about summary refs log tree commit diff
path: root/src/Xanthous/Game/Prompt.hs
AgeCommit message (Collapse)AuthorFilesLines
2020-05-11 Add a very basic, naive auto-move commandGriffin Smith1-8/+9
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).
2019-12-23 Confirm before quittingGriffin Smith1-0/+1
Prompt to confirm before quitting the game with the Quit command
2019-11-30 Fix an injectivity issue with saving the gameGriffin Smith1-1/+0
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.
2019-11-29 Use menus for combat and picking up itemsGriffin Smith1-1/+8
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 a "look" commandGriffin Smith1-9/+23
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.
2019-11-29 Implement saving+loading the gameGriffin Smith1-1/+97
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.
2019-10-06 Allow eating edible itemsGriffin Smith1-20/+59
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.
2019-09-29 Gormlaks attack backGriffin Smith1-0/+10
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.
2019-09-20 Add doors and an open commandGriffin Smith1-1/+6
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.
2019-09-20 Add the beginnings of a prompt systemGriffin Smith1-0/+117
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