name: LambdaHack -- 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: 0.6.1.0 synopsis: A game engine library for roguelike dungeon crawlers description: LambdaHack is a Haskell game engine library for roguelike games of arbitrary theme, size and complexity, packaged together with a little example dungeon crawler. Try out the browser version of the LambdaHack sample game at (It runs fastest on Chrome. Keyboard commands and savefiles are supported only on recent enough versions of browsers. Mouse should work everywhere.) . <> . 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 (SDL2 is the default for desktop and there is a Javascript browser frontend) 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 from the content and of clients (human and AI-controlled) from the server. . Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term vision revolves around procedural content generation and includes in-game content creation, auto-balancing and persistent content modification based on player behaviour. Contributions are welcome. . Games known to use the LambdaHack library: . * Allure of the Stars, a near-future Sci-Fi game, . * Space Privateers, an adventure game set in far future, . Note: All modules in this library are kept visible, to let games override and reuse them. OTOH, to reflect that some modules are implementation details relative to others, the source code adheres to the following convention. If a module has the same name as a directory, the module is the exclusive interface to the directory. No references to the modules in the directory are allowed except from the interface module. This policy is only binding when developing the library --- library users are free to access any modules, since the library authors are in no position to guess their particular needs. homepage: https://lambdahack.github.io bug-reports: http://github.com/LambdaHack/LambdaHack/issues license: BSD3 license-file: LICENSE tested-with: GHC >= 7.10 && <= 8.2 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 maintainer: Mikolaj Konarski category: Game Engine, Game build-type: Simple cabal-version: >= 1.10 source-repository head type: git location: git://github.com/LambdaHack/LambdaHack.git flag vty description: switch to the vty frontend default: False manual: True flag curses description: switch to the curses frontend (not fully supported) default: False manual: True flag gtk description: switch to the GTK frontend default: False manual: True flag sdl description: switch to the SDL2 frontend default: False manual: True flag jsaddle description: switch to the JSaddle frontend default: False manual: True flag with_expensive_assertions description: turn on expensive assertions of well-tested code default: False manual: True flag release description: prepare for a release (expose internal functions and types, etc.) default: True manual: True library exposed-modules: Game.LambdaHack.Atomic Game.LambdaHack.Atomic.CmdAtomic Game.LambdaHack.Atomic.HandleAtomicWrite Game.LambdaHack.Atomic.MonadAtomic Game.LambdaHack.Atomic.MonadStateWrite Game.LambdaHack.Atomic.PosAtomicRead Game.LambdaHack.Client Game.LambdaHack.Client.AI Game.LambdaHack.Client.AI.ConditionM Game.LambdaHack.Client.AI.HandleAbilityM Game.LambdaHack.Client.AI.PickActorM Game.LambdaHack.Client.AI.PickTargetM Game.LambdaHack.Client.AI.Strategy Game.LambdaHack.Client.Bfs Game.LambdaHack.Client.BfsM Game.LambdaHack.Client.CommonM Game.LambdaHack.Client.HandleAtomicM Game.LambdaHack.Client.HandleResponseM Game.LambdaHack.Client.LoopM Game.LambdaHack.Client.MonadClient Game.LambdaHack.Client.Preferences Game.LambdaHack.Client.State Game.LambdaHack.Client.UI Game.LambdaHack.Client.UI.ActorUI Game.LambdaHack.Client.UI.Animation Game.LambdaHack.Client.UI.Config