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Use haskell-language-server instead of haskell-ide-engine for Xanthous.
Change-Id: I7ef1433d5cd561e659fc06b3f373a6f29dfa5690
Reviewed-on: https://cl.tvl.fyi/c/depot/+/904
Tested-by: BuildkiteCI
Reviewed-by: glittershark <grfn@gws.fyi>
Reviewed-by: BuildkiteCI
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Change-Id: Ie148acf179e3aae304410a588c87ee83e04aafa7
Reviewed-on: https://cl.tvl.fyi/c/depot/+/741
Reviewed-by: BuildkiteCI
Reviewed-by: Kane York <rikingcoding@gmail.com>
Tested-by: BuildkiteCI
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Turns out we don't actually need this, and the patch for it doesn't
cleanly apply anymore
Change-Id: Ifc95496211c7c1c779fd2544f4ff5a51aa3857ab
Reviewed-on: https://cl.tvl.fyi/c/depot/+/736
Reviewed-by: glittershark <grfn@gws.fyi>
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Change-Id: Id31960e7bc2243dfa53dc5e45b09d8253bdef852
Reviewed-on: https://cl.tvl.fyi/c/depot/+/727
Reviewed-by: glittershark <grfn@gws.fyi>
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This algorithm is a little rough around the edges right now, but
generally the idea is we find a relatively closed-off region of the map,
and place rooms randomly on it, expanding them until they run into each
other, then we put doors in the walls of the rooms and a single door
opening into the region. Later on, we'll generate friendly (or
unfriendly!) NPCs to put in those rooms.
Change-Id: Ic989b9905f55ad92a01fdf6db11aa57afb4ce383
Reviewed-on: https://cl.tvl.fyi/c/depot/+/726
Reviewed-by: glittershark <grfn@gws.fyi>
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Install the witherable library, expose it in the prelude, and update all
call sites that are broken by that change.
This is a really nice library, and basically the ideal abstraction layer
for what it does.
Change-Id: I640e099318c1ecce0ad483bc336c379698bdab88
Reviewed-on: https://cl.tvl.fyi/c/depot/+/725
Reviewed-by: glittershark <grfn@gws.fyi>
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'53b56744f4335c038724a1bcffc27a7eb8cf6a6d'
git-subtree-dir: users/glittershark/xanthous
git-subtree-mainline: 91f53f02d8479303910abfd3f3690d3ef27e6c4b
git-subtree-split: 53b56744f4335c038724a1bcffc27a7eb8cf6a6d
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