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: 0.8.3.0 x-revision: 2 synopsis: A game engine library for tactical squad ASCII roguelike dungeon crawlers description: LambdaHack is a Haskell game engine library for ASCII roguelike games of arbitrary theme, size and complexity, with optional tactical squad combat. It's packaged together with a sample dungeon crawler in fantasy setting that can be tried out in the browser 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 include multiplayer tactical squad combat, 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: COPYLEFT tested-with: GHC==8.0.2, GHC==8.2.2, GHC==8.4.3 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/InGameHelp.txt, README.md, CHANGELOG.md, LICENSE, COPYLEFT, CREDITS extra-source-files: GameDefinition/MainMenu.ascii, GameDefinition/PLAYING.md, 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 (may be bit-rotted) 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.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.ClientOptions 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.Request Game.LambdaHack.Client.Response Game.LambdaHack.Client.State Game.LambdaHack.Client.UI Game.LambdaHack.Client.UI.ActorUI Game.LambdaHack.Client.UI.Animation 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.RunM Game.LambdaHack.Client.UI.SessionUI Game.LambdaHack.Client.UI.Slideshow Game.LambdaHack.Client.UI.SlideshowM Game.LambdaHack.Client.UI.UIOptions Game.LambdaHack.Common.Ability Game.LambdaHack.Common.Actor Game.LambdaHack.Common.ActorState Game.LambdaHack.Common.Color Game.LambdaHack.Common.ContentData 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.ItemAspect Game.LambdaHack.Common.Kind 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.ReqFailure Game.LambdaHack.Common.RingBuffer Game.LambdaHack.Common.Save 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.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.ServerOptions Game.LambdaHack.Server.StartM Game.LambdaHack.Server.State other-modules: Paths_LambdaHack build-depends: assert-failure >= 0.1.2 && < 0.2, async >= 2, base >= 4.9 && < 4.19, 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 >= 0.5.2.2, filepath >= 1.2.0.1, ghc-prim, hashable >= 1.1.2.5, hsini >= 0.2, keys >= 3, miniutter >= 0.4.5.0, optparse-applicative >= 0.13, pretty-show >= 1.6, random == 1.1, stm >= 2.4, time >= 1.4, text >= 0.11.2.3, transformers >= 0.4, unordered-containers >= 0.2.3, vector >= 0.11, vector-binary-instances >= 0.2.3.1 default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf, LambdaCase, 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 ghc-options: -Wall-missed-specialisations ghc-options: -fno-ignore-asserts -fexpose-all-unfoldings -fspecialise-aggressively -fsimpl-tick-factor=200 if impl(ghcjs) || flag(jsaddle) { exposed-modules: Game.LambdaHack.Client.UI.Frontend.Dom build-depends: ghcjs-dom >= 0.9.1.1 cpp-options: -DUSE_BROWSER } else { if flag(vty) { exposed-modules: Game.LambdaHack.Client.UI.Frontend.Vty build-depends: vty >= 5 cpp-options: -DUSE_VTY } else { if flag(curses) { exposed-modules: Game.LambdaHack.Client.UI.Frontend.Curses build-depends: hscurses >= 1.4.1 cpp-options: -DUSE_CURSES } else { if flag(gtk) { exposed-modules: Game.LambdaHack.Client.UI.Frontend.Gtk build-depends: gtk3 >= 0.12.1 cpp-options: -DUSE_GTK } else { exposed-modules: Game.LambdaHack.Client.UI.Frontend.Sdl build-depends: sdl2 >= 2, sdl2-ttf >= 2 cpp-options: -DUSE_SDL } } } } if impl(ghcjs) { exposed-modules: Game.LambdaHack.Common.JSFile cpp-options: -DUSE_JSFILE } else { exposed-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, Implementation.MonadClientImplementation, Implementation.MonadServerImplementation, Implementation.TieKnot, Paths_LambdaHack build-depends: LambdaHack, template-haskell >= 2.6, assert-failure >= 0.1.2 && < 0.2, async >= 2, base >= 4.9 && < 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 >= 0.5.2.2, filepath >= 1.2.0.1, ghc-prim, hashable >= 1.1.2.5, hsini >= 0.2, keys >= 3, miniutter >= 0.4.5.0, optparse-applicative >= 0.13, pretty-show >= 1.6, random >= 1.1, stm >= 2.4, text >= 0.11.2.3, time >= 1.4, transformers >= 0.4, unordered-containers >= 0.2.3, vector >= 0.11, vector-binary-instances >= 0.2.3.1 default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf, LambdaCase, StrictData, CPP 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 -- Minimize median lag at the cost of occasional bigger GC lag, -- which fortunately sometimes fits into idle time between turns): ghc-options: -with-rtsopts=-A99m 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 cpp-options: -DUSE_JSFILE } else { build-depends: zlib >= 0.5.3.1 } 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, Implementation.MonadClientImplementation, Implementation.MonadServerImplementation, Implementation.TieKnot, Paths_LambdaHack build-depends: LambdaHack, template-haskell >= 2.6, assert-failure >= 0.1.2 && < 0.2, async >= 2, base >= 4.9 && < 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 >= 0.5.2.2, filepath >= 1.2.0.1, ghc-prim, hashable >= 1.1.2.5, hsini >= 0.2, keys >= 3, miniutter >= 0.4.5.0, optparse-applicative >= 0.13, pretty-show >= 1.6, random >= 1.1, stm >= 2.4, text >= 0.11.2.3, time >= 1.4, transformers >= 0.4, unordered-containers >= 0.2.3, vector >= 0.11, vector-binary-instances >= 0.2.3.1 default-language: Haskell2010 default-extensions: MonoLocalBinds, ScopedTypeVariables, OverloadedStrings BangPatterns, RecordWildCards, NamedFieldPuns, MultiWayIf, LambdaCase, StrictData, CPP 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 -- Minimize median lag at the cost of occasional bigger GC lag, -- which fortunately sometimes fits into idle time between turns): ghc-options: -with-rtsopts=-A99m 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 } else { build-depends: zlib >= 0.5.3.1 }