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Change-Id: Ie2a670fc2aa24457a9fc7f3f22d5336d97e7789f
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Change-Id: Id9e4b9eb5e330a5331ca0cc2c7af2c4ade4a6ace
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Change-Id: I5e0c8d61be0c0170370298aa4c6ee0a6607f24b7
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Change-Id: I1101ebf2252390fc4ae308de43f09f606118615b
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It's time to automate secrets deployment on hosts like whitby.
Change-Id: If7006124b4b5fec16b4c3570488c11e484f93888
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This is supposedly better for battery health, and since the machine is
usually plugged in while in the office it might be a good idea.
Note for myself: `sudo tlp fullcharge` ~30 min before needing to leave
with a fully charged battery.
Change-Id: I3664264403f56c15e055822190f30c3a90c93ead
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Change-Id: I58f007ba54fd0b48fdff6e8409463d5d5e105f17
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Replaces the functionality previously implemented here with the now
generalised implementation in passively.el
Change-Id: Ibe7a1b7d512ddcb700bc330cbdf62811399c6cfe
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Change-Id: I00965fc24ccfddc278e7ab9243661aea282ff385
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otherwise we'd return the string "nil", which with the substring-ing
that was happening would end up as "Inbox: i" in the status bar
Change-Id: I567a6042b592dd9313bfa22d480c22936494a8c1
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For the i3 status bar - this API changed to return a list recently,
which is super frustrating
Change-Id: Ib921b6431331c766b67ea5053f2d9f3d86cf54b4
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Change-Id: Iac08e992a4c610a6f152c1dc5e681b17298b8834
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Change-Id: I0781b2aa3624df9a3158296edcbbbf2ee845102b
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This seems to do sorting slightly better.
Change-Id: I0d354a77b45b1a83d4bb5eb0acd024187b06929f
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for work
Change-Id: Ib8a8928f8315823a34b653d3e3dff46d10f930e6
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I wanna be able to man libc stuff
Change-Id: Ie38e6751af24ffcffa912621dc217dcef5c84dda
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Change-Id: I85025754695a6173a23c9ea2eb19ddc8e97e4dcd
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For cases where a word raises more questions than are answered by my
existing notes, roots, translations and so on.
Change-Id: Ic9dd79ba4aef6e3c8e7e8e965195b67f7a0c65f3
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Adds a set of words that I consider "known" (but that should be in the
most frequent word list anyways). This set can be populated by
invoking `mark-last-russian-word-as-known` after display, and is
automatically persisted.
Right now there's nothing automatically loading it back in, just as
there is nothing loading any of this automatically, that's for the
future.
Change-Id: I51ee4f37114c6b95925e8ad5bdc5dc9b8657bdad
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This will make it possible to do operations on that word (i.e. marking
it as known, or opening the full definition page).
Change-Id: Ib77f7d2e4e96d6ab754b311a69f72e2b080657ac
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This should keep up passive exposure to words, but needs a subsequent
function for filtering out things that are definitely known.
Since I'm keeping the frequent word list mostly intact the majority of
words are very basic, but it's those last 15-20% I'm interested
in (not completely imported yet).
Change-Id: I7a5684b8dca1fe5301e8b394be2627550a60e3c6
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Adds a stupid macro that populates a 'russian-words' hash table in
which merged definitions of words are available.
Change-Id: Ide7825577ba26d63ff564e54601541f39ab5a1a6
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Change-Id: I434c0b8d5e5ce2d077630de2dd71de309b7d076f
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Change-Id: Ib1e1fe9749e56eefc83016b1946e6fe0b1f72339
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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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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
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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
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* Enforce the U+0000 to U+10FFFF range in `count` and throw an error if
the given codepoint exceeds the range (encoding U+0000 won't work of
course, but this is Nix's fault…).
* Check if the produced bytes are well formed and output an error if
not. This indicates that the codepoint can't be encoded as UTF-8, like
U+D800 which is reserved for UTF-16.
Change-Id: I18336e527484580f28cbfe784d51718ee15c5477
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Previously we would check the first byte only when trying to figure out
the predicate for the second byte. If the first byte was invalid, we'd
then throw with a helpful error message. However this made
wellFormedByte a very weird function.
At the expense of doing the same check twice, we now check the first
byte, when it is first passed, and always return a boolean.
Change-Id: I32ab6051c844711849e5b4a115e2511b53682baa
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This implementation is still a bit rough as it doesn't check if the
produced string is valid UTF-8 which may happen if an invalid Unicode
codepoint is passed.
Change-Id: Ibaa91dafa8937142ef704a175efe967b62e3ee7b
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This is not really used anywhere and kind of useless. A better
decodeSafe would never return null and instead make use of replacement
characters to represent invalid bytes in the input.
Change-Id: Ib4111529bf0e472dbfa720a5d0b939c2d2511de5
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... rather than nix-shelling them every time.
Change-Id: I9ab6ad67efbd6c16c7fd8cc9938d86d35f8418bc
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This function is also generally useful for readTree consumers that
have the concept of subtargets.
Change-Id: Ic7fc03380dec6953fb288763a28e50ab3624d233
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Change-Id: I8de9cd28c822ac5befbcd16e118440cd13cd86e9
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builtins.genericClosure is a quite powerful (and undocumented) Nix
primop: It repeatedly applies a function to values it produces and
collects them into a list. Additionally individual results can be
identified via a key attribute.
Since genericClosure only ever creates a single list value internally,
we can eliminate a huge performance bottleneck when building a list in a
recursive algorithm: list concatenation. Because Nix needs to copy the
entire chunk of memory used internally to represent the list, building
big lists one element at a time grinds Nix to a halt.
After rewriting decode using genericClosure decoding the LaTeX source
of my 20 page term paper now takes 2s instead of 14min.
Change-Id: I33847e4e7dd95d7f4d78ac83eb0d74a9867bfe80
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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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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>
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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
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Change-Id: If941c0237f5291bebe201e22cc74484f17b148ae
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3884
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Change-Id: I6ed03ff8cbc590087cfa58264c0c28a7b1496740
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3825
Reviewed-by: sterni <sternenseemann@systemli.org>
Tested-by: BuildkiteCI
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Change-Id: I215cd311551d54ce42c71d4e80ea18f9a17d4cf8
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3879
Tested-by: BuildkiteCI
Reviewed-by: Profpatsch <mail@profpatsch.de>
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... rather than launching it manually in a shell when I need it, which
is more often now that I have a large screen.
Change-Id: Ia526af98e513d29e70aeb093442465dce256c333
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3874
Tested-by: BuildkiteCI
Reviewed-by: tazjin <mail@tazj.in>
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Change-Id: Ibe6bcd544188afb8746bf27a6467a436803e659f
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3876
Reviewed-by: tazjin <mail@tazj.in>
Tested-by: BuildkiteCI
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Change-Id: I4d1ad19ee5af52b7f01e1e2003a5c95b5a133865
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3871
Tested-by: BuildkiteCI
Reviewed-by: tazjin <mail@tazj.in>
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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
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Change-Id: I8573abc3f08d68f050d6a01ff29969f97c1d2858
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3869
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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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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Change-Id: Ib6f2604096fa519f37ec4a2ce762229abca16b26
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3866
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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Start documenting the fields of the raw type YAML files and what they
mean, to make it easier to write new raw types.
Change-Id: I9672b757e89f1cc665d7e90078d83cfd87173d7f
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3865
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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