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 |
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| .. | ||
| .github | ||
| app | ||
| bench | ||
| build | ||
| docs | ||
| server | ||
| src | ||
| test | ||
| .envrc | ||
| .gitignore | ||
| default.nix | ||
| hie.yaml | ||
| LICENSE | ||
| nixpkgs.nix | ||
| package.yaml | ||
| pkg.nix | ||
| README.org | ||
| Setup.hs | ||
| shell.nix | ||
| xanthous.cabal | ||
Xanthous
Building
$ nix build
Running
$ ./result/bin/xanthous [--help]
Keyboard commands
Keyboard commands are currently undocumented, but can be found in [this file. Movement uses the nethack-esque hjklybnu.
Development
Use lorri, or run everything in a nix-shell
# Build (for dev)
$ cabal new-build
# Run the game
$ cabal new-run xanthous
# Run tests
$ cabal new-run test
# Run a repl
$ cabal new-repl