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2020-05-10 Entities inside a wall can't see anythingGriffin Smith1-2/+1
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.
2020-02-17 Drop Rasterific for non-filled circlesGriffin Smith1-2/+10
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.
2020-02-08 Factor out an EntityAttributes typeGriffin Smith2-1/+71
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.
2020-01-20 Put new levels at the right position in the listGriffin Smith1-1/+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 Smith1-1/+1
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 Smith1-0/+170
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.
2019-12-23 Preserve entityIDs in atPosition's setterGriffin Smith1-12/+31
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 Smith2-5/+109
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).
2019-11-30 Fix an injectivity issue with saving the gameGriffin Smith2-18/+33
Fix an injectivity issue with JSON-encoding the entity map that was causing the game saving to not properly round-trip. As part of this, there's a refactor to the internals of the entity map to use sets instead of vectors, which should also get us a nice perf boost.
2019-11-29 Use menus for combat and picking up itemsGriffin Smith2-1/+57
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 Smith1-2/+13
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.
2019-09-29 Gormlaks attack backGriffin Smith2-0/+8
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 Implement the start of creature AIGriffin Smith2-14/+42
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.
2019-09-20 Add the beginnings of a prompt systemGriffin Smith1-14/+13
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 Smith1-1/+8
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 Smith2-26/+106
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.
2019-09-13 Place the chacracter in the level at startup timeGriffin Smith1-1/+1
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 Smith1-1/+12
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.
2019-08-31 Add entities, and allow walking aroundGriffin Smith1-0/+141
Add support for entities via a port of the EntityMap type, and implement command support starting at basic hjkl.