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Creatures are going to have an inventory too now in addition to
characters, so all the data types and lenses and stuff that define
inventory need to be broken out into a separate module so the Creature
entity can use them.
Change-Id: I83f1c70d316afaaf2e75901f9dc28f79fd2cd31f
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3901
Tested-by: BuildkiteCI
Reviewed-by: grfn <grfn@gws.fyi>
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Add a new "husk" creature raw, limited to only being generated on levels
>= 1, including support for actually doing that limiting.
These guys are gonna get daggers next!
Change-Id: Ic4b58dc7ee36b50ced60fec6912cd1b46269d55c
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3868
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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The plan is to use this as a test bed for generating creatures wielding
items, but for know it just shows up on the ground in places.
Change-Id: I8b292606f425cd41bff9e52727f1094886777102
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3867
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Implement a first pass at a "fire" command, which allows throwing rocks,
the max distance and the damage of which is based on the weight of the
item and the strength of the player.
Currently the actual numbers here likely need some tweaking, as the
rocks are easily throwable at good distances but don't really deal any
damage.
Change-Id: Ic6ad0599444af44d8438b834237a1997b67f220f
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3764
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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When describing items in the inventory, both in detail and when
producing menus from those items, describe not just the item itself but
also *where* in the inventory the item is (either in the backpack, or
wielded in either or both of the hands). This uses a new
InventoryPosition datatype, and a method to get a list of items in the
inventory associated with their inventory position. When *removing*
items from the inventory (to wield, drop, or eat them), we want to make
sure we remove from the right position, so this also introduces
a `removeItemAtPosition` method to make that happen correctly.
Finally, some of the tests for this stuff was getting really slow - I
narrowed this down to runaway arbitrary generation for message
Templates, so I've tweaked the Arbitrary instance for that type to
generate smaller values.
Change-Id: I24e9948adae24b0ca9bf13955602108ca9079dcc
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3228
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Add a new DescribeInventory command, bound to I, to prompt for an item
in the inventory (anywhere in the inventory, including wielded) and
display a (new) panel describing it in detail. This description includes
the description, the long description, and the item's physical
properties (volume, density, and weight).
Change-Id: Idc1a05ab16b4514728d42aa6b520f93bea807c07
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3227
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Generate random volumes and densities for items based on the ranges for
those two quantities in the raw when building instances of items.
Since this is the first time creating an item is impure, this also lifts
entity generation into a (random) monadic context
Change-Id: I2de4880e8144f7ff9e1304eb32806ed1d7affa18
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3226
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Allow the itemType raw to have density and volume fields, both of which
represent *intervals* of both density and volume (because both can
hypothetically vary a bit). The idea here is that when we're making
an *instance* of one of these items, we pick a random value in the
range.
Lots of stuff in this commit is datatype and typeclass instances to
support things like intervals being fields on datatypes that get
serialized to saved games - including a manual definition of Ord for
Item since Ord isn't well-defined for intervals
Change-Id: Ia088f2f75cdce9d00560297e5c269e3310b85bc3
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3225
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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2000 ticks after the character damages their fists by hitting something,
the character now develops calluses on their fists (scaled by *how*
damaged they've become) that reduce the chance of them receiving
additional damage from hitting things - up to a max of 5, which
prevents *all* damage from fistfighting.
This is all tracked in a new "Knuckles" struct in a new "Body" struct on
the character datatype, which manages stepping itself forward as part of
the Brain impl on the character.
Change-Id: Ica269f16fb340fb25900d2c77fbad32f10c00be2
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3222
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Add a command that automatically rests (essentially just stepping the
game forwards) until the character's hitpoints are back to full.
Currently due to the time it takes for the character to heal this takes
a bit too long - my thought there is to make the per-step delay for
autocommands different depending on the specific autocommand.
Change-Id: I40378c29d3d9d19e9787af1f015bde65fd08868c
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3221
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Allow configuring the natural attacks (eg, part of their body rather
than an item) of a creature. Each attack has a description and a damage
associated with it.
Change-Id: I69698a8ac4ee2da91e4c88e419593627519522a5
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3220
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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This required making sayVerb optional, as oozes don't say anything
Change-Id: I2c7f425ca26d92beef1097eda49d84f00c84c482
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3218
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Add a new "greetedCharacter" field to the creature hippocampus type,
which tracks whether or not that creature has greeted the character
yet. In the gormlak AI, when the gormlak sees the character and starts
running towards them, if that field is set to False send a message that
says that the gormlak yells a single randomly-generated gormlak word at
the character, then set the field to true
The gormlak yells "gukblom"!
Change-Id: I17a388393693a322c2e09390884ed718911b2fc4
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3207
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Add a new "language" field to the CreatureType raw type, which
references the *name* of the language that creature speaks (this is so
that different creatures can speak the same language without having to
duplicate the language definition in the raws). At some point this
should change to not hardcode the sets of languages and instead define
them in data files like we do for creatures, but this is fine as a
start.
Change-Id: I6708570175e23472cb37e0061a329e54e8eac9c0
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3205
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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This is generally just good practice for foundational data-types like
these
Change-Id: I88c5b6b73dad6665cf25837b8d6a9e0ea66f2b0b
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3204
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Rename my //users directory and all places that refer to glittershark to
grfn, including nix references and documentation.
This may require some extra attention inside of gerrit's database after
it lands to allow me to actually push things.
Change-Id: I4728b7ec2c60024392c1c1fa6e0d4a59b3e266fa
Reviewed-on: https://cl.tvl.fyi/c/depot/+/2933
Tested-by: BuildkiteCI
Reviewed-by: tazjin <mail@tazj.in>
Reviewed-by: lukegb <lukegb@tvl.fyi>
Reviewed-by: glittershark <grfn@gws.fyi>
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