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path: root/src/Xanthous/App.hs
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2020-05-11 Add a very basic, naive auto-move commandGriffin Smith1-211/+24
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 Smith1-1/+0
Seems relatively harmless
2020-05-10 Small chance of hurting self when punchingGriffin Smith1-1/+8
When attacking monsters with bare fists, there is a small chance (8%, right now) of causing 1 point of self-damage
2020-02-17 Don't run initEvent when loading the gameGriffin Smith1-10/+14
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).
2020-02-08 Factor out an EntityAttributes typeGriffin Smith1-8/+11
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 Smith1-1/+22
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 Smith1-1/+17
Add a close command, to close doors, that works basically the same as the open command.
2020-01-25 Factor out an "entitiesAtCharacter" lensGriffin Smith1-8/+3
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.
2020-01-20 Store revealed positions on the level itselfGriffin Smith1-2/+10
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 Smith1-2/+1
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).
2020-01-05 Add staircases, and moving between levelsGriffin Smith1-5/+55
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.
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 Smith1-11/+18
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 Place doors on the levelGriffin Smith1-5/+1
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.
2019-12-23 Don't send the welcome message when loadingGriffin Smith1-2/+6
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 Smith1-1/+2
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 Smith1-3/+24
Prompt to confirm before quitting the game with the Quit command
2019-12-23 Add a drop commandGriffin Smith1-16/+58
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 Smith1-4/+10
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 Smith1-2/+2
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 Smith1-9/+33
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 Smith1-10/+11
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.
2019-11-30 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 Smith1-2/+9
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 Smith1-1/+28
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 Fail on all warnings in CIGriffin Smith1-2/+2
All the undefineds are gone, so it's time to enable -Werror in CI.
2019-11-29 Use menus for combat and picking up itemsGriffin Smith1-11/+36
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 a "look" commandGriffin Smith1-15/+63
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 Smith1-2/+14
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.
2019-11-15 Recover character hitpoints over timeGriffin Smith1-2/+2
Wrap hitpoints in a newtype, and recover character hitpoints over time
2019-10-13 Implement speed and ticksGriffin Smith1-8/+17
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.
2019-10-12 Step the game *before* updating visionGriffin Smith1-1/+1
Stepping the game after updating the vision could allow creatures like gormlaks to move *out* of the character's pre-calculated lines of sight, causing gormlaks right next to the character to be invisible.
2019-10-12 Allow specifying seed on startupGriffin Smith1-6/+9
Allow specifying the seed for the game's global RNG on startup, and print the seed when the game exits. This'll allow us to more reliably reproduce bugs - yay!
2019-10-12 Actually heal the character when they eat foodGriffin Smith1-0/+2
2019-10-06 Allow eating edible itemsGriffin Smith1-18/+66
Add menu support to the prompt system, and an "Eat" command that prompts for an item to eat and eats the item the character specifies, restoring an amount of hitpoints configurable via the item raw type.
2019-10-05 Display multiple messages per turnGriffin Smith1-2/+2
When tracking message history, save messages associated with the turn they were displayed on, which allows us to have the notion of the "current turn's" messages (provided via a MonoComonad instance).
2019-09-29 Gormlaks attack backGriffin Smith1-2/+9
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 Smith1-22/+0
- 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 Add debug command to reveal the gameGriffin Smith1-0/+7
Add a (debug) command to reveal all tiles on the game regardless of the character's vision, which'll make it easier to debug creature's behavior while they're not visible.
2019-09-28 Implement the start of creature AIGriffin Smith1-9/+41
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.
2019-09-21 Implement combatGriffin Smith1-6/+34
Put a bunch of gormlaks randomly on the level, and implement combat via damaging those gormlaks by one point.
2019-09-20 Describe what you see when you walk over itemsGriffin Smith1-1/+17
Every step the character takes, describe the entities at that position excluding the character.
2019-09-20 Add doors and an open commandGriffin Smith1-5/+44
Add a Door entity and an Open command, which necessitated supporting the direction prompt. Currently nothing actually puts doors on the map, which puts a slight damper on actually testing this out.
2019-09-20 Add the beginnings of a prompt systemGriffin Smith1-17/+70
Add the beginnings of a generic prompt system, with exclusive support atm for string prompts, and test it out by asking the character for their name at startup
2019-09-19 Add items and inventoryGriffin Smith1-23/+27
Add a new "Item" entity, which pulls from the previously-existent ItemType raw, and add a "PickUp" command which takes the (currently *only*) item off the ground and puts it into the inventory.
2019-09-15 Progressively reveal the map to the playerGriffin Smith1-1/+5
As the character walks around the map, progressively reveal the entities on the map to them, using an algorithm based on well known circle-rasterizing and line-rasterizing algorithms to calculate lines of sight that are potentially obscured by walls.
2019-09-14 Implement collisionGriffin Smith1-2/+5
Check if there's a wall or other entity where the character is going, and stop the character from going there
2019-09-13 Place the chacracter in the level at startup timeGriffin Smith1-6/+22
Randomly select a position in the largest contiguous region of the generated level in which to place the character at startup time.
2019-09-09 Convert generated levels to wallsGriffin Smith1-6/+23
Add support for converting generated levels to walls, and merge one into the entity map at the beginning of the game. There's nothing here that guarantees the character ends up *inside* the level though (they almost always don't) so that'll have to be slotted into the level generation process.