LambdaHack [![Build Status](https://secure.travis-ci.org/kosmikus/LambdaHack.png)](http://travis-ci.org/kosmikus/LambdaHack) ========== This is an alpha release of LambdaHack, a [Haskell] [1] game engine library for [roguelike] [2] games of arbitrary theme, size and complexity, packaged together with a small example dungeon crawler. When completed, the engine will let you specify content to be procedurally generated, define the AI behaviour on top of the generic content-independent rules and compile a ready-to-play game binary, using either the supplied or a custom-made main loop. Several frontends are available (GTK is the default) and many other generic engine components are easily overridden, but the fundamental source of flexibility lies in the strict and type-safe separation of code and content and of clients (human and AI-controlled) and server. Long-term goals for LambdaHack include support for multiplayer tactical squad combat, in-game content creation, auto-balancing and persistent content modification based on player behaviour. The engine comes with a sample code for a little dungeon crawler, called LambdaHack and described in PLAYING.md. The engine and the example game are bundled together in a single [Hackage] [3] package. You are welcome to create your own games by modifying the sample game and the engine code, but please consider eventually splitting your changes into a separate Hackage package that depends on the upstream library, to help us exchange ideas and share improvements to the common code. Games known to use the LambdaHack library: * [Allure of the Stars] [6], a near-future Sci-Fi game in early development Compilation and installation ---------------------------- The library is best compiled and installed via Cabal, which also takes care of all dependencies. The latest official version of the library can be downloaded automatically by Cabal from [Hackage] [3] as follows cabal install LambdaHack For a newer snapshot, download source from a development branch at [github] [5] and run Cabal from the main directory cabal install For the example game, the best frontend (wrt keyboard support and colours) is the default gtk. To compile with one of the terminal frontends, use Cabal flags, e.g, cabal install -fvty Compatibility notes ------------------- The current code was tested with GHC 7.6.3, but should also work with other GHC versions (see file .travis.yml.7.4.2 for GHC 7.4.2 commands). If you are using the curses or vty frontends, numerical keypad may not work correctly depending on the versions of curses, terminfo and terminal emulators. Selecting heroes via number keys or SHIFT-keypad keys is disabled with curses, because CTRL-keypad for running does not work there, so the numbers produced by the keypad have to be used. With vty on xterm, CTRL-direction keys seem to work OK, but on rxvt they do not. Vi keys (ykuhlbjn) should work everywhere regardless. Gtk works fine, too. Testing and debugging --------------------- The Makefile contains many sample test commands. All that use the screensaver game modes (AI vs. AI) and the simplest stdout frontend are gathered in `make test`. Of these, travis runs the set contained in `make test-travis` on each push to the repo. Commands with prefix `frontend` run AI vs. AI games with the standard, user-friendly frontend. Commands with prefix `peek` set up a game mode where the player peeks into AI moves each time an AI actor dies or autosave kicks in. Run `LambdaHack --help` to see a brief description of all debug options. Of these, `--sniffIn` and `--sniffOut` are very useful (though verbose and initially cryptic), for monitoring the traffic between clients and the server. Some options in config files may turn out useful too, though they mostly overlap with commandline options (and will be totally merged at some point). You can use HPC with the game as follows cabal clean cabal install --enable-library-coverage make test hpc report --hpcdir=dist/hpc/mix/LambdaHack-0.2.10.6/ LambdaHack hpc markup --hpcdir=dist/hpc/mix/LambdaHack-0.2.10.6/ LambdaHack The debug option `--stopAfter` is required for any screensaver mode game invocations that gather HPC info, because HPC needs a clean exit (to save data files) and screensaver modes can't be cleanly stopped in any other way. Further information ------------------- For more information, visit the [wiki] [4] and see the files PLAYING.md, CREDITS and LICENSE. Have fun! [1]: http://www.haskell.org/ [2]: http://roguebasin.roguelikedevelopment.org/index.php?title=Berlin_Interpretation [3]: http://hackage.haskell.org/package/LambdaHack [4]: https://github.com/kosmikus/LambdaHack/wiki [5]: http://github.com/kosmikus/LambdaHack [6]: http://hackage.haskell.org/package/Allure