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2020-01-03 Track entity collision in the Entity classGriffin Smith1-2/+2
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 Smith2-34/+47
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 Don't render moving entities that aren't visibleGriffin Smith1-1/+4
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.
2019-11-29 Use menus for combat and picking up itemsGriffin Smith2-3/+3
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 Implement saving+loading the gameGriffin Smith1-0/+7
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.
2019-10-15 Don't walk gormlaks into wallsGriffin Smith1-3/+9
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 Smith1-24/+48
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.
2019-10-06 Fix underflow when damaging characterGriffin Smith1-2/+3
Fix underflow that could happen when multiple gormlaks attack the character in a single turn
2019-10-05 Don't move creatures when they're attackingGriffin Smith1-1/+1
This may have resulted in a double-attack per turn
2019-09-29 Gormlaks attack backGriffin Smith1-16/+29
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 Smith1-8/+26
- 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 Implement the start of creature AIGriffin Smith1-0/+39
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.