Commit graph

14 commits

Author SHA1 Message Date
Griffin Smith
25a1c5ade3 Factor out an EntityAttributes type
Factor out a new EntityAttributes type from some of the methods of the
Entity class, to avoid the proliferation of 1-argument boolean methods
on the entity class that always have to be forwarded through the Entity
instance for SomeEntity if they have defaults (forgetting to do which
has wasted tons of my time up to this point). Currently blocksVision,
blocksObject, and collision are all in there.
2020-02-08 17:24:27 -05:00
Griffin Smith
6b0bab0e85 Add support for multiple levels
Add a data structure, based on the zipper comonad, which provides
support for multiple levels, each of which is its own entity map. The
current level is provided by coreturn, which the `entities` lens has
been updated to use. Nothing currently supports going up or down levels
yet - that's coming next.
2020-01-04 23:48:51 -05:00
Griffin Smith
e76567b9e7 Add dungeon level generation
Add a dungeon level generator, which:

1. generates an infinite sequence of rectangular rooms within the
   dimensions of the level
2. removes any duplicates from that sequence
3. Generates a graph from the delaunay triangulation of the centerpoints
   of those rooms
4. Generates the minimum-spanning-tree of that delaunay triangulation,
   with weights given by line length in points
5. Adds back a subset (default 10-15%) of edges from the delaunay
   triangulation to the graph
6. Uses the resulting graph to draw corridors between the rooms, using a
   random point on the near edge of each room to pick the points of the
   corridors
2019-12-30 11:31:56 -05:00
Griffin Smith
32421916e0 Update the vision every time we step the game
Recalculate the character's lines of sight every time we step the game,
rather than just every time the character *moves*. I had originally
thought this was a non-contiguous lines-of-sight bug - which there's a
test disproving - but it actually turned out to be that actions like
eating or attacking would step the game forward (thus moving gormlaks)
without re-calculating the positions visible to the character.
2019-12-23 17:55:28 -05:00
Griffin Smith
8a1235c3dc Use menus for combat and picking up items
Refactor a bunch of stuff around to allow for polymorphically surfacing
an EntityChar for all entities, and use this to write a generic
`entityMenu` function, which generates a menu from the chars of a list
of entities - and use that to fully implement (removing `undefined`)
menus for both attacking and picking things up when there are multiple
entities on the relevant tile.
2019-11-29 22:59:15 -05:00
Griffin Smith
f37d0f75c0 Implement saving+loading the game
Implement ToJSON and FromJSON for all of the various pieces of the game
state, and add a pair of functions saveGame/loadGame implementing a
prism to save the game as zlib-compressed JSON. To test this, there's
now Arbitrary, CoArbitrary, and Function instances for all the parts of
the game state - to get around circular imports with the concrete
entities this unfortunately is happening via orphan instances, plus an
hs-boot file to break a circular import that was just a little too hard
to remove by moving things around. Ugh.
2019-11-29 14:33:52 -05:00
Griffin Smith
de8052cef8 Allow eating edible items
Add menu support to the prompt system, and an "Eat" command that prompts
for an item to eat and eats the item the character specifies, restoring
an amount of hitpoints configurable via the item raw type.
2019-10-06 12:50:29 -04:00
Griffin Smith
dd16166665 Describe what you see when you walk over items
Every step the character takes, describe the entities at that position
excluding the character.
2019-09-20 19:38:46 -04:00
Griffin Smith
58fce2ec19 Progressively reveal the map to the player
As the character walks around the map, progressively reveal the entities
on the map to them, using an algorithm based on well known
circle-rasterizing and line-rasterizing algorithms to calculate lines of
sight that are potentially obscured by walls.
2019-09-15 17:30:57 -04:00
Griffin Smith
f03ad6bbd6 Add cellular-automata cave generator
Add a cellular-automata-based cave level generator, plus an
optparse-applicative-based CLI for invoking level generators in general.
2019-09-07 14:52:37 -04:00
Griffin Smith
4d270712ae Add raws, loaded statically from a folder
Add raw types with support for both creatures and items, loaded
statically from a "raws" folder just like in the Rust version.
2019-09-02 13:59:28 -04:00
Griffin Smith
2fd3e4c9ad Implement messages
Implement messages almost the same as in the Rust version, only with
YAML instead of TOML this time, and a regular old mustache template
instead of something handrolled. Besides that, pretty much everything
here is the same.
2019-09-01 13:54:27 -04:00
Griffin Smith
4ef19aa35a Add entities, and allow walking around
Add support for entities via a port of the EntityMap type, and implement
command support starting at basic hjkl.
2019-08-31 13:18:51 -04:00
Griffin Smith
d3f3890dc5 An @-sign in a box, in haskell
Initial commit of a Haskell version of Xanthous, written using Brick and
built with Nix.

This is so much nicer and so much easier
2019-08-25 13:28:10 -04:00