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2020-02-08 Factor out an EntityAttributes typeGriffin Smith13-38/+132
Factor out a new EntityAttributes type from some of the methods of the Entity class, to avoid the proliferation of 1-argument boolean methods on the entity class that always have to be forwarded through the Entity instance for SomeEntity if they have defaults (forgetting to do which has wasted tons of my time up to this point). Currently blocksVision, blocksObject, and collision are all in there.
2020-02-08 Block doors being closed on gormlaksGriffin Smith5-1/+33
Prevent closing doors when there's a gormlak or other entity with the blocksObject attribute set to true on the same tile. There's a message sent here which is grammatically incorrect - it says "The a gormlak blocks the door" - should fix that later.
2020-01-25 Add a close commandGriffin Smith4-2/+33
Add a close command, to close doors, that works basically the same as the open command.
2020-01-25 Factor out an "entitiesAtCharacter" lensGriffin Smith3-8/+13
Factor an "entitiesAtCharacter" lens from the one-two step of getting the character position, then getting the entities at that position.
2020-01-25 Put the character at the staircase when going downGriffin Smith1-1/+1
Always put the character at the up staircase when going down a level, even when going down to a level we've already generated.
2020-01-25 Lower the maximum gormlak coefficientGriffin Smith1-1/+1
Little too easy to generate tons of gormlaks and then immediately die.
2020-01-20 Store revealed positions on the level itselfGriffin Smith5-19/+61
This was a bit of an oversight initially - we should be storing the positions that the character has seen *on the level*, rather than on the entire game state, for obvious reasons. This introduces a GameLevel record, which has this field, the entities, and also the up staircase position, which we can *also* use to position the character after going down to a level we've already visited.
2020-01-20 Put new levels at the right position in the listGriffin Smith3-3/+8
New levels need to go at the *end* of the list of levels, not the beginning - otherwise we jump to the proper position on the new level but the current level stays the same (oops).
2020-01-19 Switch to DelaunayTriangulation.NaiveGriffin Smith1-1/+4
Per https://github.com/noinia/hgeometry/issues/28, occasionally DelaunayTriangulation.DivideAndConquer loops infinitely - in this case, I was able to consistently use the seed 127624940715530481, to generate a dungeon which had the following room centroids: [ Point2 [38.5,3.5] :+ 0 , Point2 [67.0,33.0] :+ 1 , Point2 [46.0,45.5] :+ 2 , Point2 [55.5,42.0] :+ 3 , Point2 [36.0,25.0] :+ 4 , Point2 [76.5,12.0] :+ 5 , Point2 [29.0,26.5] :+ 6 , Point2 [55.0,10.5] :+ 7 ] and cause delaunay triangulation to loop indefinitely (or at least longer than I cared to wait for). Given the size of our graphs switching to naive generation should be fine performance-wise, and avoids the infinite loop.
2020-01-08 Generate more reasonable doorsGriffin Smith3-26/+91
Generate doors at more reasonable positions, by: - Only generating doors at the *ends* of hallways, where there's a tee-shaped opening - Never generating two doors adjacent to each other
2020-01-05 Add staircases, and moving between levelsGriffin Smith12-17/+125
Currently we just pick randomly between the cave and dungeon level generators. There's a lot of bugs here, but it's *sorta* working, so I'm leaving it as is.
2020-01-04 Add support for multiple levelsGriffin Smith11-14/+397
Add a data structure, based on the zipper comonad, which provides support for multiple levels, each of which is its own entity map. The current level is provided by coreturn, which the `entities` lens has been updated to use. Nothing currently supports going up or down levels yet - that's coming next.
2020-01-03 Pin to a specific version of all-hiesGriffin Smith1-1/+1
Fewer cache busts, plus makes updating versions easier
2020-01-03 Track entity collision in the Entity classGriffin Smith9-35/+37
Rather than having a single function in the Game.Lenses module for determining what collision type if any an entity has, track it in the Entity typeclass itself. This is both more extensible and a better separation of concerns and gets rid of one of the two needs for a circular import. Yay! As part of this, I realized nothing was being done to prevent doors from being placed on tiles that already had walls (since now that was properly causing a collision!) so I've fixed that as well.
2020-01-03 Decouple Gormlak AI from creaturesGriffin Smith9-81/+149
Decouple the definition of the Gormlak AI from the creature type itself using generic lenses and a "HasVisionRadius" typeclass, to begin to untangle the hs-boot web of circular dependencies. This actually *increases* the number of hs-boot files from 1 to 2, but both of the source imports that use them are single-instance (unlike gormlak AI which I would expect to grow linearly with the growth of the game), plus at least one should be able to go away once we remove collision from the game lenses module and move it into something defined in the entity class itself.
