ure
ure copied to clipboard
the unRogueEngine
configure-optional Shiftrun style where instead of latching, holding Shift just makes the move keys autorepeat without delay.
How to differentiate? Ask behaviors if we can open a door? Should pathfinding be aware of this? Should this generalize to any other kind of terrain?
Latchmove needs to cancel on more conditions -- _before_ hitting a door, when sighting an NPC, when sighting things on the ground.
Better algos for light color blend, and bloom on >255 mixes. In full sunlight colored lights are invisible, seems wrong. Combining enough lights should bloom out to full white.
Terrain can change glyph based on location of neighbors .siblings = {"x","y"...} Terrain types that count as same type .neighborGlyphs = {a,b,c,d...} Glyph ints for each neighbor arrangement
Chaser -- Remember last enemy, his last seen location, pursue to that location, search around Tattler -- Flee from player to nearby allies and alert them Eater -- Get hungry...
roles.json will define named roles, which are just collections of behaviors (with parameters). actors can specify a roles: [x,y...] in actors.json to get all the behaviors of a role. if...
Pop up a tooltip floaty on the Camera pointing out entity glyphs seen for the first time, with a name.
a la DCSS/ToME -- a command to auto-pathfind to unexplored areas and continue until hitting anything that would Latchbreak (door, sighting an NPC, items on floor)