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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