Commit graph

22 commits

Author SHA1 Message Date
Griffin Smith
af31da8cfc feat(grfn/xanthous): Use dual-wielding to calculate damage
When dual-wielding weapons, do damage from both weapons and use both
weapons' attack messages.

Change-Id: I3c404946d0167c9b5c2bcf58ab5c3429cc5269fc
Reviewed-on: https://cl.tvl.fyi/c/depot/+/5605
Autosubmit: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
Reviewed-by: grfn <grfn@gws.fyi>
2022-05-14 16:02:47 +00:00
Griffin Smith
632c4280b5 feat(xanthous): Allow selecting hand for wielding
When wielding items, allow selecting which hand the item should be
wielded in.

Currently this has no actual effect on the mechanics of combat - that'll
come next.

Change-Id: Ic289ca2d8fa6f5fc0ad5bd0b012818a3acd8599e
Reviewed-on: https://cl.tvl.fyi/c/depot/+/5470
Reviewed-by: grfn <grfn@gws.fyi>
Autosubmit: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2022-04-16 20:30:42 +00:00
sterni
11f9306b9a chore(3p/sources): Bump channels & overlays
Use nixos-unstable-small which fixes CVE-2018-25032
(out of bounds write while compressing).

* //users/grfn/xanthous:

  - Supporting random-fu 0.3 requires considerable changes and patching
    random-extras (https://github.com/aristidb/random-extras/pull/5).

    For now we downgrade random-fu and its dependency rvar to 0.2.*,
    forcing us to build xanthous with GHC 8.10.7, due to random-fu 0.2.*
    not supporting that version.

    Nix expressions for the downgraded packages are checked in to avoid
    the potential need to compile Haskell at pipeline eval time.

  - generic-arbitrary exposes a GenericArbitrary newtype now.
    This means we no longer have to implement it in xanthous
    downstream and patch generic-arbitrary to expose the
    GArbitrary type class.

  - Minor adjustments for lens 5.0:

    Xanthous.Game.Memo: clear needs to use ASetter' instead of Lens'

    Xanthous.Data.EntityMap: TraversableWithIndex no longer has an
    itraversed function.

  - Xanthous.Orphans: adjust for aeson's KeyMap, use KM.size explicitly
    instead of relying on MonoTraversable's length

* //nix/buildLisp: the CCL issue has resurfaced, disabling the
  implementation once again.

* //3p/arion: remove, as depot uses the nixpkgs package of it anyways.

* //users/wpcarro: accomodate GHC 9.0.1's stricter parsing of operators.

* //users/tazjin: disable rustfmt as it stopped respecting settings

* //3p/overlays: upgrade home-manager until fix for serivce generation
  has landed upstream

* //users/grfn/system: remove rr override, as the pinned commit is part
  of the 5.5.0 release shipped by nixpkgs.

Change-Id: If229e7317ba48498f85170b57ee9053f6997ff8a
Reviewed-on: https://cl.tvl.fyi/c/depot/+/5428
Tested-by: BuildkiteCI
Autosubmit: sterni <sternenseemann@systemli.org>
Reviewed-by: grfn <grfn@gws.fyi>
Reviewed-by: tazjin <tazjin@tvl.su>
Reviewed-by: wpcarro <wpcarro@gmail.com>
2022-04-11 19:37:01 +00:00
Griffin Smith
604319850c feat(gs/xanthous): Creatures drop their items when they die
When a creature is killed, it now drops all the contents of its
inventory on the ground.

Change-Id: Ie95c397308ba2c9861f10e58b99c91c9cc759c56
2021-11-25 17:31:01 +00:00
Griffin Smith
a3d220b631 feat(gs/xanthous): Creatures use their weapons to attack
If a creature has a weapon wielded, then they now use that weapon to
attack the player *instead of* their natural attacks. This uses a new
`creatureAttackMessage` field on the Item raw for the message to use.

Change-Id: I73614f33dbf88dd4c68081f15710fa27b7b21ba2
2021-11-25 17:31:01 +00:00
Griffin Smith
4b11859d04 feat(gs/xanthous): Allow generating creatures with items
Add an `equippedItems` field to the CreatureType raw, which provides a
chance for generating that creature with an item equipped, which goes
into a new `inventory` field on the creature entity itself. Currently
the creature doesn't actually *use* this equipped item, but it's a step.

