- Don't let gormlaks run into things like walls or each other
- Add a small element of randomness to gormlaks' motion
- Increase gormlaks' vision by a large amount
Add a (debug) command to reveal all tiles on the game regardless of the
character's vision, which'll make it easier to debug creature's behavior
while they're not visible.
Add a Brain class, which determines for an entity the set of moves it
makes every step of the game, and begin to implement that for gormlaks.
The idea here is that every step of the game, a gormlak will move
towards the furthest-away wall it can see.
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.
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
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.
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.
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.
Implement a concrete "Creature" entity, and place one on the screen at
the game startup for testing.
This revealed a bug with drawing when getting the maximum entity
position, but that appears to be fixed now (yay)
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
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.
This also required making the noodles character not actually the emoji,
since the emoji being double-width means it still gets overwritten when
you walk to the right of it (D:)
Rather than overwriting entities with the same ID when appending, make
EntityMap::append actually respect the internal invariants of the map
and preserve entities from both sides, with no regard for their id.
Add a new Wall entity, and allow converting generated levels to entity
maps containing them, then finally displaying them using some of
the (now expanded) box drawing machinery.
Add a generic text-prompt system to the Game, and use it to prompt the
character for their name on startup. There's also a Promise type in
util, which is used for the result of the prompt.
Add a new Item raw type and entity type, with preliminary, basic support
for food. There's a really frustrating toml-rs bug that prevents writing
these nicely as toml right now, so I also added support for mixing JSON
and TOML in a single config dir