Commit graph

14 commits

Author SHA1 Message Date
Griffin Smith
6ab7cdfdc9 Only allow adjacent gormlaks to attack
Previously the isUnit function was falsely returning `True` for
positions that were one tile off in *either* direction from the
character, when it should've been *both*. Oops.
2019-10-06 13:13:00 -04:00
Griffin Smith
de8052cef8 Allow eating edible items
Add menu support to the prompt system, and an "Eat" command that prompts
for an item to eat and eats the item the character specifies, restoring
an amount of hitpoints configurable via the item raw type.
2019-10-06 12:50:29 -04:00
Griffin Smith
5c6ba40019 Display multiple messages per turn
When tracking message history, save messages associated with the turn
they were displayed on, which allows us to have the notion of the
"current turn's" messages (provided via a MonoComonad instance).
2019-10-05 16:25:27 -04:00
Griffin Smith
05da490185 Gormlaks attack back
When gormlaks see the character, they step towards them and attack
dealing 1 damage when adjacent. Characters have hitpoints now, displayed
at the bottom of the game screen, and when the game is over they die.
2019-09-29 10:54:52 -04:00
Griffin Smith
dd16166665 Describe what you see when you walk over items
Every step the character takes, describe the entities at that position
excluding the character.
2019-09-20 19:38:46 -04:00
Griffin Smith
7770ed0548 Add the beginnings of a prompt system
Add the beginnings of a generic prompt system, with exclusive support
atm for string prompts, and test it out by asking the character for
their name at startup
2019-09-20 12:03:30 -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
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
Griffin Smith
4d270712ae Add raws, loaded statically from a folder
Add raw types with support for both creatures and items, loaded
statically from a "raws" folder just like in the Rust version.
2019-09-02 13:59:28 -04:00
Griffin Smith
18551cdf30 Add a previous message command
Add a "previous message" command, triggered via ctrl+p.

I attempted here to get the message area to still take up a row of space
post-hiding the message, but failed - should revisit that at some point
2019-09-02 10:52:03 -04:00
Griffin Smith
2fd3e4c9ad Implement messages
Implement messages almost the same as in the Rust version, only with
YAML instead of TOML this time, and a regular old mustache template
instead of something handrolled. Besides that, pretty much everything
here is the same.
2019-09-01 13:54:27 -04:00
Griffin Smith
4ef19aa35a Add entities, and allow walking around
Add support for entities via a port of the EntityMap type, and implement
command support starting at basic hjkl.
2019-08-31 13:18:51 -04:00
Griffin Smith
d3f3890dc5 An @-sign in a box, in haskell
Initial commit of a Haskell version of Xanthous, written using Brick and
built with Nix.

This is so much nicer and so much easier
2019-08-25 13:28:10 -04:00