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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).
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Prompt to confirm before quitting the game with the Quit command
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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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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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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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