Commit graph

139 commits

Author SHA1 Message Date
Griffin Smith
2c86856ca7 Add a new template system
Add a parser, pretty-printer, and renderer for a new template system,
which should eventually be a drop-in replacement for the current
mustache-based template system, but also supports text filters (which
will be used for things like pluralization and noun casing). Nothing
currently uses it yet, though.
2020-05-24 11:14:02 -04:00
Griffin Smith
15b4f0e6a7 Stop auto-moving if there's an enemy nearby
If at any point during an auto-move there's an enemy in the character's
line of sight, cancel the autocommand and send a message
2020-05-16 18:57:07 -04:00
Griffin Smith
34cabba896 Add a very basic, naive auto-move command
Add a very basic, naive auto-move command, which just steps the player
in a direction until they collide with something, regardless of any
surrounding beasties who might want to eat them.

There's a lot of other stuff going on here - in order to get this
working the way I wanted with a slight (I settled on 50ms) delay between
every step in these autocommands while still redrawing in between I had
to do all the extra machinery for custom Brick events with a channel,
and then at the same time adding the bits for actually executing
autocommands in a general fashion (because there will definitely be
more!) hit my threshold for size for App.hs which sent me on a big
journey to break it up into smaller files -- which seems actually like
it was quite successful. Hopefully this will help with compile times
too, though App.hs is still pretty slow (maybe more to do here).
2020-05-11 23:03:21 -04:00
Griffin Smith
ecd33e0c90 Add ViewPatterns to default-extensions
Seems relatively harmless
2020-05-11 23:03:11 -04:00
Griffin Smith
296f73a4d6 Display messages in the order they were sent
Rather than displaying messages most-recent-first in the message box,
display them most-recent-last (which feels more natural)
2020-05-10 20:38:56 -04:00
Griffin Smith
ce3730ba3a Small chance of hurting self when punching
When attacking monsters with bare fists, there is a small chance (8%,
right now) of causing 1 point of self-damage
2020-05-10 20:26:44 -04:00
Griffin Smith
b64dd08c6e Update README for lorri
This is going to be the happy-path for development
2020-05-10 19:52:43 -04:00
Griffin Smith
9ec51e5123 Entities inside a wall can't see anything
The test for "one step in each cardinal direction is always visible" was
giving a false-negative for an entity at the same position as a wall -
not only is this something that would ostensibly never happen, it's also
completely reasonable to assume that someone stuck in a wall (due to a
bad teleport perhaps?) wouldn't be able to see anything, on account of
their head being INSIDE A WALL.
2020-05-10 19:50:03 -04:00
Griffin Smith
2320cfa8cd Use open circles to generate filled circles
Rather than leaning on rasterific to generate filled circles for us,
instead start with an open circle, then fill it by scanning line-by-line
and filling in points that are "inside" of the circle, based on keeping
track with a boolean. Also adds a couple of helper functions for
displaying these kinda "boolean graphics" things we're passing around,
as sets of points.
2020-05-10 19:44:30 -04:00
Griffin Smith
78a323ec7a Bump all-hies version
Bump all-hies to the latest commit
2020-05-10 18:04:04 -04:00
Griffin Smith
555257be50 Add envrc for lorri 2020-05-10 15:19:53 -04:00
Griffin Smith
22b7a9be84 Drop Rasterific for non-filled circles
Rasterific appears to generate some pretty surprising, if  not
completely wrong, circles at especially low sizes - this was resulting
in unexpected behavior with vision calculation, including the character
never being able to see directly to the left of them, among other
things. This moves back to the old midpoint circle algorithm I pulled
off of rosetta code, but only for the non-filled circle. The filled
circle is still using the wonky algorithm for now, but at some point I'd
love to refactor it such that empty circles are eg always a subset of
non-filled circles.
2020-02-17 18:01:57 -05:00
Griffin Smith
1265155ae4 Don't run initEvent when loading the game
Rather than having a single sentWelcome boolean, avoid running the
initEvent entirely when loading an already-initialized game. Among other
things, this stops us from re-generating a level and then merging it
with the existing one when the game is loaded (oops).
2020-02-17 13:24:31 -05:00
Griffin Smith
69ccf3a77d Fix argument order to drawEntities
I had swapped the order of isVisible and isRevealed, which was causing
not-currently-visible gormlaks to still be rendered.
2020-02-17 13:14:36 -05:00
Griffin Smith
f6eeccbb0f Add Staircase to the list of all entities
Forgot to do this when I added staircases - this is necessary for
loading saved games.
2020-02-17 13:14:12 -05:00
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
782d3880c8 Block doors being closed on gormlaks
Prevent closing doors when there's a gormlak or other entity with the
blocksObject attribute set to true on the same tile. There's a message
sent here which is grammatically incorrect - it says "The a gormlak
blocks the door" - should fix that later.
2020-02-08 13:42:51 -05:00
Griffin Smith
308c7eb4f6 Add a close command
Add a close command, to close doors, that works basically the same as
the open command.
2020-01-25 11:38:37 -05:00
Griffin Smith
9256c976ed Factor out an "entitiesAtCharacter" lens
Factor an "entitiesAtCharacter" lens from the one-two step of getting
the character position, then getting the entities at that position.
2020-01-25 11:38:32 -05:00
Griffin Smith
2fc4fcfee9 Put the character at the staircase when going down
Always put the character at the up staircase when going down a level,
even when going down to a level we've already generated.
2020-01-25 11:06:01 -05:00
Griffin Smith
5337d7c0eb Lower the maximum gormlak coefficient
Little too easy to generate tons of gormlaks and then immediately die.
2020-01-25 10:57:38 -05:00
Griffin Smith
7082a4088b Store revealed positions on the level itself
This was a bit of an oversight initially - we should be storing the
positions that the character has seen *on the level*, rather than on the
entire game state, for obvious reasons. This introduces a GameLevel
record, which has this field, the entities, and also the up staircase
position, which we can *also* use to position the character after going
down to a level we've already visited.
2020-01-20 11:37:37 -05:00
Griffin Smith
72edcff323 Put new levels at the right position in the list
New levels need to go at the *end* of the list of levels, not the
beginning - otherwise we jump to the proper position on the new level
but the current level stays the same (oops).
2020-01-20 10:31:02 -05:00
Griffin Smith
d62aba218d Switch to DelaunayTriangulation.Naive
Per https://github.com/noinia/hgeometry/issues/28, occasionally
DelaunayTriangulation.DivideAndConquer loops infinitely - in this case,
I was able to consistently use the seed 127624940715530481, to generate
a dungeon which had the following room centroids:

