Commit graph

120 commits

Author SHA1 Message Date
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
Griffin Smith
65b1352ef2 Add a very basic inventory panel
Add a very basic inventory panel to the game opened by pressing `i`,
which displays the contents of the player's inventory in a basic list.
2019-11-30 22:43:17 -05:00
Griffin Smith
71b628c604 Add messages on the ground
Add support for a "GroundMessage" entity type, support for a Read
command to read them, and randomly place an initial, tone-setting
tutorial message on the ground near the character at the beginning of
the game.
2019-11-30 19:55:43 -05:00
Griffin Smith
4431d453f6 Use correct bin path in README
nix build for a haskell package makes a directory, not just a bare
binary.
2019-11-30 18:25:32 -05:00
Griffin Smith
0b22bb099c Fail on all warnings in CI
All the undefineds are gone, so it's time to enable -Werror in CI.
2019-11-30 18:16:48 -05:00
Griffin Smith
97a5c61f28 Fix an injectivity issue with saving the game
Fix an injectivity issue with JSON-encoding the entity map that was
causing the game saving to not properly round-trip. As part of this,
there's a refactor to the internals of the entity map to use sets
instead of vectors, which should also get us a nice perf boost.
2019-11-30 15:00:39 -05:00
Griffin Smith
310ea90985 Add build and run instructions to the README
just for the heck of it.
2019-11-30 14:13:07 -05:00
Griffin Smith
92976cc9aa Move patch file to a less obtrusive location 2019-11-29 23:01:36 -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
7d8ce026a2 Add DerivingVia newtype for generic arbitrary
Add a newtype, GenericArbitrary, which can be used with -XDerivingVia to
derive Arbitrary instances for types with Generic, via patching
generic-arbitrary to expose the underlying typeclass it uses for
surfacing the type information.
2019-11-29 22:57:58 -05:00
Griffin Smith
0abcd8c958 Implement a "look" command
Implement the PointOnMap prompt type, which allows the player to move
the cursor around and select a position on the map, and use this prompt
type to implement a "look" command, describing all entities at the
selected position.
2019-11-29 21:25:35 -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
2f2e5a0b68 Gitignore source before passing to nix
Call hercules-ci's gitignoreSource on the src path before passing to
nix, which both prevents spurious rebuilds and also makes compilation
via `nix build` (which under the hood uses cabal v1-build) work while
also doing development using `cabal new-build`
2019-11-27 13:20:46 -05:00
Griffin Smith
7b90b02049 Recover character hitpoints over time
Wrap hitpoints in a newtype, and recover character hitpoints over time
2019-11-15 21:20:01 -05:00
Griffin Smith
87fedcb6c9 Add draw priority
Rather than blindly taking one entity from the list when we have
multiple entities on the same tile, add a `drawPriority` method to the
Draw typeclass which allows individual entities to request to be drawn
on top - this avoids the "noodles floating over your head" bug we saw
before.
2019-10-16 12:10:59 -04:00
Griffin Smith
4882350f5d Don't walk gormlaks into walls
Because of the way lines are drawn, a specific configuration of
positioning for gormlaks would have them decide they desperately wanted
to walk *inside* a wall, which they would then both fail to do but also
always collide with whenever they tried to go anywhere else.
2019-10-15 22:54:31 -04:00
Griffin Smith
8a4220df83 Implement speed and ticks
Gormlaks now move 1/8th the speed of the character, which means we can
run away from them - yay!

Unfortunately this also introduces a bug where they'll eventually get
stuck and not do anything, so I'll be tackling that next.
2019-10-13 12:37:08 -04:00
Griffin Smith
8d36fb4af2 Make the positionedCharacter test run more quickly
Dial down the quickcheck size and num tests on this
2019-10-12 15:17:22 -04:00
Griffin Smith
0837df2a72 Step the game *before* updating vision
Stepping the game after updating the vision could allow creatures like
gormlaks to move *out* of the character's pre-calculated lines of sight,
causing gormlaks right next to the character to be invisible.
2019-10-12 13:28:10 -04:00
Griffin Smith
f1197be186 Allow specifying seed on startup
Allow specifying the seed for the game's global RNG on startup, and
print the seed when the game exits. This'll allow us to more reliably
reproduce bugs - yay!
2019-10-12 12:59:42 -04:00