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path: root/src/Xanthous/Game/State.hs
AgeCommit message (Collapse)AuthorFilesLines
2019-11-30 Add a very basic inventory panelGriffin Smith1-12/+7
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.
2019-11-30 Add messages on the groundGriffin Smith1-10/+55
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.
2019-11-30 Fix an injectivity issue with saving the gameGriffin Smith1-2/+7
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 Smith1-2/+83
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 Smith1-7/+72
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.
2019-10-16 Add draw priorityGriffin Smith1-1/+5
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.
2019-10-13 Implement speed and ticksGriffin Smith1-7/+8
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.
2019-10-05 Display multiple messages per turnGriffin Smith1-15/+45
When tracking message history, save messages associated with the turn they were displayed on, which allows us to have the notion of the "current turn's" messages (provided via a MonoComonad instance).
2019-09-28 Add debug command to reveal the gameGriffin Smith1-2/+21
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/+200
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.