cabal-version: 2.2 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: 0.9.3.1 synopsis: Near-future Sci-Fi roguelike and tactical squad combat game description: Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game. Binaries and the game manual are available at the homepage, where you can also try the game out in the browser: . (It runs fastest on Chrome. Keyboard commands and savefiles are supported only on recent enough versions of browsers. Mouse should work everywhere.) . Not a single picture in this game. You have to imagine everything yourself, like with a book (a grown-up book, without pictures). Once you learn to imagine things, though, you can keep exploring and mastering the world and making up stories for a long time. . The game is written in Haskell using the LambdaHack roguelike game engine . 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. . This is a workaround .cabal file, flattened to eliminated internal libraries until generating haddocks for them is fixed. The original .cabal file is stored in the github repo. homepage: http://allureofthestars.com bug-reports: http://github.com/AllureOfTheStars/Allure/issues license: AGPL-3.0-or-later license-file: COPYLEFT tested-with: GHC==8.2.2, GHC==8.4.4, GHC==8.6.5 data-files: GameDefinition/config.ui.default, GameDefinition/fonts/16x16xw.woff, GameDefinition/fonts/16x16xw.bdf, GameDefinition/fonts/16x16x.fnt, GameDefinition/fonts/8x8xb.fnt, GameDefinition/fonts/8x8x.fnt, GameDefinition/fonts/LICENSE.16x16x, GameDefinition/fonts/Fix15Mono-Bold.woff, GameDefinition/fonts/LICENSE.Fix15Mono-Bold, GameDefinition/InGameHelp.txt, README.md, CHANGELOG.md, LICENSE, COPYLEFT, CREDITS extra-source-files: GameDefinition/MainMenu.ascii, GameDefinition/MoveKeys.txt, GameDefinition/PLAYING.md, Makefile author: Andres Loeh, Mikolaj Konarski and others maintainer: Mikolaj Konarski category: Game build-type: Simple source-repository head type: git location: git://github.com/AllureOfTheStars/Allure.git flag supportNodeJS description: compile so that the JS blob works in terminal with NodeJS default: True manual: True common options default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf, LambdaCase, DefaultSignatures, InstanceSigs, MonadFailDesugaring, StrictData, CPP other-extensions: TemplateHaskell, MultiParamTypeClasses, RankNTypes, TypeFamilies, FlexibleContexts, FlexibleInstances, DeriveFunctor, FunctionalDependencies, GeneralizedNewtypeDeriving, TupleSections, DeriveFoldable, DeriveTraversable, ExistentialQuantification, GADTs, StandaloneDeriving, DataKinds, KindSignatures, DeriveGeneric ghc-options: -Wall -Wcompat -Worphans -Wincomplete-uni-patterns -Wincomplete-record-updates -Wimplicit-prelude -Wmissing-home-modules -Widentities -Wredundant-constraints -Wmissing-export-lists -Wpartial-fields ghc-options: -Wall-missed-specialisations ghc-options: -fno-ignore-asserts -fexpose-all-unfoldings -fspecialise-aggressively -fsimpl-tick-factor=200 cpp-options: -DEXPOSE_INTERNAL ghcjs-options: -DUSE_JSFILE common exe-options ghc-options: -threaded -rtsopts -- (Ignored by GHCJS) Minimize median lag at the cost of occasional bigger -- GC lag, which fortunately sometimes fits into idle time between turns): -- (Ignored by GHCJS) Avoid frequent GCs. Only idle-GC during a break in -- gameplay (5s), not between slow keystrokes. ghc-options: "-with-rtsopts=-A99m -I5" -- Haskell GC in GHCJS every 10s. ghcjs-options: -DGHCJS_GC_INTERVAL=10000 -- This is the largest GHCJS_BUSY_YIELD value that does not cause dropped frames -- on my machine with default --maxFps. ghcjs-options: -DGHCJS_BUSY_YIELD=50 ghcjs-options: -dedupe if !flag(supportNodeJS) ghcjs-options: -DGHCJS_BROWSER library import: options hs-source-dirs: GameDefinition, GameDefinition/game-src exposed-modules: 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 Client.UI.Content.Input Client.UI.Content.Screen Implementation.MonadClientImplementation Implementation.MonadServerImplementation other-modules: Paths_Allure autogen-modules: Paths_Allure build-depends: ,LambdaHack >= 0.9.3.1 && < 0.9.4.0 ,async ,base >= 4.10 && < 99 ,enummapset ,filepath ,ghc-compact ,optparse-applicative ,primitive ,random ,template-haskell >= 2.6 ,text ,transformers executable Allure import: options, exe-options main-is: GameDefinition/Main.hs build-depends: ,LambdaHack ,Allure ,async ,base ,filepath ,optparse-applicative test-suite test import: options, exe-options type: exitcode-stdio-1.0 main-is: test/test.hs build-depends: ,LambdaHack ,Allure ,async ,base ,filepath ,optparse-applicative