Commit graph

6 commits

Author SHA1 Message Date
Griffin Smith
5b4c4f0701 feat(gs/xanthous): Enable tasty-rerun
Rerunning only failed tests is nice! To use this, run `cabal new-run
test -- --rerun`

Change-Id: I9dc4d69749c3e3d5ba8d1661a2fdf73e49cd8ad5
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3816
Tested-by: BuildkiteCI
Reviewed-by: grfn <grfn@gws.fyi>
2021-11-08 15:29:05 +00:00
sterni
2f750e4a14 refactor(grfn/xanthous): avoid unnecessary recompilation
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>
2021-09-11 16:00:12 +00:00
Griffin Smith
8b97683f6e feat(xanthous): Track the volume and density of item types
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
2021-06-23 21:52:08 +00:00
Griffin Smith
2cfe4069bb feat(xanthous): Add a generator for random english syllables
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 01:24:47 +00:00
Griffin Smith
c19e3dae5f feat(xanthous): Memoize characterVisiblePositions
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
2021-06-12 18:57:52 +00:00
Griffin Smith
6266c5d32f refactor(users/glittershark): Rename to grfn
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>
2021-04-12 14:45:51 +00:00
Renamed from users/glittershark/xanthous/package.yaml (Browse further)