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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Fix underflow that could happen when multiple gormlaks attack the
character in a single turn
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This may have resulted in a double-attack per turn
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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.
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- 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
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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.
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