    [ Point2 [38.5,3.5] :+ 0
    , Point2 [67.0,33.0] :+ 1
    , Point2 [46.0,45.5] :+ 2
    , Point2 [55.5,42.0] :+ 3
    , Point2 [36.0,25.0] :+ 4
    , Point2 [76.5,12.0] :+ 5
    , Point2 [29.0,26.5] :+ 6
    , Point2 [55.0,10.5] :+ 7
    ]

and cause delaunay triangulation to loop indefinitely (or at least
longer than I cared to wait for). Given the size of our graphs switching
to naive generation should be fine performance-wise, and avoids the
infinite loop.
2020-01-19 13:19:00 -05:00
Griffin Smith
b6f170c02c Generate more reasonable doors
Generate doors at more reasonable positions, by:

- Only generating doors at the *ends* of hallways, where there's a
  tee-shaped opening
- Never generating two doors adjacent to each other
2020-01-08 23:15:32 -05:00
Griffin Smith
0f79a06733 Add staircases, and moving between levels
Currently we just pick randomly between the cave and dungeon level
generators. There's a lot of bugs here, but it's *sorta* working, so I'm
leaving it as is.
2020-01-05 12:55:15 -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
e669b54f0c Pin to a specific version of all-hies
Fewer cache busts, plus makes updating versions easier
2020-01-03 18:30:33 -05:00
Griffin Smith
84f32efad4 Track entity collision in the Entity class
Rather than having a single function in the Game.Lenses module for
determining what collision type if any an entity has, track it in the
Entity typeclass itself. This is both more extensible and a better
separation of concerns and gets rid of one of the two needs for a
circular import. Yay!

As part of this, I realized nothing was being done to prevent doors from
being placed on tiles that already had walls (since now that was
properly causing a collision!) so I've fixed that as well.
2020-01-03 18:28:43 -05:00
Griffin Smith
1b88921bc3 Decouple Gormlak AI from creatures
Decouple the definition of the Gormlak AI from the creature type itself
using generic lenses and a "HasVisionRadius" typeclass, to begin to
untangle the hs-boot web of circular dependencies. This
actually *increases* the number of hs-boot files from 1 to 2, but both
of the source imports that use them are single-instance (unlike gormlak
AI which I would expect to grow linearly with the growth of the game),
plus at least one should be able to go away once we remove collision
from the game lenses module and move it into something defined in the
entity class itself.
2020-01-03 12:41:48 -05:00
Griffin Smith
c4351d46ef Describe doors as either closed or open
Rather than just describing them as "a door". Descriptions should
ideally be as injective as possible!
2020-01-03 12:14:01 -05:00
Griffin Smith
5c5aa14a3d Don't render moving entities that aren't visible
When the character walks away from or around the corner from entities
that move such that they're no longer visible, stop rendering them.
Still render static entities like walls, doors, and items though. This
prevents entities walking into a "revealed position" after the
character's left being visible despite not being in a line of sight any
more.
2020-01-03 12:04:08 -05:00
Griffin Smith
14997bc1a3 Fix ambiguity error in Opposite tests
For some reason cabal wasn't properly recompiling this file locally to
pick up the introduction of an ambiguity error.
2019-12-31 11:28:51 -05:00
Griffin Smith
0373e06c02 Replace previously-wielded items when wielding
When wielding a new item, put any previously-wielded items back in the
character's backpack.
2019-12-31 11:23:54 -05:00
Griffin Smith
ffc8e793d5 Prompt before overwriting files when saving
When saving the game to a file that already exists, prompt for whether
or not to overwrite the file.

