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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
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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.
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Use the (undocumented!) helper function haskellSrc2nix over having to
explicitly run cabal2nix all the time when rebuilding
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Initial commit of a Haskell version of Xanthous, written using Brick and
built with Nix.
This is so much nicer and so much easier
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