2020-01-03 Describe doors as either closed or openGriffin Smith1-1/+2
Rather than just describing them as "a door". Descriptions should ideally be as injective as possible!
2020-01-03 Don't render moving entities that aren't visibleGriffin Smith5-26/+49
When the character walks away from or around the corner from entities that move such that they're no longer visible, stop rendering them. Still render static entities like walls, doors, and items though. This prevents entities walking into a "revealed position" after the character's left being visible despite not being in a line of sight any more.
2019-12-31 Fix ambiguity error in Opposite testsGriffin Smith2-2/+4
For some reason cabal wasn't properly recompiling this file locally to pick up the introduction of an ambiguity error.
2019-12-31 Replace previously-wielded items when wieldingGriffin Smith1-1/+3
When wielding a new item, put any previously-wielded items back in the character's backpack.
2019-12-31 Prompt before overwriting files when savingGriffin Smith4-14/+25
When saving the game to a file that already exists, prompt for whether or not to overwrite the file. Since this was the first instance of a prompt triggered by another prompt, this also had to do a minor fix to swap the order of completing the prompt and clearing it, so that we don't submit the prompt and then immediately clear it.
2019-12-30 Use more evocative characters for closed doorsGriffin Smith1-6/+8
2019-12-30 Place doors on the levelGriffin Smith4-17/+62
Pick a random subset of cells on the level that have a wall on two opposite sides and are clear on the other two sides, and place closed, unlocked doors on those cells.
2019-12-30 Add dungeon level generationGriffin Smith20-103/+680
Add a dungeon level generator, which: 1. generates an infinite sequence of rectangular rooms within the dimensions of the level 2. removes any duplicates from that sequence 3. Generates a graph from the delaunay triangulation of the centerpoints of those rooms 4. Generates the minimum-spanning-tree of that delaunay triangulation, with weights given by line length in points 5. Adds back a subset (default 10-15%) of edges from the delaunay triangulation to the graph 6. Uses the resulting graph to draw corridors between the rooms, using a random point on the near edge of each room to pick the points of the corridors
2019-12-30 Fix circle rendering, add filled circleGriffin Smith5-52/+124
Make raster circle rendering use the Rasterific package instead of attempting desperately to hand-roll it, and add a method for generating filled circles.
2019-12-23 Don't send the welcome message when loadingGriffin Smith4-2/+12
Don't re-send the welcome message when loading the game if it's already been sent. This is done by just tracking whether or not we've sent it as a boolean in the game state, which may be a bit of a hack but should be fine
2019-12-23 Update the vision every time we step the gameGriffin Smith4-2/+53
Recalculate the character's lines of sight every time we step the game, rather than just every time the character *moves*. I had originally thought this was a non-contiguous lines-of-sight bug - which there's a test disproving - but it actually turned out to be that actions like eating or attacking would step the game forward (thus moving gormlaks) without re-calculating the positions visible to the character.
2019-12-23 Confirm before quittingGriffin Smith3-3/+28
Prompt to confirm before quitting the game with the Quit command
2019-12-23 Preserve entityIDs in atPosition's setterGriffin Smith2-15/+50
Make the setter for the atPosition lens preserve entityIDs for already-existing entities at the position, so that when we plop something in the same tile as the character the character's entity ID doesn't disappear.
2019-12-23 Add a drop commandGriffin Smith10-27/+197
Add a drop command, bound to 'd', which prompts the character for an item in their inventory, removes it from the inventory, and places it on the ground. Along the way I had to fix a bug in the `EntityMap.atPosition` lens, which was always appending to the existing entities at the position on set, without removing the entities that were already there - the rabbit hole of quickchecking the lens laws here also lead to replacing the target of this lens with a newtype called `VectorBag`, which ignores order (since the entitymap makes no guarantees about order of entities at a given position).
2019-12-23 Use attack messages when attackingGriffin Smith2-10/+16
When attacking, use either: - the message defined on the entity raw of the wielded item, if any - the generic attack message, if an item without an attack message is wielded - the fists attack message, if no item is wielded
2019-12-23 Use wielded items to calculate damageGriffin Smith2-26/+35
Use whatever items the character has wielded, if any, to calculate the damage they deal when attacking. Currently this shortcuts handedness to just use the *first* item they have equipped, which is fine since it's currently only possible to equip something in the right hand.
2019-12-22 Add a wield commandGriffin Smith6-27/+77
Add a Wield command, which prompts for a wieldable item, if any, to take out of the character's inventory and put in their right hand. Eventually we should support other hands, but for now hardcoding the right hand should be fine.
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.