Commit graph

10653 commits

Author SHA1 Message Date
Ersin Akinci
c7b4bf1c9c Document import <path> syntax
(cherry picked from commit d8730fb86facadbef22d3df7f8a743a56e7ed53c)
2020-01-04 13:40:46 +01:00
ng0
a53e4e217b include netinet/in.h in src/nix/main.cc
Fixes #3186

(cherry picked from commit b811bd2172bc9796f42b87996f455d4e5e4382ba)
2020-01-04 13:40:14 +01:00
Harald van Dijk
61855a4e7b Fix progress bar when nix-prefetch-url is piped.
The intent of the code was that if the window size cannot be determined,
it would be treated as having the maximum possible size. Because of a
missing assignment, it was actually treated as having a width of 0.

The reason the width could not be determined was because it was obtained
from stdout, not stderr, even though the printing was done to stderr.

This commit addresses both issues.

(cherry picked from commit c935ad3f025d5c3d8026711a1eb50b2917b61d59)
2020-01-04 13:40:03 +01:00
Brian Wignall
9b4e99801f Fix typos
(cherry picked from commit 8737980e75bf14cae278f596ac26577bec94b3f9)
2020-01-04 13:39:19 +01:00
Eelco Dolstra
8be0440d44 EvalState::callFunction(): Make FunctionCallTrace use less stack space
The FunctionCallTrace object consumes a few hundred bytes of stack
space, even when tracing is disabled. This was causing stack overflows:

  $ nix-instantiate '<nixpkgs> -A texlive.combined.scheme-full --dry-run
  error: stack overflow (possible infinite recursion)

This is with the default stack size of 8 MiB.

Putting the object on the heap reduces stack usage to < 5 MiB.

(cherry picked from commit 98ef11677c43db9aa669768d9f0cbec704e8831c)
2020-01-04 13:38:42 +01:00
Griffin Smith
e669b54f0c Pin to a specific version of all-hies
Fewer cache busts, plus makes updating versions easier
2020-01-03 18:30:33 -05:00
Griffin Smith
84f32efad4 Track entity collision in the Entity class
Rather than having a single function in the Game.Lenses module for
determining what collision type if any an entity has, track it in the
Entity typeclass itself. This is both more extensible and a better
separation of concerns and gets rid of one of the two needs for a
circular import. Yay!

As part of this, I realized nothing was being done to prevent doors from
being placed on tiles that already had walls (since now that was
properly causing a collision!) so I've fixed that as well.
2020-01-03 18:28:43 -05:00
Abseil Team
1de0166368 Export of internal Abseil changes
--
330051e00cd57ee516b4eaf656965656ffbcd0bc by Abseil Team <absl-team@google.com>:

Fix indentation in comment.

PiperOrigin-RevId: 287997504

--
35fb1a893e708031ba4fc0db460875eb0d31820e by Abseil Team <absl-team@google.com>:

Enable compile-time enforcement that absl::Substitute patterns to not contain unescaped $ symbols.

absl::Substitute already considers unescaped $ symbols undefined behavior and crashes when it's passed them in debug builds.  Some code isn't ever built in debug mode, though, and inadvertently used some unescaped $ symbols, which led to surprising results.  This change will prevent that problem from happening in the future.
PiperOrigin-RevId: 287906643

--
c5762833ebde6d7110bf68041a823b571c238e9e by Gennadiy Rozental <rogeeff@google.com>:

Move all the flag data into a single place instead of being split between handle and flag object.

After this change CommandLineFlag will not hold any data anymore. And we also do not need to pass the CommandLineFlag around in Abseil Flag implementation to report flag name and location.

PiperOrigin-RevId: 287899076

--
8b5fb644f1e3d9267b7a75106fe9a72c886db786 by Derek Mauro <dmauro@google.com>:

Upgrade CI testing to Bazel 2.0.0 and Clang 407ac2eb5f13

-fno-sanitize-blacklist is to workaround
https://github.com/bazelbuild/bazel/issues/10510

PiperOrigin-RevId: 287875363

--
a20cc1d58895de2babc3748a6c79d1d6813734ef by Abseil Team <absl-team@google.com>:

Make ABSL_RETIRED_FLAG behave consistently with ABSL_FLAG.

Before the change:
ABSL_RETIRED_FLAG does not compile when there are competing ctors in the type, even when ABSL_FLAG does.

After the change:
ABSL_RETIRED_FLAG compiles when ABSL_FLAG does.