This commit also adds a broken-dagger equipped 90% of the time to the
"husk" creature.

Change-Id: I6416c0678ba7bc1b002c5ce6119f7dc97dd86437
2021-11-25 17:31:01 +00:00
Griffin Smith
95ee86225b refactor(gs/xanthous): Break out inventory into a common module
Creatures are going to have an inventory too now in addition to
characters, so all the data types and lenses and stuff that define
inventory need to be broken out into a separate module so the Creature
entity can use them.

Change-Id: I83f1c70d316afaaf2e75901f9dc28f79fd2cd31f
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3901
Tested-by: BuildkiteCI
Reviewed-by: grfn <grfn@gws.fyi>
2021-11-22 19:12:56 +00:00
Griffin Smith
1af67d9ca7 feat(gs/xanthous): Add a Husk creature, with limited generation
Add a new "husk" creature raw, limited to only being generated on levels
>= 1, including support for actually doing that limiting.

These guys are gonna get daggers next!

Change-Id: Ic4b58dc7ee36b50ced60fec6912cd1b46269d55c
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3868
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-11-13 15:57:18 +00:00
Griffin Smith
e2f8939a9e feat(gs/xanthous): Add a broken dagger raw
The plan is to use this as a test bed for generating creatures wielding
items, but for know it just shows up on the ground in places.

Change-Id: I8b292606f425cd41bff9e52727f1094886777102
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3867
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-11-13 15:57:18 +00:00
Griffin Smith
61802fe106 feat(gs/xanthous): Allow throwing rocks
Implement a first pass at a "fire" command, which allows throwing rocks,
the max distance and the damage of which is based on the weight of the
item and the strength of the player.

Currently the actual numbers here likely need some tweaking, as the
rocks are easily throwable at good distances but don't really deal any
damage.

Change-Id: Ic6ad0599444af44d8438b834237a1997b67f220f
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3764
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-10-30 17:16:21 +00:00
Griffin Smith
76258fbfa1 feat(xanthous): Describe *where* the item is in the inventory
When describing items in the inventory, both in detail and when
producing menus from those items, describe not just the item itself but
also *where* in the inventory the item is (either in the backpack, or
wielded in either or both of the hands). This uses a new
InventoryPosition datatype, and a method to get a list of items in the
inventory associated with their inventory position. When *removing*
items from the inventory (to wield, drop, or eat them), we want to make
sure we remove from the right position, so this also introduces
a `removeItemAtPosition` method to make that happen correctly.

Finally, some of the tests for this stuff was getting really slow - I
narrowed this down to runaway arbitrary generation for message
Templates, so I've tweaked the Arbitrary instance for that type to
generate smaller values.

Change-Id: I24e9948adae24b0ca9bf13955602108ca9079dcc
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3228
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-23 21:52:08 +00:00
Griffin Smith
f0c167d361 feat(xanthous): Add a command to describe an item in the inventory
Add a new DescribeInventory command, bound to I, to prompt for an item
in the inventory (anywhere in the inventory, including wielded) and
display a (new) panel describing it in detail. This description includes
the description, the long description, and the item's physical
properties (volume, density, and weight).

Change-Id: Idc1a05ab16b4514728d42aa6b520f93bea807c07
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3227
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-23 21:52:08 +00:00
Griffin Smith
d8bd8e7eea feat(xanthous) Generate random volume+density for items
Generate random volumes and densities for items based on the ranges for
those two quantities in the raw when building instances of items.

Since this is the first time creating an item is impure, this also lifts
entity generation into a (random) monadic context

Change-Id: I2de4880e8144f7ff9e1304eb32806ed1d7affa18
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3226
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-23 21:52:08 +00:00
Griffin Smith
8b97683f6e feat(xanthous): Track the volume and density of item types
Allow the itemType raw to have density and volume fields, both of which
represent *intervals* of both density and volume (because both can
hypothetically vary a bit). The idea here is that when we're making
an *instance* of one of these items, we pick a random value in the
range.

