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.
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.
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.
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
Make raster circle rendering use the Rasterific package instead of
attempting desperately to hand-roll it, and add a method for generating
filled circles.
Explicitly sets all local branches to all equivalent remote branches
after each update.
Branches deleted on the remote will eventually disappear when the
container is restarted.
It turns out I'm going to need multiple different OAuth clients for a
variety of reasons. This defaults to the client for tazj.in accounts,
but I use a different one in my work overlay.
Instead of splitting below and moving the target buffer into the new
split, split and move the buffer into the active window.
The other way around does (for some reason I don't fully understand)
not work because `split-window-below` may return invalid windows.
Google-related files should eventually be moved out of GitHub hosting and onto
Google infrastructure (e.g. Git on Borg).
When I do this, I should run:
```fish
> git grep --ignore-case google (git rev-list --all)
```
To assess the reference I've introduced into this repository.
Other tools that should come in handy when I do this are:
- git filter-branch
- BFG repo-cleaner
For now, my lack of understanding of purpose results in purpose getting in my
way. One day, I may reinvestigate this. For now, I'm attempting to learn Prolog
and Nix, which is occupying most of my tolerance for new technology.
It took me awhile to install evil-magit because I believed that evil-collection
supported it. My grasp of Emacs bindings was enough to tolerate the strangely
"inconsistent" KBD support of in magit. Eventually though my tolerance waned,
and I verified that evil-collection does *not* support magit, and suggests that
users seek evil-magit. I did that. I do not regret it.
Installing Wilfred's refine.el, which is a lovely package for interactively
editing data structures. Go LISP!
Support functions for ensuring the existence of directories and files. These
functions represent the type of small ergonomic wins that I believe libraries
should support.
In a moment of strong opinions against variadic functions, I defined
maybe/somes? and redefined maybe/some? to be non-variadic. I'm not sure if I
feel as strongly about that change as I did when I made it. Either way, the
change remains and math.el is broken unless it consumes maybe/somes?, so... this
does that!
I provided the wrong usage example in my documentation. This goes to show how
critical generated documentation is to the goal of documentation reliability,
which itself bolsters the goal of documentation in general.