Allure-0.9.3.3: Allure.cabal
cabal-version: 2.2
name: Allure
-- 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: 0.9.3.3
synopsis: Near-future Sci-Fi roguelike and tactical squad combat game
description: Allure of the Stars is a near-future Sci-Fi roguelike
and tactical squad combat game. Binaries and the game manual
are available at the homepage, where you can also
try the game out in the browser:
<http://allureofthestars.com/play>.
(It runs fastest on Chrome. Keyboard commands and savefiles
are supported only on recent enough versions of browsers.
Mouse should work everywhere.)
.
Not a single picture in this game. You have to imagine everything
yourself, like with a book (a grown-up book, without pictures).
Once you learn to imagine things, though, you can keep exploring
and mastering the world and making up stories for a long time.
.
The game is written in Haskell using the LambdaHack roguelike
game engine <http://hackage.haskell.org/package/LambdaHack>.
Please see the changelog file for recent improvements
and the issue tracker for short-term plans. Long term goals
are high replayability and auto-balancing through procedural
content generation and persistent content modification
based on player behaviour. Contributions are welcome.
.
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: http://allureofthestars.com
bug-reports: http://github.com/AllureOfTheStars/Allure/issues
license: AGPL-3.0-or-later
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 <mikolaj.konarski@funktory.com>
category: Game
build-type: Simple
source-repository head
type: git
location: git://github.com/AllureOfTheStars/Allure.git
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
cpp-options: -DEXPOSE_INTERNAL
ghcjs-options: -DUSE_JSFILE
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: GameDefinition, GameDefinition/game-src
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_Allure
autogen-modules: Paths_Allure
build-depends: ,LambdaHack >= 0.9.3.1 && < 0.9.4.0
,async
,base >= 4.10 && < 99
,enummapset
,filepath
,ghc-compact
,optparse-applicative
,primitive
,random
,template-haskell >= 2.6
,text
,transformers
executable Allure
import: options, exe-options
main-is: GameDefinition/Main.hs
build-depends: ,LambdaHack
,Allure
,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
,Allure
,async
,base
,filepath
,optparse-applicative