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Add a close command, to close doors, that works basically the same as
the open command.
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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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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.
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Prompt to confirm before quitting the game with the Quit command
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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).
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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.
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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.
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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.
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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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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 (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.
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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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Every step the character takes, describe the entities at that position
excluding the character.
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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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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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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.
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