PiperOrigin-RevId: 286483183

--
1cff7e67329d2be9e50bee1f2e76ef9ffd2edde5 by Abseil Team <absl-team@google.com>:

Support C++20 erase_if API in unordered associative containers

See [unord.set.erasure]: https://eel.is/c++draft/unord.set.erasure
See [unord.map.erasure]: https://eel.is/c++draft/unord.map.erasure

PiperOrigin-RevId: 286461140
GitOrigin-RevId: 330051e00cd57ee516b4eaf656965656ffbcd0bc
Change-Id: I5513110b41c2af08a44da54612cff341ac5c6607
2020-01-03 13:41:32 -05:00
Griffin Smith
1b88921bc3 Decouple Gormlak AI from creatures
Decouple the definition of the Gormlak AI from the creature type itself
using generic lenses and a "HasVisionRadius" typeclass, to begin to
untangle the hs-boot web of circular dependencies. This
actually *increases* the number of hs-boot files from 1 to 2, but both
of the source imports that use them are single-instance (unlike gormlak
AI which I would expect to grow linearly with the growth of the game),
plus at least one should be able to go away once we remove collision
from the game lenses module and move it into something defined in the
entity class itself.
2020-01-03 12:41:48 -05:00
Griffin Smith
c4351d46ef Describe doors as either closed or open
Rather than just describing them as "a door". Descriptions should
ideally be as injective as possible!
2020-01-03 12:14:01 -05:00
Griffin Smith
5c5aa14a3d Don't render moving entities that aren't visible
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.
2020-01-03 12:04:08 -05:00
Vincent Ambo
886cf09b95 feat(bin): Add link to 'age' tool from third_party.age 2020-01-01 16:54:07 +01:00
Vincent Ambo
27f5eb5f67 chore(third_party): Bump packages to latest nixpkgs-unstable 2020-01-01 16:53:01 +01:00
Vincent Ambo
59aeebd495 chore: Remove Travis CI integration file
The depot is not built using Travis (but might be built using
SourceHut or something in the future).
2020-01-01 16:36:57 +01:00
Vincent Ambo
41232a1c78 feat(emacs.d): Toggle email signature manually with C-c C-w
The signature itself is read from ~/.signature
2020-01-01 16:28:47 +01:00
Griffin Smith
14997bc1a3 Fix ambiguity error in Opposite tests
For some reason cabal wasn't properly recompiling this file locally to
pick up the introduction of an ambiguity error.
2019-12-31 11:28:51 -05:00
Griffin Smith
0373e06c02 Replace previously-wielded items when wielding
When wielding a new item, put any previously-wielded items back in the
character's backpack.
2019-12-31 11:23:54 -05:00
Griffin Smith
ffc8e793d5 Prompt before overwriting files when saving
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.
2019-12-31 11:09:18 -05:00
Vincent Ambo
39131d9e0f fix(emacs.d): Disable notmuch FCC directories 2019-12-30 22:19:56 +01:00
Griffin Smith
7e6234e2e9 Use more evocative characters for closed doors 2019-12-30 12:37:50 -05:00
Griffin Smith
dcf44f29f5 Place doors on the level
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.
2019-12-30 12:30:12 -05:00
Griffin Smith
e76567b9e7 Add dungeon level generation
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
2019-12-30 11:31:56 -05:00
Griffin Smith
6f427fe4d6 Fix circle rendering, add filled circle
Make raster circle rendering use the Rasterific package instead of
attempting desperately to hand-roll it, and add a method for generating
filled circles.
2019-12-30 11:24:34 -05:00
Vincent Ambo
fd5fd57cc1 docs(kontemplate): Update documentation for depot changes 2019-12-30 17:01:22 +01:00
Vincent Ambo
b34a576c19 chore(cgit-taz): Hide remote branches
With the sync-gcsr changes from the previous commits remote branches
are turned into local branches anyways.
2019-12-30 05:13:54 +01:00
Vincent Ambo
36beb6d43c feat(sync-gcsr): Synchronise all remote branches
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.
2019-12-30 05:06:46 +01:00
Vincent Ambo
7c52a205ee refactor(sync-gcsr): Split clone into separate function
This is in preparation for adding more complex branch-related logic to
both functions.
2019-12-29 04:50:31 +01:00
Vincent Ambo
dce1112842 feat(third_party/git): Support dottime as log date format 2019-12-28 01:39:33 +01:00
Vincent Ambo
1ea6dcabbb feat(third_party/notmuch): Patch notmuch to render time as dottime
