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The following changes in dependencies of xanthous broke the build and
have been fixed in this CL. Thus we can reenable CI for xanthous.
* random 1.2.0 removed the Read instance for StdGen, so we need use
System.Random.Internal to un-newtype StdGen into an SMGen in the
appropriate places as that type still has a Show and Read instance.
Requires a new direct dependency on splitmix as well.
* witherable 4.0 renamed Data.Witherable into Witherable and no longer
exports Filter.
* random 1.2.0 probably also broke the Function instance for GameState
which contains a StdGen. I'm not exactly sure which change exactly
triggered this, but the fix is easy enough: We implement a Function
instance for SMGen using functionShow allowing us to write a Function
instance for StdGen using functionMap. I've put these instances into
Xanthous.Orphans.
* hgeometry 0.12.0.0 removes the triangulationEdges function (which is
also not mentioned in the changelog, so I'm not sure if there's a
replacement yet). Fix by pinning to 0.11.0.0 for now.
* hedgehog-classes: relax bounds on semirings
Change-Id: I3617d8916d753b386c9fa80062be6bcbdfee0131
Reviewed-on: https://cl.tvl.fyi/c/depot/+/2607
Tested-by: BuildkiteCI
Reviewed-by: glittershark <grfn@gws.fyi>
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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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