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2022-12-29 r/5544 chore(grfn/xanthous): port to brick-0.73sterni1-1/+1
This is the latest version before 1.0 which has some bigger changes as brick's EventM gains the ability to be MonadState which requires adjusting basically all App code. In 0.72, handleEditorEvent started taking a BrickEvent, so we no longer need to unwrap the VtyEvent in handlePromptEvent. Change-Id: Ic6a1ce6e21ba46177d3ce0b8a124abe7d8951464 Reviewed-on: https://cl.tvl.fyi/c/depot/+/7666 Autosubmit: sterni <sternenseemann@systemli.org> Tested-by: BuildkiteCI Reviewed-by: grfn <grfn@gws.fyi>
2022-12-29 r/5543 chore(3p/sources): Bump channels & overlayssterni2-7/+11
The main change is that nixpkgs updated to GHC 9.2 and Stackage LTS-20, so we suffer from a bit of churn. * //3p/overlays/haskell: - use updated dhall-nix patch for hnix 0.16 - use superrecord fork with fixes for GHC 9.2 - use graphmod-1.4.5.1 which has support for GHC 9.2 * //users/Profpatsch: relax constraints on base in Haskell pkgs * //users/Profpatsch/cas-serve: inherit superrecord from 3p * //users/grfn/xanthous: - //3p/overlays/haskell for 8.10.7: * Provide missing dependency of binary-orphans. Fix already commited upstream as e238c3fdaab710a2ce0135e5a77cd7e6bb023a22, can be dropped when channel advances. * Downgrade to brick 0.71.1, the latest version xanthous supports. - Adjust to generic-arbitrary >= 1.0, providing Arg constraints where necessary. - Increase constraint-solver-iterations to 6 (default 4), so Xanthous.Command and Xanthous.Data can be typechecked. - Drop NFData instances for Key and Modifier which have been added to vty upstream. Change-Id: I2170438c2ce8130b65f1a9fe07c4fecab5683d66 Reviewed-on: https://cl.tvl.fyi/c/depot/+/7654 Autosubmit: sterni <sternenseemann@systemli.org> Reviewed-by: tazjin <tazjin@tvl.su> Reviewed-by: grfn <grfn@gws.fyi> Reviewed-by: Profpatsch <mail@profpatsch.de> Tested-by: BuildkiteCI
2022-05-14 r/4073 feat(grfn/xanthous): Use dual-wielding to calculate damageGriffin Smith6-17/+33
When dual-wielding weapons, do damage from both weapons and use both weapons' attack messages. Change-Id: I3c404946d0167c9b5c2bcf58ab5c3429cc5269fc Reviewed-on: https://cl.tvl.fyi/c/depot/+/5605 Autosubmit: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI Reviewed-by: grfn <grfn@gws.fyi>
2022-05-14 r/4070 fix(grfn/xanthous): Don't remove items on cancelGriffin Smith1-2/+4
Only remove items selected to wield from the inventory once they're actually going to be wielded, to avoid cancelling the hand selection from causing the item to disappear Change-Id: I3c4010058ae18b205a68b035d5e189a10ffbd12c Reviewed-on: https://cl.tvl.fyi/c/depot/+/5510 Tested-by: BuildkiteCI Reviewed-by: grfn <grfn@gws.fyi> Autosubmit: grfn <grfn@gws.fyi>
2022-05-14 r/4069 feat(grfn/xanthous): Describe items in hand when wieldingGriffin Smith1-9/+23
Describe the items already in the hand when prompting for which hand to wield an item in Change-Id: Ifdf2703e8695aae5cbf06a3195fb790428954012 Reviewed-on: https://cl.tvl.fyi/c/depot/+/5509 Tested-by: BuildkiteCI Reviewed-by: grfn <grfn@gws.fyi> Autosubmit: grfn <grfn@gws.fyi>
2022-04-16 r/3962 feat(xanthous): Allow selecting hand for wieldingGriffin Smith3-27/+83
When wielding items, allow selecting which hand the item should be wielded in. Currently this has no actual effect on the mechanics of combat - that'll come next. Change-Id: Ic289ca2d8fa6f5fc0ad5bd0b012818a3acd8599e Reviewed-on: https://cl.tvl.fyi/c/depot/+/5470 Reviewed-by: grfn <grfn@gws.fyi> Autosubmit: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2022-04-14 r/3945 feat(grfn/xanthous): Add a help panelGriffin Smith6-7/+100
Change-Id: I581a37df0a20fa54878da4446007dbe677e057da Reviewed-on: https://cl.tvl.fyi/c/depot/+/5444 Autosubmit: grfn <grfn@gws.fyi> Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2022-04-14 r/3944 feat(grfn/xanthous): Load keybindings from a data fileGriffin Smith3-34/+108
Change-Id: I62ac54543da5c855c86d39956e611fd44515e9a9 Reviewed-on: https://cl.tvl.fyi/c/depot/+/5443 Autosubmit: grfn <grfn@gws.fyi> Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2022-04-11 r/3942 chore(3p/sources): Bump channels & overlayssterni8-18/+4
