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path: root/src/Xanthous/messages.yaml
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2020-01-25 Add a close commandGriffin Smith1-1/+10
Add a close command, to close doors, that works basically the same as the open command.
2020-01-05 Add staircases, and moving between levelsGriffin Smith1-0/+8
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.
2019-12-31 Prompt before overwriting files when savingGriffin Smith1-2/+2
When saving the game to a file that already exists, prompt for whether or not to overwrite the file. Since this was the first instance of a prompt triggered by another prompt, this also had to do a minor fix to swap the order of completing the prompt and clearing it, so that we don't submit the prompt and then immediately clear it.
2019-12-23 Confirm before quittingGriffin Smith1-0/+3
Prompt to confirm before quitting the game with the Quit command
2019-12-23 Add a drop commandGriffin Smith1-0/+11
Add a drop command, bound to 'd', which prompts the character for an item in their inventory, removes it from the inventory, and places it on the ground. Along the way I had to fix a bug in the `EntityMap.atPosition` lens, which was always appending to the existing entities at the position on set, without removing the entities that were already there - the rabbit hole of quickchecking the lens laws here also lead to replacing the target of this lens with a newtype called `VectorBag`, which ignores order (since the entitymap makes no guarantees about order of entities at a given position).
2019-12-22 Add a wield commandGriffin Smith1-0/+12
Add a Wield command, which prompts for a wieldable item, if any, to take out of the character's inventory and put in their right hand. Eventually we should support other hands, but for now hardcoding the right hand should be fine.
2019-12-22 Add wielded, wieldable itemsGriffin Smith1-2/+6
Split the character's inventory up into wielded items (in one or both hands) and the backpack, and display wielded items when drawing the inventory panel. Currently there's no way to actually *wield* items though, so this is all unused/untested. Also, add the ability for items to be "wieldable", which gives specific descriptions for when attacking with them and also modified damage.
2019-11-30 Add a very basic inventory panelGriffin Smith1-1/+4
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 Smith1-1/+9
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.
2019-11-29 Use menus for combat and picking up itemsGriffin Smith1-1/+3
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 Smith1-0/+4
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 Smith1-0/+4
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 Smith1-4/+17
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/+4
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.
2019-09-28 Add debug command to reveal the gameGriffin Smith1-0/+3
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.
2019-09-21 Implement combatGriffin Smith1-0/+9
Put a bunch of gormlaks randomly on the level, and implement combat via damaging those gormlaks by one point.
2019-09-20 Describe what you see when you walk over itemsGriffin Smith1-0/+3
Every step the character takes, describe the entities at that position excluding the character.
2019-09-20 Add doors and an open commandGriffin Smith1-1/+9
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 Smith1-1/+3
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
2019-09-19 Add items and inventoryGriffin Smith1-0/+3
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.
2019-09-01 Implement messagesGriffin Smith1-0/+1
Implement messages almost the same as in the Rust version, only with YAML instead of TOML this time, and a regular old mustache template instead of something handrolled. Besides that, pretty much everything here is the same.