Rather than randomly generating a new host key every time we run the
server, load the host's secret key from a file on disk at startup, so
that clients don't have to disable host key verification to connect
every time we restart.
Change-Id: I4d283bc919f4825789f686a98c174a71929087a6
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3819
Tested-by: BuildkiteCI
Reviewed-by: grfn <grfn@gws.fyi>
Gitignore:
- *.save, which I use for save-games I want to use as test case
reproductions
- .tasty-rerun-log, which tasty-rerun uses to save which tests failed on
the last run
- cabal.project.local-*, since I've got a file on my machine called
cabal.project.local~0 so apparently that's a thing now
Change-Id: I07c391fa25a84e96efca6771997f280ff12826b5
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3818
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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>
txtWrap takes up half the available width in the viewport, causing
the input for prompts to display way too far to the right of the actual
prompt. I'm not aware of any actual mutiline prompts, so using txt here
makes way more sense.
Change-Id: I7f62066f1b07b5d6ba2c7ffed77c87ae33b1dfa5
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3814
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Add a nixos module for running the xanthous server in a docker
container, and install it on mugwump including a prometheus scrape
config.
Change-Id: Ifeb315845b7eef2ee33af98fa3f71acdd3d9fe6b
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3812
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Add a prometheus exporter and some simple prometheus metrics, so that I
can look at dashboards and get alerts for things like lots of
connections
Change-Id: Ic1e0568200299dc852b74da647a6354267ee7576
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3811
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
This appears to work pretty nicely!
Change-Id: Icf52f58225ee2837b30ba6187ae3ba3c539de9df
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3810
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Don't write to my disk, please, random internet people.
Change-Id: I1d199fc3675f6ec7630f598bbc33dc7ef7e02e68
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3809
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Add a command-line parameter to disable the Save command, so people
don't save and fill up my disk when I'm running this on the internet.
Change-Id: I2408e60de2d99764ac53c21c3ea784282576d400
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3808
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Accept password authentication in addition to public key authentication,
but ignore the actual password, so that clients without ssh keys
configured (or configured to send no ssh keys) can authenticate.
Change-Id: I86130b9725d1928ac45b5db55f18c09687ee0fd5
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3807
Tested-by: BuildkiteCI
Reviewed-by: grfn <grfn@gws.fyi>
Add the start of an ssh-compatible server application for playing
Xanthous over ssh. The idea here is that the user can ssh with whatever
username they like (defaulting obviously to their login username) and
then that gets passed as the --name flag to xanthous as they play.
Change-Id: I39eec288ac8e22a165e859479888d78158a58818
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3806
Tested-by: BuildkiteCI
Reviewed-by: grfn <grfn@gws.fyi>
numAliveNeighbors was doing bounds checks too aggressively, resulting in
always returning 8 for points on the edge, meaning walls weren't getting
properly created for those points, making edges of the map open to walk
through.
Change-Id: Iada6be46ce7cc77ce99a320b7310008898b89273
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3805
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Don't generate tutorial messages on levels other than the first.
Change-Id: I7681377461b92f5d5015931b0088bef9d358d2e4
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3804
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Using a signed Int here is a little silly, since we can never have
negative levels.
Change-Id: Ibe03be5014226e07dfa6f78d8360301bc1b7c9b1
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3803
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
When saving, default to the save file that was loaded for the game if
any. To support this, this also makes text prompts support a default,
which will be used if no value is input.
Change-Id: I72a826499d6e987b939e3465a2d29167e53416be
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3801
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Carry over everything except the character's position when going up
stairs, so that eg the character doesn't lose everything they picked up
and instantly heal to full when going up a level.
Change-Id: I08513578a72f2410a363bbadbb273d95826a3f1b
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3766
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Implement a first pass at a "fire" command, which allows throwing rocks,
the max distance and the damage of which is based on the weight of the
item and the strength of the player.
Currently the actual numbers here likely need some tweaking, as the
rocks are easily throwable at good distances but don't really deal any
damage.
Change-Id: Ic6ad0599444af44d8438b834237a1997b67f220f
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3764
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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>
Previously this'd display `5 m m³`, because it'd show the underlying
value then add the unit suffix on at the end
Change-Id: Idd240ddfebc212460f9fb529eff72732a5dafe2a
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3241
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Previously, we were using `smallestNotIn` for selecting new characters
for menu items with duplicate chatacters - this uses the 'Bounded'
instance for the type, which for Char meant the first character we would
always select was \NUL - making it look like the menu item had no
character, and making it impossible to actually select the menu item.
This introduces an AlphaChar newtype, which is a wrapper around Char
whose Bounded and Enum instances only use alphabetic characters (a-ZA-Z)
and uses that for menu characters instead.
Change-Id: If34ed9e9ce84f2bcb1cb87432cc6273f40b69f72
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3229
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
When describing items in the inventory, both in detail and when
producing menus from those items, describe not just the item itself but
also *where* in the inventory the item is (either in the backpack, or
wielded in either or both of the hands). This uses a new
InventoryPosition datatype, and a method to get a list of items in the
inventory associated with their inventory position. When *removing*
items from the inventory (to wield, drop, or eat them), we want to make
sure we remove from the right position, so this also introduces
a `removeItemAtPosition` method to make that happen correctly.