Use nixos-unstable-small which fixes CVE-2018-25032 (out of bounds write while compressing). * //users/grfn/xanthous: - Supporting random-fu 0.3 requires considerable changes and patching random-extras (https://github.com/aristidb/random-extras/pull/5). For now we downgrade random-fu and its dependency rvar to 0.2.*, forcing us to build xanthous with GHC 8.10.7, due to random-fu 0.2.* not supporting that version. Nix expressions for the downgraded packages are checked in to avoid the potential need to compile Haskell at pipeline eval time. - generic-arbitrary exposes a GenericArbitrary newtype now. This means we no longer have to implement it in xanthous downstream and patch generic-arbitrary to expose the GArbitrary type class. - Minor adjustments for lens 5.0: Xanthous.Game.Memo: clear needs to use ASetter' instead of Lens' Xanthous.Data.EntityMap: TraversableWithIndex no longer has an itraversed function. - Xanthous.Orphans: adjust for aeson's KeyMap, use KM.size explicitly instead of relying on MonoTraversable's length * //nix/buildLisp: the CCL issue has resurfaced, disabling the implementation once again. * //3p/arion: remove, as depot uses the nixpkgs package of it anyways. * //users/wpcarro: accomodate GHC 9.0.1's stricter parsing of operators. * //users/tazjin: disable rustfmt as it stopped respecting settings * //3p/overlays: upgrade home-manager until fix for serivce generation has landed upstream * //users/grfn/system: remove rr override, as the pinned commit is part of the 5.5.0 release shipped by nixpkgs. Change-Id: If229e7317ba48498f85170b57ee9053f6997ff8a Reviewed-on: https://cl.tvl.fyi/c/depot/+/5428 Tested-by: BuildkiteCI Autosubmit: sterni <sternenseemann@systemli.org> Reviewed-by: grfn <grfn@gws.fyi> Reviewed-by: tazjin <tazjin@tvl.su> Reviewed-by: wpcarro <wpcarro@gmail.com>
2021-11-25 r/3099 feat(gs/xanthous): Creatures drop their items when they dieGriffin Smith3-4/+24
When a creature is killed, it now drops all the contents of its inventory on the ground. Change-Id: Ie95c397308ba2c9861f10e58b99c91c9cc759c56
2021-11-25 r/3098 feat(gs/xanthous): Creatures use their weapons to attackGriffin Smith5-11/+50
If a creature has a weapon wielded, then they now use that weapon to attack the player *instead of* their natural attacks. This uses a new `creatureAttackMessage` field on the Item raw for the message to use. Change-Id: I73614f33dbf88dd4c68081f15710fa27b7b21ba2
2021-11-25 r/3097 feat(gs/xanthous): Allow generating creatures with itemsGriffin Smith8-82/+117
Add an `equippedItems` field to the CreatureType raw, which provides a chance for generating that creature with an item equipped, which goes into a new `inventory` field on the creature entity itself. Currently the creature doesn't actually *use* this equipped item, but it's a step. This commit also adds a broken-dagger equipped 90% of the time to the "husk" creature. Change-Id: I6416c0678ba7bc1b002c5ce6119f7dc97dd86437
2021-11-22 r/3081 refactor(gs/xanthous): Break out inventory into a common moduleGriffin Smith4-227/+255
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>
2021-11-22 r/3080 refactor(gs/xanthous): Define local field lens aliases in AIGriffin Smith1-8/+13
This slightly improves how the module reads imo Change-Id: Ib1efcbbd5392ece6b46461e8075162f03846d421 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3886 Tested-by: BuildkiteCI Reviewed-by: grfn <grfn@gws.fyi>
2021-11-20 r/3077 fix(gs/xanthous): Check for reaching destination in AIGriffin Smith1-0/+1
Because floating points, it's possible that a creature has reached their destination even if the *progress* to that destination is at 0 - if that happens, they should pick a new destination regardless. This fixes the issue where creatures would occasionally get "stuck" and never move after wandering around for a bit. Change-Id: I01a11ce4bd448c25a818c886825e4fad56dffe03 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3885 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-11-13 r/3063 feat(gs/xanthous): Allow moving with the arrow keysGriffin Smith1-0/+5
some... *ahem*... very insistent people have been asking for this, despite the fact that it doesn't allow for diagonal movement. Change-Id: Ic58e2435b34e27e3ed399c7b8f3bcbc1f634f6b3 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3870 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-11-13 r/3061 feat(gs/xanthous): Add a Husk creature, with limited generationGriffin Smith6-24/+121
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
2021-11-13 r/3060 feat(gs/xanthous): Add a broken dagger rawGriffin Smith1-0/+21
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
