name: Allure -- The package version. See the Haskell package versioning policy (PVP) -- for standards guiding when and how versions should be incremented. -- http://www.haskell.org/haskellwiki/Package_versioning_policy -- PVP summary:+-+------- breaking API changes -- | | +----- minor or non-breaking API additions -- | | | +--- code changes with no API change version: 0.7.1.0 x-revision: 1 synopsis: Near-future Sci-Fi roguelike and tactical squad game description: Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad game. Try out the browser version of Allure of the Stars at (It runs fastest on Chrome. Keyboard commands and savefiles are supported only on recent enough versions of browsers. Mouse should work everywhere.) . <> . Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term goals are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour. Contributions are welcome. . The game is written using the LambdaHack roguelike game engine available at . homepage: http://allureofthestars.com bug-reports: http://github.com/AllureOfTheStars/Allure/issues license: AGPL-3 license-file: LICENSE tested-with: GHC==8.0.2, GHC==8.2.1, GHC==8.2.2 data-files: GameDefinition/config.ui.default, GameDefinition/fonts/16x16x.fon, GameDefinition/fonts/8x8xb.fon, GameDefinition/fonts/8x8x.fon, GameDefinition/fonts/LICENSE.16x16x, GameDefinition/fonts/Fix15Mono-Bold.woff, GameDefinition/fonts/LICENSE.Fix15Mono-Bold, GameDefinition/PLAYING.md, GameDefinition/InGameHelp.txt, README.md, CHANGELOG.md, LICENSE, CREDITS extra-source-files: GameDefinition/MainMenu.ascii, Makefile author: Andres Loeh, Mikolaj Konarski and others maintainer: Mikolaj Konarski category: Game build-type: Simple cabal-version: >= 1.10 source-repository head type: git location: git://github.com/AllureOfTheStars/Allure.git executable Allure hs-source-dirs: GameDefinition main-is: Main.hs other-modules: Client.UI.Content.KeyKind, Content.CaveKind, Content.ItemKind, Content.ItemKindEmbed, Content.ItemKindActor, Content.ItemKindOrgan, Content.ItemKindBlast, Content.ItemKindTemporary, Content.ModeKind, Content.ModeKindPlayer, Content.PlaceKind, Content.RuleKind, Content.TileKind, TieKnot, Paths_Allure build-depends: LambdaHack >= 0.7.1.0 && < 0.7.2.0, template-haskell >= 2.6, async >= 2, base >= 4.9 && < 99, containers >= 0.5.3.0, enummapset-th >= 0.6.0.0, filepath >= 1.2.0.1, optparse-applicative >= 0.13, random == 1.1, text >= 0.11.2.3 default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf, LambdaCase, StrictData other-extensions: TemplateHaskell ghc-options: -Wall -Wcompat -Worphans -Wincomplete-uni-patterns -Wincomplete-record-updates -Wimplicit-prelude -Wmissing-home-modules -Widentities -Wredundant-constraints ghc-options: -Wall-missed-specialisations ghc-options: -fno-ignore-asserts -fexpose-all-unfoldings -fspecialise-aggressively ghc-options: -threaded -rtsopts if impl(ghcjs) { -- This is the largest GHCJS_BUSY_YIELD value that does not cause dropped frames -- on my machine with default --maxFps. cpp-options: -DGHCJS_BUSY_YIELD=50 -- Minimize median lag at the cost of occasional huge lag when GC kicks in -- (and some of the GCs fit into idle time, while the player ponders -- or game is being saved): ghc-options: "-with-rtsopts=-A99m" } else { build-depends: zlib >= 0.5.3.1 -- The -A options makes it slightly faster, especially with short sessions: ghc-options: "-with-rtsopts=-A99m -K1000K" -- TODO: get back to -K1K when I can use pretty-1.1.3.4 (TH depends on an old one), that is, when I can drop GHC 8.0.2 and older } test-suite test type: exitcode-stdio-1.0 hs-source-dirs: GameDefinition, test main-is: test.hs other-modules: Client.UI.Content.KeyKind, Content.CaveKind, Content.ItemKind, Content.ItemKindEmbed, Content.ItemKindActor, Content.ItemKindOrgan, Content.ItemKindBlast, Content.ItemKindTemporary, Content.ModeKind, Content.ModeKindPlayer, Content.PlaceKind, Content.RuleKind, Content.TileKind, TieKnot, Paths_Allure build-depends: LambdaHack, template-haskell >= 2.6, base >= 4.9 && < 99, containers >= 0.5.3.0, enummapset-th >= 0.6.0.0, filepath >= 1.2.0.1, optparse-applicative >= 0.13, random == 1.1, text >= 0.11.2.3 default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf, LambdaCase, StrictData other-extensions: TemplateHaskell ghc-options: -Wall -Wcompat -Worphans -Wincomplete-uni-patterns -Wincomplete-record-updates -Wimplicit-prelude -Wmissing-home-modules -Widentities -Wredundant-constraints ghc-options: -fno-ignore-asserts -fexpose-all-unfoldings -fspecialise-aggressively ghc-options: -threaded -rtsopts if impl(ghcjs) { -- This is the largest GHCJS_BUSY_YIELD value that does not cause dropped frames -- on my machine with default --maxFps. cpp-options: -DGHCJS_BUSY_YIELD=50 ghc-options: "-with-rtsopts=-A99m" } else { build-depends: zlib >= 0.5.3.1 ghc-options: "-with-rtsopts=-A99m -K1000K" -- TODO: get back to -K1K when I can use pretty-1.1.3.4 (TH depends on an old one), that is, when I can drop GHC 8.0.2 and older }