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2020-05-25 Remove obsolete fixme commentGriffin Smith1-3/+0
This has been fixed
2020-05-25 Begin a broken-out NestedMap typeGriffin Smith5-2/+258
Begin breaking out a NestedMap data structure, which existed in both the variables for the new template system and the structure that stored messages.
2020-05-24 Add a new template systemGriffin Smith5-1/+365
Add a parser, pretty-printer, and renderer for a new template system, which should eventually be a drop-in replacement for the current mustache-based template system, but also supports text filters (which will be used for things like pluralization and noun casing). Nothing currently uses it yet, though.
2020-05-16 Stop auto-moving if there's an enemy nearbyGriffin Smith4-11/+44
If at any point during an auto-move there's an enemy in the character's line of sight, cancel the autocommand and send a message
2020-05-11 Add a very basic, naive auto-move commandGriffin Smith18-268/+561
Add a very basic, naive auto-move command, which just steps the player in a direction until they collide with something, regardless of any surrounding beasties who might want to eat them. There's a lot of other stuff going on here - in order to get this working the way I wanted with a slight (I settled on 50ms) delay between every step in these autocommands while still redrawing in between I had to do all the extra machinery for custom Brick events with a channel, and then at the same time adding the bits for actually executing autocommands in a general fashion (because there will definitely be more!) hit my threshold for size for App.hs which sent me on a big journey to break it up into smaller files -- which seems actually like it was quite successful. Hopefully this will help with compile times too, though App.hs is still pretty slow (maybe more to do here).
2020-05-11 Add ViewPatterns to default-extensionsGriffin Smith13-12/+1
Seems relatively harmless
2020-05-10 Display messages in the order they were sentGriffin Smith1-1/+1
Rather than displaying messages most-recent-first in the message box, display them most-recent-last (which feels more natural)
2020-05-10 Small chance of hurting self when punchingGriffin Smith3-1/+26
When attacking monsters with bare fists, there is a small chance (8%, right now) of causing 1 point of self-damage
2020-05-10 Update README for lorriGriffin Smith1-5/+8
This is going to be the happy-path for development
2020-05-10 Entities inside a wall can't see anythingGriffin Smith2-2/+2
The test for "one step in each cardinal direction is always visible" was giving a false-negative for an entity at the same position as a wall - not only is this something that would ostensibly never happen, it's also completely reasonable to assume that someone stuck in a wall (due to a bad teleport perhaps?) wouldn't be able to see anything, on account of their head being INSIDE A WALL.
2020-05-10 Use open circles to generate filled circlesGriffin Smith2-43/+81
Rather than leaning on rasterific to generate filled circles for us, instead start with an open circle, then fill it by scanning line-by-line and filling in points that are "inside" of the circle, based on keeping track with a boolean. Also adds a couple of helper functions for displaying these kinda "boolean graphics" things we're passing around, as sets of points.
2020-05-10 Bump all-hies versionGriffin Smith1-1/+5
Bump all-hies to the latest commit
2020-05-10 Add envrc for lorriGriffin Smith1-0/+1
2020-02-17 Drop Rasterific for non-filled circlesGriffin Smith5-51/+117
Rasterific appears to generate some pretty surprising, if not completely wrong, circles at especially low sizes - this was resulting in unexpected behavior with vision calculation, including the character never being able to see directly to the left of them, among other things. This moves back to the old midpoint circle algorithm I pulled off of rosetta code, but only for the non-filled circle. The filled circle is still using the wonky algorithm for now, but at some point I'd love to refactor it such that empty circles are eg always a subset of non-filled circles.
2020-02-17 Don't run initEvent when loading the gameGriffin Smith5-18/+17
Rather than having a single sentWelcome boolean, avoid running the initEvent entirely when loading an already-initialized game. Among other things, this stops us from re-generating a level and then merging it with the existing one when the game is loaded (oops).
2020-02-17 Fix argument order to drawEntitiesGriffin Smith1-1/+1
I had swapped the order of isVisible and isRevealed, which was causing not-currently-visible gormlaks to still be rendered.
2020-02-17 Add Staircase to the list of all entitiesGriffin Smith1-0/+2
Forgot to do this when I added staircases - this is necessary for loading saved games.
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.