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When a creature is killed, it now drops all the contents of its
inventory on the ground.
Change-Id: Ie95c397308ba2c9861f10e58b99c91c9cc759c56
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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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Previously, we were using `smallestNotIn` for selecting new characters
for menu items with duplicate chatacters - this uses the 'Bounded'
instance for the type, which for Char meant the first character we would
always select was \NUL - making it look like the menu item had no
character, and making it impossible to actually select the menu item.
This introduces an AlphaChar newtype, which is a wrapper around Char
whose Bounded and Enum instances only use alphabetic characters (a-ZA-Z)
and uses that for menu characters instead.
Change-Id: If34ed9e9ce84f2bcb1cb87432cc6273f40b69f72
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3229
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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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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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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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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