Commit graph

13 commits

Author SHA1 Message Date
Griffin Smith
ecd33e0c90 Add ViewPatterns to default-extensions
Seems relatively harmless
2020-05-11 23:03:11 -04:00
Griffin Smith
2320cfa8cd Use open circles to generate filled circles
Rather than leaning on rasterific to generate filled circles for us,
instead start with an open circle, then fill it by scanning line-by-line
and filling in points that are "inside" of the circle, based on keeping
track with a boolean. Also adds a couple of helper functions for
displaying these kinda "boolean graphics" things we're passing around,
as sets of points.
2020-05-10 19:44:30 -04:00
Griffin Smith
22b7a9be84 Drop Rasterific for non-filled circles
Rasterific appears to generate some pretty surprising, if  not
completely wrong, circles at especially low sizes - this was resulting
in unexpected behavior with vision calculation, including the character
never being able to see directly to the left of them, among other
things. This moves back to the old midpoint circle algorithm I pulled
off of rosetta code, but only for the non-filled circle. The filled
circle is still using the wonky algorithm for now, but at some point I'd
love to refactor it such that empty circles are eg always a subset of
non-filled circles.
2020-02-17 18:01:57 -05:00
Griffin Smith
d62aba218d Switch to DelaunayTriangulation.Naive
Per https://github.com/noinia/hgeometry/issues/28, occasionally
DelaunayTriangulation.DivideAndConquer loops infinitely - in this case,
I was able to consistently use the seed 127624940715530481, to generate
a dungeon which had the following room centroids:

    [ Point2 [38.5,3.5] :+ 0
    , Point2 [67.0,33.0] :+ 1
    , Point2 [46.0,45.5] :+ 2
    , Point2 [55.5,42.0] :+ 3
    , Point2 [36.0,25.0] :+ 4
    , Point2 [76.5,12.0] :+ 5
    , Point2 [29.0,26.5] :+ 6
    , Point2 [55.0,10.5] :+ 7
    ]

and cause delaunay triangulation to loop indefinitely (or at least
longer than I cared to wait for). Given the size of our graphs switching
to naive generation should be fine performance-wise, and avoids the
infinite loop.
2020-01-19 13:19:00 -05:00
Griffin Smith
6b0bab0e85 Add support for multiple levels
Add a data structure, based on the zipper comonad, which provides
support for multiple levels, each of which is its own entity map. The
current level is provided by coreturn, which the `entities` lens has
been updated to use. Nothing currently supports going up or down levels
yet - that's coming next.
2020-01-04 23:48:51 -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
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
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
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
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
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
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