This implements support for dotti.me in notmuch by changing the
formatting of relative and absolute times.
2019-12-27 19:18:00 +01:00
Vincent Ambo
08dd267c19 chore(dottime.el): Remove advice for notmuch date rendering
This code has moved into a patch for notmuch itself.
2019-12-27 19:18:00 +01:00
Vincent Ambo
12973b8a8b feat(third_party/notmuch): Display dottime in relative time views 2019-12-27 19:18:00 +01:00
Vincent Ambo
100f451b0a fix(dottime.el): Defer package-specific setup 2019-12-27 13:04:49 +01:00
Vincent Ambo
a54cc040ad fix(emacs.d): Load dottime.el after libraries that it modifies 2019-12-27 12:54:12 +01:00
Vincent Ambo
309d1ac50f feat(dottime.el): Support dottime display in notmuch thread view
Advises notmuch to display `Date` headers using dottime.
2019-12-27 12:54:12 +01:00
Vincent Ambo
29e71053be feat(dottime.el): Add arbitrary offsets & prefixes to dottime-format
This gives users from Elisp slightly more flexibility about the
display of dottime.
2019-12-27 12:54:12 +01:00
Vincent Ambo
5fd7de921b feat(dottime.el): Use dottime in telega.el, too 2019-12-27 12:54:12 +01:00
Vincent Ambo
b48797e4ce chore(emacs.d): Remove explicit FCC dir for private account
No longer required because Gmail does this automatically.
2019-12-26 15:14:37 +01:00
Vincent Ambo
e76be6b401 feat(third_party/lieer): Introduce configuration for OAuth client
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.
2019-12-26 15:01:21 +01:00
Vincent Ambo
cf9dd380f3 chore(emacs.d): Remove GPG agent warmup from mail sending
Fetching credentials is no longer handled by msmtp itself.
2019-12-26 14:13:40 +01:00
Vincent Ambo
39aa74ed61 fix(third_party/lieer): Use correct scope for SMTP access
Turns out that for some peculiar reason, the 'send' scope is not
enough to send email and the full 'mail.google.com' scope is required.
2019-12-26 14:06:57 +01:00
Vincent Ambo
a07571a4db feat(third_party/lieer): Request OAuth2 scope for sending emails
This makes it possible to reuse the lieer tokens for sending emails
from XOAUTH2-compatible SMTP clients.
2019-12-26 13:02:53 +01:00
Vincent Ambo
29af390e8c fix(emacs.d): Slightly more reliable way of setting edwina prefix 2019-12-25 14:10:00 +01:00
Vincent Ambo
b59788779a fix(emacs.d): Display newest emails first in notmuch 2019-12-25 14:09:42 +01:00
Vincent Ambo
3c94625a5f chore(lieer): Remove OAuth client patch
This is now done in my work-specific configuration, which is
elsewhere.
2019-12-25 14:09:09 +01:00
Vincent Ambo
4a0cf0de98 fix(emacs.d): Avoid advising split-window-* functions
Advising these functions apparently breaks things internally.
2019-12-24 18:43:52 +01:00
Vincent Ambo
637cb0bd2a fix(emacs.d): Pick new buffers *into* the active window
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.
2019-12-24 18:15:30 +01:00
Vincent Ambo
ceaa0ff0ba feat(emacs.d): Advise split-window-below to call edwina-arrange 2019-12-24 15:43:24 +01:00
Vincent Ambo
86c2ebc096 feat(emacs.d): Enable edwina package for window management
Configures edwina using `s-w` as the key prefix (in line with my other
EXWM-related commands).

An additional function is added that switches to a buffer (borrowing
the implementation from `ivy-switch-buffer`) but splitting it into a
new window instead.
2019-12-24 15:30:25 +01:00
Griffin Smith
1351691136 Don't send the welcome message when loading
Don't re-send the welcome message when loading the game if it's already
been sent. This is done by just tracking whether or not we've sent it as
a boolean in the game state, which may be a bit of a hack but should be fine
2019-12-23 18:20:08 -05:00
Griffin Smith
32421916e0 Update the vision every time we step the game
Recalculate the character's lines of sight every time we step the game,
rather than just every time the character *moves*. I had originally
thought this was a non-contiguous lines-of-sight bug - which there's a
test disproving - but it actually turned out to be that actions like
eating or attacking would step the game forward (thus moving gormlaks)
without re-calculating the positions visible to the character.
2019-12-23 17:55:28 -05:00