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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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Rather than just describing them as "a door". Descriptions should
ideally be as injective as possible!
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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 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.
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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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Wrap hitpoints in a newtype, and recover character hitpoints over time
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Rather than blindly taking one entity from the list when we have
multiple entities on the same tile, add a `drawPriority` method to the
Draw typeclass which allows individual entities to request to be drawn
on top - this avoids the "noodles floating over your head" bug we saw
before.
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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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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.
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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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Put a bunch of gormlaks randomly on the level, and implement combat via
damaging those gormlaks by one point.
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Every step the character takes, describe the entities at that position
excluding the character.
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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.
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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
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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.
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Scroll the viewport so that the character is never less than 5 away from
the edge of the screen.
This was super easy, thanks Brick!
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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.
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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.
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Implement a concrete "Creature" entity, and place one on the screen at
the game startup for testing.
This revealed a bug with drawing when getting the maximum entity
position, but that appears to be fixed now (yay)
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Add raw types with support for both creatures and items, loaded
statically from a "raws" folder just like in the Rust version.
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Add support for entities via a port of the EntityMap type, and implement
command support starting at basic hjkl.
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