Skip to content

yellowstonegames/SquidSquad

Repository files navigation

SquidSquad

From all corners of the maybe-seven procedurally-generated seas, arise, O Mighty SQUAD Of SQUID, and hark unto me!

A Squad of Squid

What?

SquidSquad is the successor to SquidLib, and can be considered an overhaul but not a total rewrite. Like SquidLib, it provides tools for all sorts of procedural generation, and is particularly focused on the needs of roguelike games. It is a group of loosely-linked modules, where you only need to depend on the modules you need. All the modules depend on squidcore, which always depends on jdkgdxds for data structures, the checker-qual annotations library, digital for various number and digit stuff, juniper for random number generation, and regexodus for cross-platform regular expressions with an expanded API. This is already quite a few dependencies, but checker-qual is rarely needed by user code, and the rest mostly have roles that were moved out of squidlib-util in earlier versions.

The important squidgrid module has an extra dependency on crux, which mostly provides interfaces that other libraries can use without needing squidgrid (instead needing crux). Some modules (squidglyph, squidsmooth, squidpress, and all the squidstore modules) depend on libGDX, which is recommended for use with SquidSquad but not always required. That means if you don't use squidglyph, squidsmooth, squidpress, or squidstore, you can use SquidSquad in purely-server-side code, in tests, or otherwise outside the application lifecycle libGDX expects. The squidfreeze modules all depend on Kryo and kryo-more.

The various dependencies are updated independently of SquidSquad. Some are going to be very familiar if you used SquidLib before. digital is essentially an expansion on the NumberUtils, ArrayTools, and CrossHash classes from squidlib-util, with some extra features. jdkgdxds acts like some of the frequently-used data structures in SquidLib, such as OrderedSet and IntIntOrderedMap; these have direct parallels in jdkgdxds, but there's also IntIntMap, LongIntMap, LongIntOrderedMap, LongFloatOrderedMap, and so on. Most of these implement the few interfaces they can, but anything with primitive keys or values doesn't have many options for existing interfaces. juniper acts like a substitute for RNG and related classes in squidlib-util; it doesn't have all the same random number generators, but you can get most of the important/widely-used ones in squidold, which should be fairly backwards-compatible. You might not want to, though; the generators in juniper tend to have passed really large amounts of testing (tens of terabytes of a suite of tests, and sometimes over 10 petabytes of a single test), and are often extremely fast. Plus, they have more features out-of-the-box, like easy serialization of potentially much-larger states to Strings; squidlib-util could only handle 64-bit states for that. regexodus is also a dependency of squidlib-util; it hasn't changed. It provides cross-platform regular expressions that work the same on GWT as on desktop, and adds a few features.

Which?

There are currently quite a few modules here; they depend on each other when necessary, so pulling in one module as a dependency will usually pull in a few others. The full list is:

