Age | Commit message (Collapse) | Author | Files | Lines |
|
Change-Id: I6c6847fac56f0a9a1a2209792e00a3aec5e672b9
Reviewed-on: https://cl.tvl.fyi/c/depot/+/10809
Autosubmit: aspen <root@gws.fyi>
Reviewed-by: sterni <sternenseemann@systemli.org>
Tested-by: BuildkiteCI
Reviewed-by: lukegb <lukegb@tvl.fyi>
|
|
When saving, default to the save file that was loaded for the game if
any. To support this, this also makes text prompts support a default,
which will be used if no value is input.
Change-Id: I72a826499d6e987b939e3465a2d29167e53416be
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3801
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
|
|
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
|
|
If the game steps forward, entities could be moving around, so we need
to wipe the memoized character vision.
Change-Id: If6ea6a8c4bed7aefef90a0a2ab17eff0af9b9bbe
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3215
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
|
|
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
|
|
Memoize the return value of characterVisiblePositions to a new,
semi-abstracted "memo" field on the GameState, recalcuclated if the
character position ever changes. I'm 90% sure that the perf issues we
were encountering were actually caused by characterVisiblePositions
getting called once for *every tile* on draw, but this slightly larger
change also makes the game perform relatively-usably again.
Since this is only recalculated if the character position changes, if we
ever get non-transparent entities moving around without the characters
influence (maybe something building or knocking down walls?) we'll have
an issue there where the vision won't be updated as a result of those
changes if they happen while the character is taking a non-moving action
- but we can cross that bridge when we come to it.
Change-Id: I3fc745ddf0014d6f164f735ad7e5080da779b92a
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3185
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
|
|
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>
|