Commit graph

97 commits

Author SHA1 Message Date
Griffin Smith
f701a0be40 Preserve entityIDs in atPosition's setter
Make the setter for the atPosition lens preserve entityIDs for
already-existing entities at the position, so that when we plop
something in the same tile as the character the character's entity ID
doesn't disappear.
2019-12-23 17:22:56 -05:00
Griffin Smith
052bc8455a Add a drop command
Add a drop command, bound to 'd', which prompts the character for an
item in their inventory, removes it from the inventory, and places it on
the ground. Along the way I had to fix a bug in the
`EntityMap.atPosition` lens, which was always appending to the existing
entities at the position on set, without removing the entities that were
already there - the rabbit hole of quickchecking the lens laws here also
lead to replacing the target of this lens with a newtype called
`VectorBag`, which ignores order (since the entitymap makes no
guarantees about order of entities at a given position).
2019-12-23 17:22:56 -05:00
Griffin Smith
bf7d139c1a Use attack messages when attacking
When attacking, use either:
- the message defined on the entity raw of the wielded item, if any
- the generic attack message, if an item without an attack message is wielded
- the fists attack message, if no item is wielded
2019-12-23 10:59:45 -05:00
Griffin Smith
8ecefddbd4 Use wielded items to calculate damage
Use whatever items the character has wielded, if any, to calculate the
damage they deal when attacking. Currently this shortcuts handedness to
just use the *first* item they have equipped, which is fine since it's
currently only possible to equip something in the right hand.
2019-12-23 10:47:09 -05:00
Griffin Smith
6622dd3018 Add a wield command
Add a Wield command, which prompts for a wieldable item, if any, to take
out of the character's inventory and put in their right hand.

Eventually we should support other hands, but for now hardcoding the
right hand should be fine.
2019-12-22 23:22:25 -05:00
Griffin Smith
5b1c7799a7 Add wielded, wieldable items
Split the character's inventory up into wielded items (in one or both
hands) and the backpack, and display wielded items when drawing the
inventory panel. Currently there's no way to actually *wield* items
though, so this is all unused/untested.

Also, add the ability for items to be "wieldable", which gives specific
descriptions for when attacking with them and also modified damage.
2019-12-22 22:46:43 -05:00
Griffin Smith
0f754eb2a0 Fix rendering string prompts
Rendering an editor with txtWrap makes brick blow up because editors
have an internal viewport, but txtWrap advertises an infinite width.
2019-12-22 22:42:05 -05:00
Griffin Smith
e619dcd126 Eating doesn't take time unless you actually eat
Make it so that opening the eat menu but not actually eating anything
(either because you cancel, or because there's nothing to eat) doesn't
step the game
2019-11-30 22:48:29 -05:00
Griffin Smith
65b1352ef2 Add a very basic inventory panel
Add a very basic inventory panel to the game opened by pressing `i`,
which displays the contents of the player's inventory in a basic list.
2019-11-30 22:43:17 -05:00
Griffin Smith
71b628c604 Add messages on the ground
Add support for a "GroundMessage" entity type, support for a Read
command to read them, and randomly place an initial, tone-setting
tutorial message on the ground near the character at the beginning of
the game.
2019-11-30 19:55:43 -05:00
Griffin Smith
4431d453f6 Use correct bin path in README
nix build for a haskell package makes a directory, not just a bare
binary.
2019-11-30 18:25:32 -05:00
Griffin Smith
0b22bb099c Fail on all warnings in CI
All the undefineds are gone, so it's time to enable -Werror in CI.
2019-11-30 18:16:48 -05:00
Griffin Smith
97a5c61f28 Fix an injectivity issue with saving the game
Fix an injectivity issue with JSON-encoding the entity map that was
causing the game saving to not properly round-trip. As part of this,
there's a refactor to the internals of the entity map to use sets
instead of vectors, which should also get us a nice perf boost.
2019-11-30 15:00:39 -05:00
Griffin Smith
310ea90985 Add build and run instructions to the README
just for the heck of it.
2019-11-30 14:13:07 -05:00
Griffin Smith
92976cc9aa Move patch file to a less obtrusive location 2019-11-29 23:01:36 -05:00
Griffin Smith
8a1235c3dc Use menus for combat and picking up items
Refactor a bunch of stuff around to allow for polymorphically surfacing
an EntityChar for all entities, and use this to write a generic
`entityMenu` function, which generates a menu from the chars of a list
of entities - and use that to fully implement (removing `undefined`)
menus for both attacking and picking things up when there are multiple
entities on the relevant tile.
2019-11-29 22:59:15 -05:00
Griffin Smith
7d8ce026a2 Add DerivingVia newtype for generic arbitrary
Add a newtype, GenericArbitrary, which can be used with -XDerivingVia to
derive Arbitrary instances for types with Generic, via patching
generic-arbitrary to expose the underlying typeclass it uses for
surfacing the type information.
2019-11-29 22:57:58 -05:00
Griffin Smith
0abcd8c958 Implement a "look" command
Implement the PointOnMap prompt type, which allows the player to move
the cursor around and select a position on the map, and use this prompt
type to implement a "look" command, describing all entities at the
selected position.
2019-11-29 21:25:35 -05:00
Griffin Smith
f37d0f75c0 Implement saving+loading the game
Implement ToJSON and FromJSON for all of the various pieces of the game
state, and add a pair of functions saveGame/loadGame implementing a
prism to save the game as zlib-compressed JSON. To test this, there's
now Arbitrary, CoArbitrary, and Function instances for all the parts of
the game state - to get around circular imports with the concrete
entities this unfortunately is happening via orphan instances, plus an
hs-boot file to break a circular import that was just a little too hard
to remove by moving things around. Ugh.
2019-11-29 14:33:52 -05:00
Griffin Smith
2f2e5a0b68 Gitignore source before passing to nix
Call hercules-ci's gitignoreSource on the src path before passing to
nix, which both prevents spurious rebuilds and also makes compilation
via `nix build` (which under the hood uses cabal v1-build) work while
also doing development using `cabal new-build`
2019-11-27 13:20:46 -05:00
Griffin Smith
7b90b02049 Recover character hitpoints over time
Wrap hitpoints in a newtype, and recover character hitpoints over time
2019-11-15 21:20:01 -05:00
Griffin Smith
87fedcb6c9 Add draw priority
Rather than blindly taking one entity from the list when we have
multiple entities on the same tile, add a `drawPriority` method to the
Draw typeclass which allows individual entities to request to be drawn
on top - this avoids the "noodles floating over your head" bug we saw
before.
2019-10-16 12:10:59 -04:00
Griffin Smith
4882350f5d Don't walk gormlaks into walls
Because of the way lines are drawn, a specific configuration of
positioning for gormlaks would have them decide they desperately wanted
to walk *inside* a wall, which they would then both fail to do but also
always collide with whenever they tried to go anywhere else.
2019-10-15 22:54:31 -04:00
Griffin Smith
8a4220df83 Implement speed and ticks
Gormlaks now move 1/8th the speed of the character, which means we can
run away from them - yay!

