-1/+11
Scroll the viewport so that the character is never less than 5 away from the edge of the screen. This was super easy, thanks Brick!
2019-09-15 Progressively reveal the map to the playerGriffin Smith17-52/+454
As the character walks around the map, progressively reveal the entities on the map to them, using an algorithm based on well known circle-rasterizing and line-rasterizing algorithms to calculate lines of sight that are potentially obscured by walls.
2019-09-14 Fill the outer edges of generated levelsGriffin Smith2-1/+13
To avoid the character being able to go OOB. This is something we had in the Rust version but I hadn't ported over yet
2019-09-14 Implement collisionGriffin Smith2-3/+29
Check if there's a wall or other entity where the character is going, and stop the character from going there
2019-09-13 Place the chacracter in the level at startup timeGriffin Smith9-34/+171
Randomly select a position in the largest contiguous region of the generated level in which to place the character at startup time.
2019-09-09 Convert generated levels to wallsGriffin Smith20-115/+356
Add support for converting generated levels to walls, and merge one into the entity map at the beginning of the game. There's nothing here that guarantees the character ends up *inside* the level though (they almost always don't) so that'll have to be slotted into the level generation process.
2019-09-07 gitignore debug.logGriffin Smith1-0/+4
2019-09-07 Add cellular-automata cave generatorGriffin Smith10-8/+434
Add a cellular-automata-based cave level generator, plus an optparse-applicative-based CLI for invoking level generators in general.