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path: root/src/Xanthous/Entities/Environment.hs
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2019-11-29 Implement saving+loading the gameGriffin Smith1-2/+11
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.
2019-09-28 Implement the start of creature AIGriffin Smith1-1/+15
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 Describe what you see when you walk over itemsGriffin Smith1-0/+2
Every step the character takes, describe the entities at that position excluding the character.
2019-09-20 Add doors and an open commandGriffin Smith1-3/+41
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.
2019-09-15 Progressively reveal the map to the playerGriffin Smith1-1/+4
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.
2019-09-09 Convert generated levels to wallsGriffin Smith1-0/+26
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.