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These are generally rather nicer to work due to some typeclass instances,
and integrate better with other ecosystems for things like linear
algebra etc.
Change-Id: I546c8da7b17234648f3d612b28741c1fded25447
Reviewed-on: https://cl.tvl.fyi/c/depot/+/910
Tested-by: BuildkiteCI
Reviewed-by: glittershark <grfn@gws.fyi>
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GHC 8.8 is better at detecting unused imports, it seems - all of these
are new warnings that fail under -Werror
Change-Id: I1357094d715483612deb0db4a75b3e4f8f27d2e3
Reviewed-on: https://cl.tvl.fyi/c/depot/+/889
Reviewed-by: glittershark <grfn@gws.fyi>
Reviewed-by: BuildkiteCI
Tested-by: BuildkiteCI
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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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'53b56744f4335c038724a1bcffc27a7eb8cf6a6d'
git-subtree-dir: users/glittershark/xanthous
git-subtree-mainline: 91f53f02d8479303910abfd3f3690d3ef27e6c4b
git-subtree-split: 53b56744f4335c038724a1bcffc27a7eb8cf6a6d
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