Commit graph

9 commits

Author SHA1 Message Date
Griffin Smith
d632a30d05 Implement combat
Put a bunch of gormlaks randomly on the level, and implement combat via
damaging those gormlaks by one point.
2019-09-21 12:43:54 -04:00
Griffin Smith
4db3a68efe Add doors and an open command
Add a Door entity and an Open command, which necessitated supporting the
direction prompt. Currently nothing actually puts doors on the map,
which puts a slight damper on actually testing this out.
2019-09-20 19:38:46 -04:00
Griffin Smith
62a2e05ef2 Add items and inventory
Add a new "Item" entity, which pulls from the previously-existent
ItemType raw, and add a "PickUp" command which takes the (currently
*only*) item off the ground and puts it into the inventory.
2019-09-19 13:56:14 -04:00
Griffin Smith
15895c69fe Remove all but the largest region in caves
When generating cave levels, remove all but the largest contiguous
region from the resulting level.
2019-09-15 17:30:57 -04:00
Griffin Smith
58fce2ec19 Progressively reveal the map to the player
As the character walks around the map, progressively reveal the entities
on the map to them, using an algorithm based on well known
circle-rasterizing and line-rasterizing algorithms to calculate lines of
sight that are potentially obscured by walls.
2019-09-15 17:30:57 -04:00
Griffin Smith
6678ac986c Fill the outer edges of generated levels
To avoid the character being able to go OOB.

This is something we had in the Rust version but I hadn't ported over yet
2019-09-14 15:16:27 -04:00
Griffin Smith
c06edf3cc6 Place the chacracter in the level at startup time
Randomly select a position in the largest contiguous region of the
generated level in which to place the character at startup time.
2019-09-13 15:24:05 -04:00
Griffin Smith
9ebdc6fbb4 Convert generated levels to walls
Add support for converting generated levels to walls, and merge one into
the entity map at the beginning of the game.

There's nothing here that guarantees the character ends up *inside* the
level though (they almost always don't) so that'll have to be slotted
into the level generation process.
2019-09-09 20:54:33 -04:00
Griffin Smith
f03ad6bbd6 Add cellular-automata cave generator
Add a cellular-automata-based cave level generator, plus an
optparse-applicative-based CLI for invoking level generators in general.
2019-09-07 14:52:37 -04:00