about summary refs log tree commit diff
path: root/src/Xanthous/Game/Arbitrary.hs
AgeCommit message (Collapse)AuthorFilesLines
2020-05-11 Add a very basic, naive auto-move commandGriffin Smith1-1/+1
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).
2020-02-17 Don't run initEvent when loading the gameGriffin Smith1-1/+0
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).
2020-01-20 Store revealed positions on the level itselfGriffin Smith1-8/+16
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.
2020-01-05 Add staircases, and moving between levelsGriffin Smith1-5/+5
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 Smith1-6/+12
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 Don't send the welcome message when loadingGriffin Smith1-0/+1
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
2019-11-30 Add a very basic inventory panelGriffin Smith1-0/+1
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.
2019-11-29 Use menus for combat and picking up itemsGriffin Smith1-2/+2
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 Smith1-1/+8
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 Add debug command to reveal the gameGriffin Smith1-0/+1
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 Smith1-0/+27
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.