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2019-11-29 Implement saving+loading the gameGriffin Smith22-85/+548
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.
2019-11-15 Recover character hitpoints over timeGriffin Smith6-18/+44
Wrap hitpoints in a newtype, and recover character hitpoints over time
2019-10-16 Add draw priorityGriffin Smith5-6/+30
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.
2019-10-15 Don't walk gormlaks into wallsGriffin Smith2-12/+27
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.
2019-10-13 Implement speed and ticksGriffin Smith10-80/+273
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.
2019-10-12 Step the game *before* updating visionGriffin Smith1-1/+1
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.
2019-10-12 Allow specifying seed on startupGriffin Smith4-25/+68
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!
2019-10-12 Actually heal the character when they eat foodGriffin Smith1-0/+2
2019-10-06 Export unexported lensGriffin Smith1-0/+1
2019-10-06 Only allow adjacent gormlaks to attackGriffin Smith1-1/+2
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.
2019-10-06 Fix underflow when damaging characterGriffin Smith2-2/+8
Fix underflow that could happen when multiple gormlaks attack the character in a single turn
2019-10-06 Allow eating edible itemsGriffin Smith12-73/+258
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.
2019-10-05 Don't move creatures when they're attackingGriffin Smith1-1/+1
This may have resulted in a double-attack per turn
2019-10-05 Display multiple messages per turnGriffin Smith6-28/+72
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).
2019-09-29 Gormlaks attack backGriffin Smith10-22/+149
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 Tweak gormlak movement slightlyGriffin Smith6-35/+102
- 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
2019-09-28 Add debug command to reveal the gameGriffin Smith7-10/+52
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.
2019-09-28 Implement the start of creature AIGriffin Smith19-277/+480
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.
2019-09-21 Implement combatGriffin Smith7-34/+95
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 Smith9-13/+58
Every step the character takes, describe the entities at that position excluding the character.
2019-09-20 Add doors and an open commandGriffin Smith13-29/+151
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 Smith9-94/+302
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 Smith18-105/+358
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.
2019-09-15 Remove all but the largest region in cavesGriffin Smith2-4/+12
When generating cave levels, remove all but the largest contiguous region from the resulting level.
2019-09-15 Scroll the viewport around the characterGriffin Smith1-1/+11
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!
2019-09-15 Progressively reveal the map to the playerGriffin Smith13-50/+402
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.
2019-09-14 Fill the outer edges of generated levelsGriffin Smith2-1/+13
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
2019-09-14 Implement collisionGriffin Smith2-3/+29
Check if there's a wall or other entity where the character is going, and stop the character from going there
2019-09-13 Place the chacracter in the level at startup timeGriffin Smith8-33/+168
Randomly select a position in the largest contiguous region of the generated level in which to place the character at startup time.
2019-09-09 Convert generated levels to wallsGriffin Smith17-110/+336
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.
2019-09-07 Add cellular-automata cave generatorGriffin Smith6-5/+348
Add a cellular-automata-based cave level generator, plus an optparse-applicative-based CLI for invoking level generators in general.
2019-09-02 Put a test gormlak on the screenGriffin Smith4-18/+63
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)
2019-09-02 Add raws, loaded statically from a folderGriffin Smith5-6/+173
Add raw types with support for both creatures and items, loaded statically from a "raws" folder just like in the Rust version.
2019-09-02 Add commands for diagonal movementGriffin Smith1-0/+4
That Was Easy (tm)!
2019-09-02 Add a previous message commandGriffin Smith4-4/+29
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
2019-09-02 Link up messages to the overall gameGriffin Smith8-38/+152
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
2019-09-01 Implement messagesGriffin Smith8-5/+425
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.
2019-08-31 Add entities, and allow walking aroundGriffin Smith14-15/+547
Add support for entities via a port of the EntityMap type, and implement command support starting at basic hjkl.
2019-08-25 An @-sign in a box, in haskellGriffin Smith6-0/+99
Initial commit of a Haskell version of Xanthous, written using Brick and built with Nix. This is so much nicer and so much easier
2019-08-25 Wipe Rust projectGriffin Smith38-4558/+0
Sorry rust, but you're just not fun to write
2019-08-03 Add method for writing option menus to viewportGriffin Smith4-22/+116
Add a method for writing single-choice menus to the viewport, within a box. Unused for now.
2019-08-03 Add inventory, and the ability to pick up itemsGriffin Smith8-6/+63
Add inventory as a basic vector of items attached to the character, and the ability to pick up a single item where the character stands
2019-08-03 Fix a bunch more Clippy lints, but disable in CircleGriffin Smith17-69/+65
The unused error is causing more trouble than it's worth at this point
2019-08-03 Clear messages every turnGriffin Smith1-0/+11
Clear messgaes every turn, preserving the ability to ^P to get the previous message
2019-08-03 Add clippy to circleCI and fix all lintsGriffin Smith15-83/+88
2019-07-29 Describe what you see when you walk over itGriffin Smith12-48/+168
If the character walks over any number of entities, describe those entities to the character.
2019-07-28 Add functions for making sentences from listsGriffin Smith2-0/+94
This seems like something I keep having to write
2019-07-28 Re-draw entities when you walk over themGriffin Smith4-3/+15
This also required making the noodles character not actually the emoji, since the emoji being double-width means it still gets overwritten when you walk to the right of it (D:)
2019-07-28 Turns out, collect is the answerGriffin Smith1-15/+8
2019-07-28 Make EntityMap::append not overwrite entitiesGriffin Smith1-34/+75
Rather than overwriting entities with the same ID when appending, make EntityMap::append actually respect the internal invariants of the map and preserve entities from both sides, with no regard for their id.