Age | Commit message (Collapse) | Author | Files | Lines |
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Wrap hitpoints in a newtype, and recover character hitpoints over time
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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.
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Because of the way lines are drawn, a specific configuration of
positioning for gormlaks would have them decide they desperately wanted
to walk *inside* a wall, which they would then both fail to do but also
always collide with whenever they tried to go anywhere else.
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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.
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Stepping the game after updating the vision could allow creatures like
gormlaks to move *out* of the character's pre-calculated lines of sight,
causing gormlaks right next to the character to be invisible.
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Allow specifying the seed for the game's global RNG on startup, and
print the seed when the game exits. This'll allow us to more reliably
reproduce bugs - yay!
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Previously the isUnit function was falsely returning `True` for
positions that were one tile off in *either* direction from the
character, when it should've been *both*. Oops.
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Fix underflow that could happen when multiple gormlaks attack the
character in a single turn
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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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This may have resulted in a double-attack per turn
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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).
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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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- Don't let gormlaks run into things like walls or each other
- Add a small element of randomness to gormlaks' motion
- Increase gormlaks' vision by a large amount
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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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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.
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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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When generating cave levels, remove all but the largest contiguous
region from the resulting level.
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Scroll the viewport so that the character is never less than 5 away from
the edge of the screen.
This was super easy, thanks Brick!
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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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Check if there's a wall or other entity where the character is going,
and stop the character from going there
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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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Implement a concrete "Creature" entity, and place one on the screen at
the game startup for testing.
This revealed a bug with drawing when getting the maximum entity
position, but that appears to be fixed now (yay)
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Add raw types with support for both creatures and items, loaded
statically from a "raws" folder just like in the Rust version.
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That Was Easy (tm)!
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Add a "previous message" command, triggered via ctrl+p.
I attempted here to get the message area to still take up a row of space
post-hiding the message, but failed - should revisit that at some point
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Add a "say" function for saying messages within an app monad to the
user, and link everything up to display them and track their history
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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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Add support for entities via a port of the EntityMap type, and implement
command support starting at basic hjkl.
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Initial commit of a Haskell version of Xanthous, written using Brick and
built with Nix.
This is so much nicer and so much easier
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