Unfortunately this also introduces a bug where they'll eventually get
stuck and not do anything, so I'll be tackling that next.
2019-10-13 12:37:08 -04:00
Griffin Smith
8d36fb4af2 Make the positionedCharacter test run more quickly
Dial down the quickcheck size and num tests on this
2019-10-12 15:17:22 -04:00
Griffin Smith
0837df2a72 Step the game *before* updating vision
Stepping the game after updating the vision could allow creatures like
gormlaks to move *out* of the character's pre-calculated lines of sight,
causing gormlaks right next to the character to be invisible.
2019-10-12 13:28:10 -04:00
Griffin Smith
f1197be186 Allow specifying seed on startup
Allow specifying the seed for the game's global RNG on startup, and
print the seed when the game exits. This'll allow us to more reliably
reproduce bugs - yay!
2019-10-12 12:59:42 -04:00
Griffin Smith
d2b81df6b8 Actually heal the character when they eat food 2019-10-12 12:23:41 -04:00
Griffin Smith
2d72c0e413 Export unexported lens 2019-10-06 13:13:54 -04:00
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
a57e36dca8 Fix underflow when damaging character
Fix underflow that could happen when multiple gormlaks attack the
character in a single turn
2019-10-06 12:59:53 -04:00
Griffin Smith
bf92a370a5 Remove circleci config
github-actions seems to be working quite well, so no more circle for now
2019-10-06 12:53:15 -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
262fc7fb41 Don't move creatures when they're attacking
This may have resulted in a double-attack per turn
2019-10-05 16:25:52 -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
272ff5b3e6 Use nix-build in github-actions 2019-09-29 11:14:38 -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
ec39dc0a5b Tweak gormlak movement slightly
- 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
2019-09-28 15:03:36 -04:00
Griffin Smith
abea2dcfac Add debug command to reveal the game
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.
2019-09-28 15:03:36 -04:00
Griffin Smith
1a0f618a82 Implement the start of creature AI
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.
2019-09-28 15:03:36 -04:00
Griffin Smith
915264acae
Add Github Actions config 2019-09-25 14:27:44 -04:00
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
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
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
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
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
2604341c2f Scroll the viewport around the character
Scroll the viewport so that the character is never less than 5 away from
the edge of the screen.

This was super easy, thanks Brick!
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