These are generally rather nicer to work due to some typeclass instances,
and integrate better with other ecosystems for things like linear
algebra etc.
Change-Id: I546c8da7b17234648f3d612b28741c1fded25447
Reviewed-on: https://cl.tvl.fyi/c/depot/+/910
Tested-by: BuildkiteCI
Reviewed-by: glittershark <grfn@gws.fyi>
A couple of changes necessary to get things working with both ghc 8.8.3
and the new base:
- Explicitly import fail from Control.Monad.Fail in the prelude, since
it's there instead of the base prelude now
- GHC no longer allows type family equality constraints in quantified
constraints - which is a bummer - but is avoidable in the one case
where it was happening
- Explicitly import a constructor from Data.List.NonEmpty
Change-Id: Ia06fc724ddc2d6a3f9024c047ed55eea40bcf408
Reviewed-on: https://cl.tvl.fyi/c/depot/+/744
Tested-by: BuildkiteCI
Reviewed-by: BuildkiteCI
Reviewed-by: Profpatsch <mail@profpatsch.de>
This algorithm is a little rough around the edges right now, but
generally the idea is we find a relatively closed-off region of the map,
and place rooms randomly on it, expanding them until they run into each
other, then we put doors in the walls of the rooms and a single door
opening into the region. Later on, we'll generate friendly (or
unfriendly!) NPCs to put in those rooms.
Change-Id: Ic989b9905f55ad92a01fdf6db11aa57afb4ce383
Reviewed-on: https://cl.tvl.fyi/c/depot/+/726
Reviewed-by: glittershark <grfn@gws.fyi>
Install the witherable library, expose it in the prelude, and update all
call sites that are broken by that change.
This is a really nice library, and basically the ideal abstraction layer
for what it does.
Change-Id: I640e099318c1ecce0ad483bc336c379698bdab88
Reviewed-on: https://cl.tvl.fyi/c/depot/+/725
Reviewed-by: glittershark <grfn@gws.fyi>