Commit graph

64 commits

Author SHA1 Message Date
Griffin Smith
6f9d01b507 feat(xanthous): Add an ooze creature type
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
2021-06-18 17:51:43 +00:00
Griffin Smith
72d9e11a8f feat(xanthous): Install qpdf in the shell
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
2021-06-18 17:51:43 +00:00
Griffin Smith
2938675f38 fix(xanthous): Wipe memoized vision when the game updates
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
2021-06-18 17:51:43 +00:00
Griffin Smith
bf79617bd8 feat(xanthous): Gormlaks yell in gormlak when they see the character
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
2021-06-14 13:04:26 +00:00
Griffin Smith
30d83d7c82 feat(xanthous): Add a method to get the name for a type of entity
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
2021-06-14 13:04:26 +00:00
Griffin Smith
26d7dadded feat(xanthous): Store language on creatures
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
2021-06-14 13:04:26 +00:00
Griffin Smith
5b0649d2a8 feat(xanthous): BangPattern all fields in Raws
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
2021-06-14 13:04:26 +00:00
Griffin Smith
efbb135cfc feat(xanthous): Extend speech generation to arbitrary words
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
2021-06-14 13:04:26 +00:00
Griffin Smith
2cfe4069bb feat(xanthous): Add a generator for random english syllables
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
2021-06-13 01:24:47 +00:00
Griffin Smith
006e5231e5 refactor(xanthous): Generators -> Generators.Level
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
2021-06-13 01:24:47 +00:00
Griffin Smith
c19e3dae5f feat(xanthous): Memoize characterVisiblePositions
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
2021-06-12 18:57:52 +00:00
Griffin Smith
80d501d553 fix(grfn/xanthous): Update shell for new depot structure
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>
2021-06-12 15:54:28 +00:00
sterni
2f4ea13ca2 refactor(users/grfn): build all haskell packages without ifd
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>
2021-04-13 10:34:24 +00:00
Griffin Smith
6266c5d32f refactor(users/glittershark): Rename to grfn
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>
2021-04-12 14:45:51 +00:00