2021-11-08 r/3023 fix(gs/xanthous): Don't take up half-width for promptsGriffin Smith1-4/+2
txtWrap takes up half the available width in the viewport, causing the input for prompts to display way too far to the right of the actual prompt. I'm not aware of any actual mutiline prompts, so using txt here makes way more sense. Change-Id: I7f62066f1b07b5d6ba2c7ffed77c87ae33b1dfa5 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3814 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-11-07 r/3017 feat(gs/xanthous): Allow disabling savingGriffin Smith3-27/+49
Add a command-line parameter to disable the Save command, so people don't save and fill up my disk when I'm running this on the internet. Change-Id: I2408e60de2d99764ac53c21c3ea784282576d400 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3808 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-11-06 r/3012 fix(gs/xanthous): Fix numAliveNeighbors{,M} on the edgeGriffin Smith1-10/+26
numAliveNeighbors was doing bounds checks too aggressively, resulting in always returning 8 for points on the edge, meaning walls weren't getting properly created for those points, making edges of the map open to walk through. Change-Id: Iada6be46ce7cc77ce99a320b7310008898b89273 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3805 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-11-06 r/3011 fix(gs/xanthous): Don't gen dupe tutorial messagesGriffin Smith2-7/+13
Don't generate tutorial messages on levels other than the first. Change-Id: I7681377461b92f5d5015931b0088bef9d358d2e4 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3804 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-11-06 r/3010 refactor(gs/xanthous): Use a Word for the level numberGriffin Smith2-7/+17
Using a signed Int here is a little silly, since we can never have negative levels. Change-Id: Ibe03be5014226e07dfa6f78d8360301bc1b7c9b1 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3803 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-11-06 r/3008 feat(gs/xanthous): Default to the current save fileGriffin Smith7-28/+90
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
2021-10-30 r/2996 fix(gs/xanthous): Preserve character state when going up stairsGriffin Smith1-1/+7
Carry over everything except the character's position when going up stairs, so that eg the character doesn't lose everything they picked up and instantly heal to full when going up a level. Change-Id: I08513578a72f2410a363bbadbb273d95826a3f1b Reviewed-on: https://cl.tvl.fyi/c/depot/+/3766 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-10-30 r/2994 feat(gs/xanthous): Allow throwing rocksGriffin Smith14-86/+448
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
2021-10-30 r/2993 feat(gs/xanthous): Send message when restingGriffin Smith2-1/+5
Change-Id: Ib1e7ae6dfcbc2d2e86a28b401e67cd5dd22d6281 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3763 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-09-11 r/2850 refactor(grfn/xanthous): avoid unnecessary recompilationsterni1-159/+0
hpack is a bit dumb when generating the list of modules for a cabal file's component if multiple of them live in the same directory. Specifically it seems to assume that all modules in the source-dirs of a particular component are also necessary for its compilation. This is quite bad in the case of xanthous since both library and executable have source-dirs: src, so all modules will be compiled twice: Once for the library and then again for the executable despite it depending on the library (actually 4 times in total since we need to build a unprofiled and profiled object for each module…). To fix this we just move Main.hs into its own directory and change the executable's source-dirs, so hpack doesn't get confused anymore. Since all components now have their own source-dirs, unnecessary redundant compilation should be down to 0. The diff of the cabal file shows quite nicely how many module recompilation we've gotten rid of. Change-Id: I2df4fab9b0299b3a2b5d3005508c79b2d9796039 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3533 Tested-by: BuildkiteCI Reviewed-by: tazjin <mail@tazj.in> Reviewed-by: grfn <grfn@gws.fyi>
2021-07-06 r/2684 fix(xanthous): Fix display of square/cubic unitsGriffin Smith1-2/+6
