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2020-05-10 Entities inside a wall can't see anythingGriffin Smith1-0/+1
The test for "one step in each cardinal direction is always visible" was giving a false-negative for an entity at the same position as a wall - not only is this something that would ostensibly never happen, it's also completely reasonable to assume that someone stuck in a wall (due to a bad teleport perhaps?) wouldn't be able to see anything, on account of their head being INSIDE A WALL.
2020-05-10 Use open circles to generate filled circlesGriffin Smith1-6/+13
Rather than leaning on rasterific to generate filled circles for us, instead start with an open circle, then fill it by scanning line-by-line and filling in points that are "inside" of the circle, based on keeping track with a boolean. Also adds a couple of helper functions for displaying these kinda "boolean graphics" things we're passing around, as sets of points.
2020-02-17 Drop Rasterific for non-filled circlesGriffin Smith2-34/+56
Rasterific appears to generate some pretty surprising, if not completely wrong, circles at especially low sizes - this was resulting in unexpected behavior with vision calculation, including the character never being able to see directly to the left of them, among other things. This moves back to the old midpoint circle algorithm I pulled off of rosetta code, but only for the non-filled circle. The filled circle is still using the wonky algorithm for now, but at some point I'd love to refactor it such that empty circles are eg always a subset of non-filled circles.
2020-02-08 Factor out an EntityAttributes typeGriffin Smith3-1/+30
Factor out a new EntityAttributes type from some of the methods of the Entity class, to avoid the proliferation of 1-argument boolean methods on the entity class that always have to be forwarded through the Entity instance for SomeEntity if they have defaults (forgetting to do which has wasted tons of my time up to this point). Currently blocksVision, blocksObject, and collision are all in there.
2020-01-20 Put new levels at the right position in the listGriffin Smith1-0/+6
New levels need to go at the *end* of the list of levels, not the beginning - otherwise we jump to the proper position on the new level but the current level stays the same (oops).
2020-01-08 Generate more reasonable doorsGriffin Smith1-10/+26
Generate doors at more reasonable positions, by: - Only generating doors at the *ends* of hallways, where there's a tee-shaped opening - Never generating two doors adjacent to each other
2020-01-05 Add staircases, and moving between levelsGriffin Smith1-1/+1
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 Smith2-1/+66
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.
2019-12-31 Fix ambiguity error in Opposite testsGriffin Smith1-2/+2
For some reason cabal wasn't properly recompiling this file locally to pick up the introduction of an ambiguity error.
2019-12-30 Add dungeon level generationGriffin Smith3-4/+71
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 Smith1-13/+20
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 Update the vision every time we step the gameGriffin Smith2-0/+49
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 Preserve entityIDs in atPosition's setterGriffin Smith1-3/+19
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 Smith1-0/+5
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).
2019-11-30 Fix an injectivity issue with saving the gameGriffin Smith2-1/+11
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 Smith3-12/+10
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 Implement saving+loading the gameGriffin Smith6-9/+56
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.
2019-10-15 Don't walk gormlaks into wallsGriffin Smith1-0/+4
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 Smith1-4/+4
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 Make the positionedCharacter test run more quicklyGriffin Smith1-3/+5
Dial down the quickcheck size and num tests on this
2019-10-06 Only allow adjacent gormlaks to attackGriffin Smith1-1/+8
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 Allow eating edible itemsGriffin Smith2-0/+26
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 Display multiple messages per turnGriffin Smith1-0/+12
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 Smith1-0/+14
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.
2019-09-20 Describe what you see when you walk over itemsGriffin Smith2-0/+20
Every step the character takes, describe the entities at that position excluding the character.
2019-09-20 Add the beginnings of a prompt systemGriffin Smith2-1/+7
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
2019-09-15 Progressively reveal the map to the playerGriffin Smith3-1/+46
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.
2019-09-09 Convert generated levels to wallsGriffin Smith2-2/+13
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 Smith2-2/+70
Add a cellular-automata-based cave level generator, plus an optparse-applicative-based CLI for invoking level generators in general.
2019-09-02 Add raws, loaded statically from a folderGriffin Smith3-3/+21
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 a previous message commandGriffin Smith1-2/+2
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
2019-09-01 Implement messagesGriffin Smith3-0/+88
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 Smith5-2/+122
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 Smith1-0/+3
Initial commit of a Haskell version of Xanthous, written using Brick and built with Nix. This is so much nicer and so much easier