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2020-01-05 Add staircases, and moving between levelsGriffin Smith11-16/+124
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.
2020-01-04 Add support for multiple levelsGriffin Smith5-12/+218
Add a data structure, based on the zipper comonad, which provides support for multiple levels, each of which is its own entity map. The current level is provided by coreturn, which the `entities` lens has been updated to use. Nothing currently supports going up or down levels yet - that's coming next.
2020-01-03 Track entity collision in the Entity classGriffin Smith9-35/+37
Rather than having a single function in the Game.Lenses module for determining what collision type if any an entity has, track it in the Entity typeclass itself. This is both more extensible and a better separation of concerns and gets rid of one of the two needs for a circular import. Yay! As part of this, I realized nothing was being done to prevent doors from being placed on tiles that already had walls (since now that was properly causing a collision!) so I've fixed that as well.
2020-01-03 Decouple Gormlak AI from creaturesGriffin Smith8-80/+146
Decouple the definition of the Gormlak AI from the creature type itself using generic lenses and a "HasVisionRadius" typeclass, to begin to untangle the hs-boot web of circular dependencies. This actually *increases* the number of hs-boot files from 1 to 2, but both of the source imports that use them are single-instance (unlike gormlak AI which I would expect to grow linearly with the growth of the game), plus at least one should be able to go away once we remove collision from the game lenses module and move it into something defined in the entity class itself.
2020-01-03 Describe doors as either closed or openGriffin Smith1-1/+2
Rather than just describing them as "a door". Descriptions should ideally be as injective as possible!
2020-01-03 Don't render moving entities that aren't visibleGriffin Smith5-26/+49
When the character walks away from or around the corner from entities that move such that they're no longer visible, stop rendering them. Still render static entities like walls, doors, and items though. This prevents entities walking into a "revealed position" after the character's left being visible despite not being in a line of sight any more.
2019-12-31 Fix ambiguity error in Opposite testsGriffin Smith1-0/+2
For some reason cabal wasn't properly recompiling this file locally to pick up the introduction of an ambiguity error.
2019-12-31 Replace previously-wielded items when wieldingGriffin Smith1-1/+3
When wielding a new item, put any previously-wielded items back in the character's backpack.
2019-12-31 Prompt before overwriting files when savingGriffin Smith2-13/+20
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.
2019-12-30 Use more evocative characters for closed doorsGriffin Smith1-6/+8
2019-12-30 Place doors on the levelGriffin Smith4-17/+62
Pick a random subset of cells on the level that have a wall on two opposite sides and are clear on the other two sides, and place closed, unlocked doors on those cells.
2019-12-30 Add dungeon level generationGriffin Smith12-88/+524
Add a dungeon level generator, which: 1. generates an infinite sequence of rectangular rooms within the dimensions of the level 2. removes any duplicates from that sequence 3. Generates a graph from the delaunay triangulation of the centerpoints of those rooms 4. Generates the minimum-spanning-tree of that delaunay triangulation, with weights given by line length in points 5. Adds back a subset (default 10-15%) of edges from the delaunay triangulation to the graph 6. Uses the resulting graph to draw corridors between the rooms, using a random point on the near edge of each room to pick the points of the corridors
2019-12-30 Fix circle rendering, add filled circleGriffin Smith3-39/+101
Make raster circle rendering use the Rasterific package instead of attempting desperately to hand-roll it, and add a method for generating filled circles.
2019-12-23 Don't send the welcome message when loadingGriffin Smith4-2/+12
Don't re-send the welcome message when loading the game if it's already been sent. This is done by just tracking whether or not we've sent it as a boolean in the game state, which may be a bit of a hack but should be fine
2019-12-23 Update the vision every time we step the gameGriffin Smith1-1/+2
Recalculate the character's lines of sight every time we step the game, rather than just every time the character *moves*. I had originally thought this was a non-contiguous lines-of-sight bug - which there's a test disproving - but it actually turned out to be that actions like eating or attacking would step the game forward (thus moving gormlaks) without re-calculating the positions visible to the character.
2019-12-23 Confirm before quittingGriffin Smith3-3/+28
Prompt to confirm before quitting the game with the Quit command
2019-12-23 Preserve entityIDs in atPosition's setterGriffin Smith1-12/+31
Make the setter for the atPosition lens preserve entityIDs for already-existing entities at the position, so that when we plop something in the same tile as the character the character's entity ID doesn't disappear.
2019-12-23 Add a drop commandGriffin Smith7-22/+189
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).
2019-12-23 Use attack messages when attackingGriffin Smith2-10/+16
When attacking, use either: - the message defined on the entity raw of the wielded item, if any - the generic attack message, if an item without an attack message is wielded - the fists attack message, if no item is wielded
2019-12-23 Use wielded items to calculate damageGriffin Smith2-26/+35
Use whatever items the character has wielded, if any, to calculate the damage they deal when attacking. Currently this shortcuts handedness to just use the *first* item they have equipped, which is fine since it's currently only possible to equip something in the right hand.
2019-12-22 Add a wield commandGriffin Smith6-27/+77
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 Smith8-47/+268
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.
2019-12-22 Fix rendering string promptsGriffin Smith1-1/+1
Rendering an editor with txtWrap makes brick blow up because editors have an internal viewport, but txtWrap advertises an infinite width.
2019-11-30 Eating doesn't take time unless you actually eatGriffin Smith1-1/+1
Make it so that opening the eat menu but not actually eating anything (either because you cancel, or because there's nothing to eat) doesn't step the game
2019-11-30 Add a very basic inventory panelGriffin Smith8-39/+79
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 Smith12-40/+210
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.
2019-11-30 Fail on all warnings in CIGriffin Smith2-3/+2
All the undefineds are gone, so it's time to enable -Werror in CI.
2019-11-30 Fix an injectivity issue with saving the gameGriffin Smith11-30/+70
Fix an injectivity issue with JSON-encoding the entity map that was causing the game saving to not properly round-trip. As part of this, there's a refactor to the internals of the entity map to use sets instead of vectors, which should also get us a nice perf boost.
2019-11-29 Use menus for combat and picking up itemsGriffin Smith21-196/+214
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 Add DerivingVia newtype for generic arbitraryGriffin Smith1-1/+16
Add a newtype, GenericArbitrary, which can be used with -XDerivingVia to derive Arbitrary instances for types with Generic, via patching generic-arbitrary to expose the underlying typeclass it uses for surfacing the type information.
2019-11-29 Implement a "look" commandGriffin Smith7-29/+111
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 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.