Finally, some of the tests for this stuff was getting really slow - I
narrowed this down to runaway arbitrary generation for message
Templates, so I've tweaked the Arbitrary instance for that type to
generate smaller values.
Change-Id: I24e9948adae24b0ca9bf13955602108ca9079dcc
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3228
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Add a new DescribeInventory command, bound to I, to prompt for an item
in the inventory (anywhere in the inventory, including wielded) and
display a (new) panel describing it in detail. This description includes
the description, the long description, and the item's physical
properties (volume, density, and weight).
Change-Id: Idc1a05ab16b4514728d42aa6b520f93bea807c07
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3227
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Generate random volumes and densities for items based on the ranges for
those two quantities in the raw when building instances of items.
Since this is the first time creating an item is impure, this also lifts
entity generation into a (random) monadic context
Change-Id: I2de4880e8144f7ff9e1304eb32806ed1d7affa18
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3226
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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
2000 ticks after the character damages their fists by hitting something,
the character now develops calluses on their fists (scaled by *how*
damaged they've become) that reduce the chance of them receiving
additional damage from hitting things - up to a max of 5, which
prevents *all* damage from fistfighting.
This is all tracked in a new "Knuckles" struct in a new "Body" struct on
the character datatype, which manages stepping itself forward as part of
the Brain impl on the character.
Change-Id: Ica269f16fb340fb25900d2c77fbad32f10c00be2
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3222
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Add a command that automatically rests (essentially just stepping the
game forwards) until the character's hitpoints are back to full.
Currently due to the time it takes for the character to heal this takes
a bit too long - my thought there is to make the per-step delay for
autocommands different depending on the specific autocommand.
Change-Id: I40378c29d3d9d19e9787af1f015bde65fd08868c
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3221
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Allow configuring the natural attacks (eg, part of their body rather
than an item) of a creature. Each attack has a description and a damage
associated with it.
Change-Id: I69698a8ac4ee2da91e4c88e419593627519522a5
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3220
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
This required making sayVerb optional, as oozes don't say anything
Change-Id: I2c7f425ca26d92beef1097eda49d84f00c84c482
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3218
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
This gets us the zlib-flate command line utility, which is useful for
decompressing our zlib-compressed save files and poking around in the
JSON
Change-Id: Ia0d8259d261c4313322d68cc8409ba13f9fb570c
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3217
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
If the game steps forward, entities could be moving around, so we need
to wipe the memoized character vision.
Change-Id: If6ea6a8c4bed7aefef90a0a2ab17eff0af9b9bbe
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3215
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Add a new "greetedCharacter" field to the creature hippocampus type,
which tracks whether or not that creature has greeted the character
yet. In the gormlak AI, when the gormlak sees the character and starts
running towards them, if that field is set to False send a message that
says that the gormlak yells a single randomly-generated gormlak word at
the character, then set the field to true
The gormlak yells "gukblom"!
Change-Id: I17a388393693a322c2e09390884ed718911b2fc4
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3207
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
I didn't end up using this directly for the thing I was doing, but it
still seems generally useful enough that I'm keeping it around for now
Change-Id: I05c8902d75845f2230ec2373a9677d61cfaafafd
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3206
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Add a new "language" field to the CreatureType raw type, which
references the *name* of the language that creature speaks (this is so
that different creatures can speak the same language without having to
duplicate the language definition in the raws). At some point this
should change to not hardcode the sets of languages and instead define
them in data files like we do for creatures, but this is fine as a
start.
Change-Id: I6708570175e23472cb37e0061a329e54e8eac9c0
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3205
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
This is generally just good practice for foundational data-types like
these
Change-Id: I88c5b6b73dad6665cf25837b8d6a9e0ea66f2b0b
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3204
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Wrap up the Phonotactics type into a Language type including both the
phonotactics and a distribution of the number of syllables per word, so
we can generate arbitrary words in addition to just arbitrary syllables
Change-Id: I8a37ce9c0eec019c9b84d21b0f2b3b9f5fd319eb
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3203
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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
I'm going to start adding generators for things like text soon, so it
makes sense to specifically sequester level generators as their own
thing
Change-Id: I175025375204fab7d75eba67dd06dab9bd2939d3
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3201
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
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
Since 473604f567 (CL/2910), depot hasn't
been directly exposing `pkgs` as an attribute, instead exposing it via
third_party.nixpkgs - the xanthous shell.nix isn't checked in CI, so it
was missed as part of that refactor - this updates it to be in line with
that
Change-Id: I12b081c16d53c6798f51ec6660ffa6d345870580
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3176
Tested-by: BuildkiteCI
Reviewed-by: grfn <grfn@gws.fyi>
Since we need to override random to 1.2.0 globally for xanthous
(otherwise propagation causes two versions of random to be propagated
for xanthous) evaluating haskell related stuff using import from
derivation can be very expensive since utilities like hpack and
cabal2nix need to be built for that. This means that for every channel
bump we potentially need to do a world rebuild of haskellPackages first.
To solve this we check in the cabal2nix-generated nix expressions for
owothia and xanthous.
Change-Id: I8fff70b4b6c303d1920f8bcac53520a09999b206
Reviewed-on: https://cl.tvl.fyi/c/depot/+/2921
Tested-by: BuildkiteCI
Reviewed-by: grfn <grfn@gws.fyi>
Reviewed-by: tazjin <mail@tazj.in>
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>