Game.LambdaHack.Client.UI.Content.KeyKind Game.LambdaHack.Client.UI.DrawM Game.LambdaHack.Client.UI.DisplayAtomicM Game.LambdaHack.Client.UI.EffectDescription Game.LambdaHack.Client.UI.Frame Game.LambdaHack.Client.UI.FrameM Game.LambdaHack.Client.UI.Frontend Game.LambdaHack.Client.UI.Frontend.Chosen Game.LambdaHack.Client.UI.Frontend.Common Game.LambdaHack.Client.UI.Frontend.Teletype Game.LambdaHack.Client.UI.HandleHelperM Game.LambdaHack.Client.UI.HandleHumanGlobalM Game.LambdaHack.Client.UI.HandleHumanLocalM Game.LambdaHack.Client.UI.HandleHumanM Game.LambdaHack.Client.UI.HumanCmd Game.LambdaHack.Client.UI.InventoryM Game.LambdaHack.Client.UI.ItemDescription Game.LambdaHack.Client.UI.ItemSlot Game.LambdaHack.Client.UI.Key Game.LambdaHack.Client.UI.KeyBindings Game.LambdaHack.Client.UI.MonadClientUI Game.LambdaHack.Client.UI.Msg Game.LambdaHack.Client.UI.MsgM Game.LambdaHack.Client.UI.Overlay Game.LambdaHack.Client.UI.OverlayM Game.LambdaHack.Client.UI.RunM Game.LambdaHack.Client.UI.SessionUI Game.LambdaHack.Client.UI.Slideshow Game.LambdaHack.Client.UI.SlideshowM Game.LambdaHack.Common.Ability Game.LambdaHack.Common.Actor Game.LambdaHack.Common.ActorState Game.LambdaHack.Common.ClientOptions Game.LambdaHack.Common.Color Game.LambdaHack.Common.ContentDef Game.LambdaHack.Common.Dice Game.LambdaHack.Common.Faction Game.LambdaHack.Common.File Game.LambdaHack.Common.Flavour Game.LambdaHack.Common.Frequency Game.LambdaHack.Common.HighScore Game.LambdaHack.Common.Item Game.LambdaHack.Common.ItemStrongest Game.LambdaHack.Common.Kind Game.LambdaHack.Common.KindOps Game.LambdaHack.Common.Level Game.LambdaHack.Common.Misc Game.LambdaHack.Common.MonadStateRead Game.LambdaHack.Common.Perception Game.LambdaHack.Common.PointArray Game.LambdaHack.Common.Point Game.LambdaHack.Common.Prelude Game.LambdaHack.Common.Random Game.LambdaHack.Common.RingBuffer Game.LambdaHack.Common.Save Game.LambdaHack.Common.Request Game.LambdaHack.Common.Response Game.LambdaHack.Common.State Game.LambdaHack.Common.Thread Game.LambdaHack.Common.Tile Game.LambdaHack.Common.Time Game.LambdaHack.Common.Vector Game.LambdaHack.Content.CaveKind Game.LambdaHack.Content.ItemKind Game.LambdaHack.Content.ModeKind Game.LambdaHack.Content.PlaceKind Game.LambdaHack.Content.RuleKind Game.LambdaHack.Content.TileKind Game.LambdaHack.SampleImplementation.SampleMonadClient Game.LambdaHack.SampleImplementation.SampleMonadServer Game.LambdaHack.Server Game.LambdaHack.Server.BroadcastAtomic Game.LambdaHack.Server.Commandline Game.LambdaHack.Server.CommonM Game.LambdaHack.Server.DebugM Game.LambdaHack.Server.DungeonGen Game.LambdaHack.Server.DungeonGen.Area Game.LambdaHack.Server.DungeonGen.AreaRnd Game.LambdaHack.Server.DungeonGen.Cave Game.LambdaHack.Server.DungeonGen.Place Game.LambdaHack.Server.EndM Game.LambdaHack.Server.Fov Game.LambdaHack.Server.FovDigital Game.LambdaHack.Server.HandleAtomicM Game.LambdaHack.Server.HandleEffectM Game.LambdaHack.Server.HandleRequestM Game.LambdaHack.Server.ItemRev Game.LambdaHack.Server.ItemM Game.LambdaHack.Server.LoopM Game.LambdaHack.Server.MonadServer Game.LambdaHack.Server.PeriodicM Game.LambdaHack.Server.ProtocolM Game.LambdaHack.Server.StartM Game.LambdaHack.Server.State other-modules: Paths_LambdaHack build-depends: assert-failure >= 0.1, async >= 2, base >= 4 && < 99, base-compat >= 0.8.0, binary >= 0.8, bytestring >= 0.9.2 , containers >= 0.5.3.0, deepseq >= 1.3, directory >= 1.1.0.1, enummapset-th >= 0.6.0.0, filepath >= 1.2.0.1, ghc-prim, hashable >= 1.1.2.5, hsini >= 0.2, keys >= 3, miniutter >= 0.4.5.0, time >= 1.4, pretty-show >= 1.6, random >= 1.1, stm >= 2.4, text >= 0.11.2.3, transformers >= 0.4, unordered-containers >= 0.2.3, vector >= 0.10, vector-binary-instances >= 0.2.3.1 default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf, CPP