Add a few relatively uncontroversial patches to fix some broken packages
that I had developed for xanthous to the top-level third_party tree, so
they can be reused by other people in the monorepo
Change-Id: I68740477bda278c5dcc123080029ee4bd2cae37a
Reviewed-on: https://cl.tvl.fyi/c/depot/+/740
Reviewed-by: Profpatsch <mail@profpatsch.de>
Reviewed-by: tazjin <mail@tazj.in>
Turns out we don't actually need this, and the patch for it doesn't
cleanly apply anymore
Change-Id: Ifc95496211c7c1c779fd2544f4ff5a51aa3857ab
Reviewed-on: https://cl.tvl.fyi/c/depot/+/736
Reviewed-by: glittershark <grfn@gws.fyi>
CI doesn't have a nixpkgs channel (obvs), and we want to be able to
build from the depot tree, so reorder some stuff so we never depend on
nixpkgs
Change-Id: I99b513a3d7bcd64b6d167335856651e0ca66e33b
Reviewed-on: https://cl.tvl.fyi/c/depot/+/734
This is quite straightforward - any time the user presses a key that
resolves to a command, cancel any active autocommands.
Change-Id: Ibb48b0281b0dc6536d75c8957f8c8e5533ff6630
Reviewed-on: https://cl.tvl.fyi/c/depot/+/731
Reviewed-by: glittershark <grfn@gws.fyi>
This algorithm is a little rough around the edges right now, but
generally the idea is we find a relatively closed-off region of the map,
and place rooms randomly on it, expanding them until they run into each
other, then we put doors in the walls of the rooms and a single door
opening into the region. Later on, we'll generate friendly (or
unfriendly!) NPCs to put in those rooms.
Change-Id: Ic989b9905f55ad92a01fdf6db11aa57afb4ce383
Reviewed-on: https://cl.tvl.fyi/c/depot/+/726
Reviewed-by: glittershark <grfn@gws.fyi>
Install the witherable library, expose it in the prelude, and update all
call sites that are broken by that change.
This is a really nice library, and basically the ideal abstraction layer
for what it does.
Change-Id: I640e099318c1ecce0ad483bc336c379698bdab88
Reviewed-on: https://cl.tvl.fyi/c/depot/+/725
Reviewed-by: glittershark <grfn@gws.fyi>
It's useful, when developing new level gen techniques, to be able to
specially mark certain areas of the map during devlopment. This adds a
Marker entity type, which renders as a red X on the map and provides a
programmable description when examined. In the future it'll probably be
nice to toggle markers on/off just like we do with revealAll, but for
now it'll be fine to just remove the code to render them like we do with
debug traces.
Change-Id: Ief5d090809a0a4cbcc28f90e4902a5e38d42eeb5
Reviewed-on: https://cl.tvl.fyi/c/depot/+/724
Reviewed-by: glittershark <grfn@gws.fyi>
Speed up the floodFill algorithm by sprinkling in some strictness and
specializing it to the only type it's currently called at anyway.
Change-Id: I4557fc51b1c1036c127bfd5bee50748d8692ae74
Reviewed-on: https://cl.tvl.fyi/c/depot/+/555
Reviewed-by: glittershark <grfn@gws.fyi>
Some things are slow, and it's time to profile them
Change-Id: I6a915db8bcc85adc7c3902a407cebb5a6f52d514
Reviewed-on: https://cl.tvl.fyi/c/depot/+/553
Reviewed-by: glittershark <grfn@gws.fyi>
readTree passes in some extra args that we can generally just ignore
Change-Id: I2607421da086cfef0502695bcf5658f6d4dbb44d
Reviewed-on: https://cl.tvl.fyi/c/depot/+/394
Reviewed-by: glittershark <grfn@gws.fyi>