Refactoring

Fixed some bugs: scroll of wind pushing NPCs, items not going through destroy logic when stolen by beast that leaves the map, thief movement after a steal. Some problems in mount movement […]

Some more tweaks to behaviour. Going for desired food now supercedes hiding, but food on untraversable tiles is ignored. Huts now spawn level appropriate humans. (Stupid swordsmen.) Revamped special tile spawns […]

Fixed up compasses and their creation across the board. Changed their storage hash to unique keys rather than colours. Separated out the calculation of cardinality from the edge shading that shows […]

Refactored  the minotaur cave into a full fledged labyrinth quest. Subquests include find the treasure, save the princess, and kill the minotaur. Letter quest got some remodelling. It now precalculates […]

Wrote a rather complex function to find empty spawn points on a map for a circular area, given a point that should spawn on the circle’s rim. It caches and tries […]

Creatures can now spawn other creatures. Spawning has been generalized to filter on status (hidden), locale (hero adjacent), pattern (of attacking and spawning), and other parameters. Wolves can spawn other […]

There’s now a village with a monster in the center. This is the “Godzilla” quest. Godzilla is currently a wolf, but this could scale up with difficulty. The monster gets […]

  Found the most understandable way I could of expressing the desire to return an array of points, composing a path between two Cartesian points, where the path is traversed […]

Made a function to filter for desired positions on criteria like distance from a point, distance from origin, init status of map/plan, etc. Broke the filter logic I had in […]