Lots of stuff in this commit is datatype and typeclass instances to
support things like intervals being fields on datatypes that get
serialized to saved games - including a manual definition of Ord for
Item since Ord isn't well-defined for intervals

Change-Id: Ia088f2f75cdce9d00560297e5c269e3310b85bc3
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3225
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-23 21:52:08 +00:00
Griffin Smith
f00dd30cad feat(xanthous): Fistfighting builds knuckle calluses
2000 ticks after the character damages their fists by hitting something,
the character now develops calluses on their fists (scaled by *how*
damaged they've become) that reduce the chance of them receiving
additional damage from hitting things - up to a max of 5, which
prevents *all* damage from fistfighting.

This is all tracked in a new "Knuckles" struct in a new "Body" struct on
the character datatype, which manages stepping itself forward as part of
the Brain impl on the character.

Change-Id: Ica269f16fb340fb25900d2c77fbad32f10c00be2
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3222
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-18 21:17:53 +00:00
Griffin Smith
4d2402a64e feat(xanthous): Add an auto-rest command
Add a command that automatically rests (essentially just stepping the
game forwards) until the character's hitpoints are back to full.

Currently due to the time it takes for the character to heal this takes
a bit too long - my thought there is to make the per-step delay for
autocommands different depending on the specific autocommand.

Change-Id: I40378c29d3d9d19e9787af1f015bde65fd08868c
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3221
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-18 17:51:43 +00:00
Griffin Smith
fb5bec8d95 feat(xanthous): Add configurable natural attacks
Allow configuring the natural attacks (eg, part of their body rather
than an item) of a creature. Each attack has a description and a damage
associated with it.

Change-Id: I69698a8ac4ee2da91e4c88e419593627519522a5
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3220
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-18 17:51:43 +00:00
Griffin Smith
6f9d01b507 feat(xanthous): Add an ooze creature type
This required making sayVerb optional, as oozes don't say anything

Change-Id: I2c7f425ca26d92beef1097eda49d84f00c84c482
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3218
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-18 17:51:43 +00:00
Griffin Smith
bf79617bd8 feat(xanthous): Gormlaks yell in gormlak when they see the character
Add a new "greetedCharacter" field to the creature hippocampus type,
which tracks whether or not that creature has greeted the character
yet. In the gormlak AI, when the gormlak sees the character and starts
running towards them, if that field is set to False send a message that
says that the gormlak yells a single randomly-generated gormlak word at
the character, then set the field to true

The gormlak yells "gukblom"!

Change-Id: I17a388393693a322c2e09390884ed718911b2fc4
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3207
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-14 13:04:26 +00:00
Griffin Smith
26d7dadded feat(xanthous): Store language on creatures
Add a new "language" field to the CreatureType raw type, which
references the *name* of the language that creature speaks (this is so
that different creatures can speak the same language without having to
duplicate the language definition in the raws). At some point this
should change to not hardcode the sets of languages and instead define
them in data files like we do for creatures, but this is fine as a
start.

Change-Id: I6708570175e23472cb37e0061a329e54e8eac9c0
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3205
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-14 13:04:26 +00:00
Griffin Smith
5b0649d2a8 feat(xanthous): BangPattern all fields in Raws
This is generally just good practice for foundational data-types like
these

Change-Id: I88c5b6b73dad6665cf25837b8d6a9e0ea66f2b0b
Reviewed-on: https://cl.tvl.fyi/c/depot/+/3204
Reviewed-by: grfn <grfn@gws.fyi>
Tested-by: BuildkiteCI
2021-06-14 13:04:26 +00:00
Griffin Smith
6266c5d32f refactor(users/glittershark): Rename to grfn
Rename my //users directory and all places that refer to glittershark to
grfn, including nix references and documentation.

This may require some extra attention inside of gerrit's database after
it lands to allow me to actually push things.

Change-Id: I4728b7ec2c60024392c1c1fa6e0d4a59b3e266fa
Reviewed-on: https://cl.tvl.fyi/c/depot/+/2933
Tested-by: BuildkiteCI
Reviewed-by: tazjin <mail@tazj.in>
Reviewed-by: lukegb <lukegb@tvl.fyi>
Reviewed-by: glittershark <grfn@gws.fyi>
2021-04-12 14:45:51 +00:00