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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.
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Rather than having a single function in the Game.Lenses module for
determining what collision type if any an entity has, track it in the
Entity typeclass itself. This is both more extensible and a better
separation of concerns and gets rid of one of the two needs for a
circular import. Yay!
As part of this, I realized nothing was being done to prevent doors from
being placed on tiles that already had walls (since now that was
properly causing a collision!) so I've fixed that as well.
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Pick a random subset of cells on the level that have a wall on two
opposite sides and are clear on the other two sides, and place closed,
unlocked doors on those cells.
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Add a dungeon level generator, which:
1. generates an infinite sequence of rectangular rooms within the
dimensions of the level
2. removes any duplicates from that sequence
3. Generates a graph from the delaunay triangulation of the centerpoints
of those rooms
4. Generates the minimum-spanning-tree of that delaunay triangulation,
with weights given by line length in points
5. Adds back a subset (default 10-15%) of edges from the delaunay
triangulation to the graph
6. Uses the resulting graph to draw corridors between the rooms, using a
random point on the near edge of each room to pick the points of the
corridors
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Make raster circle rendering use the Rasterific package instead of
attempting desperately to hand-roll it, and add a method for generating
filled circles.
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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.
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Put a bunch of gormlaks randomly on the level, and implement combat via
damaging those gormlaks by one point.
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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 a new "Item" entity, which pulls from the previously-existent
ItemType raw, and add a "PickUp" command which takes the (currently
*only*) item off the ground and puts it into the inventory.
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When generating cave levels, remove all but the largest contiguous
region from the resulting level.
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As the character walks around the map, progressively reveal the entities
on the map to them, using an algorithm based on well known
circle-rasterizing and line-rasterizing algorithms to calculate lines of
sight that are potentially obscured by walls.
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To avoid the character being able to go OOB.
This is something we had in the Rust version but I hadn't ported over yet
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Randomly select a position in the largest contiguous region of the
generated level in which to place the character at startup time.
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Add support for converting generated levels to walls, and merge one into
the entity map at the beginning of the game.
There's nothing here that guarantees the character ends up *inside* the
level though (they almost always don't) so that'll have to be slotted
into the level generation process.
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Add a cellular-automata-based cave level generator, plus an
optparse-applicative-based CLI for invoking level generators in general.
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