cabal-version: 2.2 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: 0.9.4.1 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. . 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: https://lambdahack.github.io bug-reports: http://github.com/LambdaHack/LambdaHack/issues license: BSD-3-Clause 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 Engine, Game build-type: Simple source-repository head type: git location: git://github.com/LambdaHack/LambdaHack.git flag vty description: switch to the vty frontend (screen reader friendly) 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 (not fully supported) 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 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 if flag(with_expensive_assertions) cpp-options: -DWITH_EXPENSIVE_ASSERTIONS if flag(release) cpp-options: -DEXPOSE_INTERNAL ghcjs-options: -DUSE_JSFILE if !flag(supportNodeJS) ghcjs-options: -DREMOVE_TELETYPE 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: definition-src, engine-src, GameDefinition/game-src, GameDefinition exposed-modules: Game.LambdaHack.Core.Dice Game.LambdaHack.Core.Frequency Game.LambdaHack.Core.Prelude Game.LambdaHack.Core.Random Game.LambdaHack.Definition.Ability Game.LambdaHack.Definition.Color Game.LambdaHack.Definition.ContentData Game.LambdaHack.Definition.Defs Game.LambdaHack.Definition.Flavour 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.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.PickActionM 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.Input Game.LambdaHack.Client.UI.Content.Screen Game.LambdaHack.Client.UI.ContentClientUI 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.Client.UI.UIOptionsParse Game.LambdaHack.Common.Analytics Game.LambdaHack.Common.Area Game.LambdaHack.Common.Actor Game.LambdaHack.Common.ActorState Game.LambdaHack.Common.Faction Game.LambdaHack.Common.File 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.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.Types Game.LambdaHack.Common.Vector 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.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 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_LambdaHack autogen-modules: Paths_LambdaHack build-depends: assert-failure >= 0.1.2 && < 0.2, async >= 2, base >= 4.10 && < 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 >= 0.5.0.0, optparse-applicative >= 0.13, pretty-show >= 1.6, primitive >= 0.6.1.0, 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, template-haskell >= 2.6, ghc-compact 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) { other-modules: Game.LambdaHack.Common.JSFile } else { other-modules: Game.LambdaHack.Common.HSFile build-depends: zlib >= 0.5.3.1 } executable LambdaHack import: options, exe-options main-is: GameDefinition/Main.hs build-depends: ,LambdaHack ,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 ,async ,base ,filepath ,optparse-applicative