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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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