other-extensions: TemplateHaskell, MultiParamTypeClasses, RankNTypes, TypeFamilies, FlexibleContexts, FlexibleInstances, DeriveFunctor, FunctionalDependencies, GeneralizedNewtypeDeriving, TupleSections, DeriveFoldable, DeriveTraversable, ExistentialQuantification, GADTs, StandaloneDeriving, DataKinds, KindSignatures --, DeriveGeneric ghc-options: -Wall -fwarn-orphans -fwarn-tabs -fwarn-incomplete-uni-patterns -fwarn-incomplete-record-updates -fwarn-unrecognised-pragmas ghc-options: -fno-warn-implicit-prelude -fno-ignore-asserts -fexpose-all-unfoldings -fspecialise-aggressively if impl(ghcjs) { other-modules: Game.LambdaHack.Client.UI.Frontend.Dom build-depends: ghcjs-dom >= 0.9.1.1 cpp-options: -DUSE_BROWSER -DUSE_JSFILE } else { if flag(vty) { other-modules: Game.LambdaHack.Client.UI.Frontend.Vty build-depends: vty >= 5 cpp-options: -DUSE_VTY } else { if flag(curses) { other-modules: Game.LambdaHack.Client.UI.Frontend.Curses build-depends: hscurses >= 1.4.1 cpp-options: -DUSE_CURSES } else { if flag(gtk) { other-modules: Game.LambdaHack.Client.UI.Frontend.Gtk build-depends: gtk3 >= 0.12.1 cpp-options: -DUSE_GTK } else { if flag(sdl) { other-modules: Game.LambdaHack.Client.UI.Frontend.Sdl build-depends: sdl2 >= 2, sdl2-ttf >= 2 cpp-options: -DUSE_SDL } else { if flag(jsaddle) { other-modules: Game.LambdaHack.Client.UI.Frontend.Dom build-depends: ghcjs-dom >= 0.9.1.1 cpp-options: -DUSE_BROWSER } else { other-modules: Game.LambdaHack.Client.UI.Frontend.Sdl build-depends: sdl2 >= 2, sdl2-ttf >= 2 cpp-options: -DUSE_SDL } } } } } } if impl(ghcjs) { other-modules: Game.LambdaHack.Common.JSFile } else { other-modules: Game.LambdaHack.Common.HSFile build-depends: zlib >= 0.5.3.1 } if flag(with_expensive_assertions) cpp-options: -DWITH_EXPENSIVE_ASSERTIONS if flag(release) cpp-options: -DEXPOSE_INTERNAL executable LambdaHack 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_LambdaHack build-depends: LambdaHack, template-haskell >= 2.6, assert-failure >= 0.1, async >= 2, base >= 4 && < 99, base-compat >= 0.8.0, binary >= 0.8, bytestring >= 0.9.2 , containers >= 0.5.3.0, deepseq >= 1.3, directory >= 1.1.0.1, enummapset-th >= 0.6.0.0, filepath >= 1.2.0.1, ghc-prim, hashable >= 1.1.2.5, hsini >= 0.2, keys >= 3, miniutter >= 0.4.5.0, time >= 1.4, pretty-show >= 1.6, random >= 1.1, stm >= 2.4, text >= 0.11.2.3, transformers >= 0.4, unordered-containers >= 0.2.3, vector >= 0.10, vector-binary-instances >= 0.2.3.1 default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf other-extensions: TemplateHaskell ghc-options: -Wall -fwarn-orphans -fwarn-tabs -fwarn-incomplete-uni-patterns -fwarn-incomplete-record-updates -fwarn-unrecognised-pragmas ghc-options: -fno-warn-implicit-prelude -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) } 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_LambdaHack build-depends: LambdaHack, template-haskell >= 2.6, assert-failure >= 0.1, async >= 2, base >= 4 && < 99, base-compat >= 0.8.0, binary >= 0.8, bytestring >= 0.9.2 , containers >= 0.5.3.0, deepseq >= 1.3, directory >= 1.1.0.1, enummapset-th >= 0.6.0.0, filepath >= 1.2.0.1, ghc-prim, hashable >= 1.1.2.5, hsini >= 0.2, keys >= 3, miniutter >= 0.4.5.0, time >= 1.4, pretty-show >= 1.6, random >= 1.1, stm >= 2.4, text >= 0.11.2.3, transformers >= 0.4, unordered-containers >= 0.2.3, vector >= 0.10, vector-binary-instances >= 0.2.3.1 default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf other-extensions: TemplateHaskell ghc-options: -Wall -fwarn-orphans -fwarn-tabs -fwarn-incomplete-uni-patterns -fwarn-incomplete-record-updates -fwarn-unrecognised-pragmas ghc-options: -fno-warn-implicit-prelude -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" -- get back to -K1K when I can use pretty-1.1.3.4 (TH depends on an old one) }