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malwoden's Issues

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Create automation around publishing alpha + stable packages.

Things that DEFINITELY need documenting

I would like to keep a list of things here that DEFINITELY need documenting that I've discovered the hard way.

Rand module

  • AleaRNG.nextInt(min, max) is exclusive on max. (I have a bunch of off-by-one errors I think I now need to fix in my prototype.)

Thoughts while hacking with Malwoden from the video tutorial writer

As I hack on a prototype roguelike, here are some things I would like to see:

  • More dungeon-generating algorithms. While I've instituted a rule for this particular project that I cannot use rot-js, I've been tempted to break it on a couple of occasions.
  • A few more features of the Util.Rect utility class. I rolled my own in my project to use with a basic BSP dungeon generator.
  • a method to clear a Util.Table
  • Dijkstra maps - I prefer these to traditional A* pathfinding, esp. for fleeing monsters. I might try rolling my own using Util.Table.
  • More/better documentation! I've had to do some code diving in some cases to figure out how things worked, but I am willing to let this pass for an alpha. As a stark example, I decided to look at the mouse example just before submitting this and found that one of the things I thought was missing - capturing mouse movement without a click - is actually implemented! I would not have known if I hadn't looked at the example source.

None of these things have been showstoppers so far. While I've had to roll my own BSP generator (I was actually grateful for the exercise), the library has been straightforward to work with.

Additional map generators, lighting, and Dijkstra maps.

Is your feature request related to a problem? Please describe.
The limitations in map generation algorithms will inevitably lead to reimplementing the same thing over again--it would be nice for it to be baked in.

Lighting is possible to bootstrap with FoV, but it feels ugly and tacky, and a large map with many entities that are simultaneously processing FoV may result in performance issues.

Dijkstra maps are not so straightforward to implement and would be welcome additions to really add to the abilities of the framework. I've attempted to bootstrap this myself and am very out of my depth.

Describe the solution you'd like

  • Some love to this great framework!
  • More map generation algorithms
  • Dijkstra maps in the pathfinding module
  • Lighting, or, alternatively, a less precise FoV algorithm?

Describe alternatives you've considered
rot.js is really the only thing but attempting to merge the two together doesn't result in the cleanest of code.

Additional context
Is this library going to continue to be updated? It would be a shame for something with so much great work done so far to not continue!

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