Previously this'd display `5 m m³`, because it'd show the underlying value then add the unit suffix on at the end Change-Id: Idd240ddfebc212460f9fb529eff72732a5dafe2a Reviewed-on: https://cl.tvl.fyi/c/depot/+/3241 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-06-23 r/2682 fix(xanthous): Only use alphabetic chars for menu itemsGriffin Smith2-2/+37
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
2021-06-23 r/2681 feat(xanthous): Describe *where* the item is in the inventoryGriffin Smith5-22/+102
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
2021-06-23 r/2680 feat(xanthous): Add a command to describe an item in the inventoryGriffin Smith7-31/+131
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
2021-06-23 r/2679 feat(xanthous) Generate random volume+density for itemsGriffin Smith8-19/+98
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
2021-06-23 r/2678 feat(xanthous): Track the volume and density of item typesGriffin Smith8-22/+196
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
2021-06-18 r/2676 feat(xanthous): Fistfighting builds knuckle callusesGriffin Smith4-19/+192
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
2021-06-18 r/2675 feat(xanthous): Add an auto-rest commandGriffin Smith6-12/+35
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
2021-06-18 r/2674 feat(xanthous): Add configurable natural attacksGriffin Smith7-12/+69
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
2021-06-18 r/2672 feat(xanthous): Add an ooze creature typeGriffin Smith2-2/+14
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
2021-06-18 r/2669 fix(xanthous): Wipe memoized vision when the game updatesGriffin Smith2-3/+9
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
2021-06-14 r/2661 feat(xanthous): Gormlaks yell in gormlak when they see the characterGriffin Smith6-28/+98
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
2021-06-14 r/2660 feat(xanthous): Add a method to get the name for a type of entityGriffin Smith1-0/+6
I didn't end up using this directly for the thing I was doing, but it still seems generally useful enough that I'm keeping it around for now Change-Id: I05c8902d75845f2230ec2373a9677d61cfaafafd Reviewed-on: https://cl.tvl.fyi/c/depot/+/3206 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-06-14 r/2659 feat(xanthous): Store language on creaturesGriffin Smith2-1/+29
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
2021-06-14 r/2658 feat(xanthous): BangPattern all fields in RawsGriffin Smith1-10/+10
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
2021-06-14 r/2657 feat(xanthous): Extend speech generation to arbitrary wordsGriffin Smith2-24/+102
Wrap up the Phonotactics type into a Language type including both the phonotactics and a distribution of the number of syllables per word, so we can generate arbitrary words in addition to just arbitrary syllables Change-Id: I8a37ce9c0eec019c9b84d21b0f2b3b9f5fd319eb Reviewed-on: https://cl.tvl.fyi/c/depot/+/3203 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-06-13 r/2656 feat(xanthous): Add a generator for random english syllablesGriffin Smith3-4/+167
Add a new "speech" generator module, with the beginnings of the vague definition of the phonotactics of the language (there's one in here for English based on the wikipedia article for English phonology, but it's less than ideal as it has generated words like "sprurlkt") and the ability to generate random syllables of a language by picking an onset, nucleus, and coda from the list for that language (within a range of the number of allowed of each syllable part). This will be used down the road to automatically generate utterances from various non-english-speaking creatures (so the accuracy is less important, just that it "feels real"). Change-Id: I7b81375ec595239c05c5c800cbde1a2a900e38ac Reviewed-on: https://cl.tvl.fyi/c/depot/+/3202 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-06-13 r/2655 refactor(xanthous): Generators -> Generators.LevelGriffin Smith8-21/+22
I'm going to start adding generators for things like text soon, so it makes sense to specifically sequester level generators as their own thing Change-Id: I175025375204fab7d75eba67dd06dab9bd2939d3 Reviewed-on: https://cl.tvl.fyi/c/depot/+/3201 Reviewed-by: grfn <grfn@gws.fyi> Tested-by: BuildkiteCI
2021-06-12 r/2653 feat(xanthous): Memoize characterVisiblePositionsGriffin Smith8-56/+225
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
2021-04-12 r/2485 refactor(users/glittershark): Rename to grfnGriffin Smith60-0/+7840
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>