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path: root/src/Xanthous/Game/Arbitrary.hs
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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.