Since this was the first instance of a prompt triggered by another
prompt, this also had to do a minor fix to swap the order of completing
the prompt and clearing it, so that we don't submit the prompt and then
immediately clear it.
2019-12-31 11:09:18 -05:00
Griffin Smith
7e6234e2e9 Use more evocative characters for closed doors 2019-12-30 12:37:50 -05:00
Griffin Smith
dcf44f29f5 Place doors on the level
Pick a random subset of cells on the level that have a wall on two
opposite sides and are clear on the other two sides, and place closed,
unlocked doors on those cells.
2019-12-30 12:30:12 -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
6f427fe4d6 Fix circle rendering, add filled circle
Make raster circle rendering use the Rasterific package instead of
attempting desperately to hand-roll it, and add a method for generating
filled circles.
2019-12-30 11:24:34 -05:00
Griffin Smith
1351691136 Don't send the welcome message when loading
Don't re-send the welcome message when loading the game if it's already
been sent. This is done by just tracking whether or not we've sent it as
a boolean in the game state, which may be a bit of a hack but should be fine
2019-12-23 18:20:08 -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
a58966d43f Confirm before quitting
Prompt to confirm before quitting the game with the Quit command
2019-12-23 17:22:56 -05:00
Griffin Smith
f701a0be40 Preserve entityIDs in atPosition's setter
Make the setter for the atPosition lens preserve entityIDs for
already-existing entities at the position, so that when we plop
something in the same tile as the character the character's entity ID
doesn't disappear.
2019-12-23 17:22:56 -05:00
Griffin Smith
052bc8455a Add a drop command
Add a drop command, bound to 'd', which prompts the character for an
item in their inventory, removes it from the inventory, and places it on
the ground. Along the way I had to fix a bug in the
`EntityMap.atPosition` lens, which was always appending to the existing
entities at the position on set, without removing the entities that were
already there - the rabbit hole of quickchecking the lens laws here also
lead to replacing the target of this lens with a newtype called
`VectorBag`, which ignores order (since the entitymap makes no
guarantees about order of entities at a given position).
2019-12-23 17:22:56 -05:00
Griffin Smith
bf7d139c1a Use attack messages when attacking
When attacking, use either:
- the message defined on the entity raw of the wielded item, if any
- the generic attack message, if an item without an attack message is wielded
- the fists attack message, if no item is wielded
2019-12-23 10:59:45 -05:00
Griffin Smith
8ecefddbd4 Use wielded items to calculate damage
Use whatever items the character has wielded, if any, to calculate the
damage they deal when attacking. Currently this shortcuts handedness to
just use the *first* item they have equipped, which is fine since it's
currently only possible to equip something in the right hand.
2019-12-23 10:47:09 -05:00
Griffin Smith
6622dd3018 Add a wield command
Add a Wield command, which prompts for a wieldable item, if any, to take
out of the character's inventory and put in their right hand.

Eventually we should support other hands, but for now hardcoding the
right hand should be fine.
2019-12-22 23:22:25 -05:00
Griffin Smith
5b1c7799a7 Add wielded, wieldable items
Split the character's inventory up into wielded items (in one or both
hands) and the backpack, and display wielded items when drawing the
inventory panel. Currently there's no way to actually *wield* items
though, so this is all unused/untested.

Also, add the ability for items to be "wieldable", which gives specific
descriptions for when attacking with them and also modified damage.
2019-12-22 22:46:43 -05:00
Griffin Smith
0f754eb2a0 Fix rendering string prompts
Rendering an editor with txtWrap makes brick blow up because editors
have an internal viewport, but txtWrap advertises an infinite width.
2019-12-22 22:42:05 -05:00
Griffin Smith
e619dcd126 Eating doesn't take time unless you actually eat
Make it so that opening the eat menu but not actually eating anything
(either because you cancel, or because there's nothing to eat) doesn't
step the game
2019-11-30 22:48:29 -05:00