  • squidcore
    • Needed by all other modules, this provides core functionality used everywhere else, like utilities for handling Strings, conversions between numbers and text, dice and probability tables, and compression for Strings and byte arrays. It also importantly contains the code to describe colors, even if it can't display them.
      • Much of the functionality that was in squidcore has been moved to the external digital library.
  • squidgrid
    • Needed by many of the other modules, this provides tools for handling 2D positions on grids, such as the vital Coord and Region classes, but also FOV (Field of Vision), BresenhamLine and OrthoLine (for line of sight), Radiance and LightingManager (for light sources), and LineTools (for getting box drawing characters to represent walls, which can be useful in graphical games as well as text-based ones). These are all grouped into one place in VisionFramework, which does a lot of the work that would otherwise be repeated in different codebases. squidgrid also provides the Noise class, which is a large and highly-configurable way of producing continuous noise, such as Perlin noise, plus many single-purpose noise classes that implement INoise. On top of this, there are Coord-based collections, such as CoordObjectMap, based on the jdkgdxds collections but specialized for Coord keys.
      • This module depends on crux, allowing other libraries to share the same point interfaces.
  • squidtext
    • This only uses squidcore, and has various tools for procedurally-generating text. This text could be readable, as Thesaurus produces, or could be complete gibberish, as Language produces. Translator offers a middle ground, for text that seems to be unintelligible but can be translated in bits and pieces back to English. Messaging allows conjugating present-tense text to use singular and/or plural pronouns, and is as correct as its input is at the conjugation quality. MarkovText allows mixing text from a large original source to make gibberish that sounds somewhat like the original.
  • squidsmooth
    • This depends on squidcore and squidgrid. It provides smooth interpolation for various kinds of Gliders, all managed by a Director that can be paused, resumed, stopped, and restarted. Example Gliders are VectorGlider, which smoothly changes two float components (x and y), IntColorGlider, which interpolates between two different colors as time goes on, and AngleGlider, which is usually used to make rotations turn taking the shorter distance. You can chain multiple gliders in a sequence with SequenceGlider, and can make multiple Gliders run at the same time by merging them.
    • squidsmooth can be useful for graphical games, but is less useful for text-based ones.
  • squidglyph
    • This depends on squidcore and squidgrid. It provides text-based display (meant for classical roguelikes and games like them) using the external library TextraTypist. Right now it only provides GlyphGrid, which makes it somewhat easier to handle a grid of text with smoothly-moving glyphs over it, GlyphActor, which is a scene2d Actor drawn with just one (potentially colorful or styled) glyph, and some classes for Actions, which can be applied to a GlyphGrid or GlyphActor.
    • On platforms other than GWT, this module can load REXPaint .xp files. It can also save a GlyphGrid to a new .xp file. These use the small XPIO class.
  • squidpath
    • Pathfinding, mostly using a modified older version of simple-graphs. There is also DijkstraMap here, which is good for some types of pathfinding that simple-graphs' A* algorithm can't do as easily. If you're using A*, you might want to consider gand, which is based on the current simple-graphs release instead of an older one, has most relevant classes marked as Json.Serializable using libGDX Json, and also has path smoothing compatible with SquidGrid's Coord class. This depends on squidgrid.
  • squidplace
    • Dungeon generation, mostly, with some code for other type of person-scale map generation as well. Most of the maps are produced as char[][] grids, and DungeonTools provides various utilities for handling such grids. The large DungeonProcessor class can be used to ensure only the connected areas of a map are preserved, and can place doors, water, grass, boulders, and so on, using an environment 2D array to know what can be placed where. This depends on squidgrid.
  • squidpress
    • Input handling, wrapping libGDX input classes to match the features SquidLib offers already. This depends on libGDX. This supports key rebinding in SquidInput, and there's an existing vi-keys rebind in keymaps/.
  • squidstore
    • Split up into a few submodules: SquidStoreCore, SquidStoreGrid, SquidStoreOld, and SquidStoreText, with each one containing the necessary registration code to save and load their corresponding module to JSON. This uses libGDX Json and its custom serializers.
  • squidworld
    • World map generation; this can be rather complex, but see the demos and tests in this project for ideas on how to use it. This depends on squidcore, squidgrid, and squidplace.
  • squidold
    • Compatibility with older versions of SquidLib (and potentially SquidSquad). This tries to exactly replicate the results of some core classes from older SquidLib, such as random number generators and CrossHash, but support the newer APIs here. This depends on squidcore.
  • squidfreeze
    • Like squidstore, but using Kryo instead of libGDX Json. Kryo uses a binary format, rather than somewhat-human-readable JSON code, and can produce much smaller serialized data in most cases, while both serializing and deserializing more quickly than any JSON library I've tried.
    • Unlike most other modules here, squidfreeze is not GWT-compatible, because Kryo isn't either.

Why?

Various issues cropped up repeatedly over the five-year development of SquidLib 3.0.0, such as the desire by users to be able to only use part of the library instead of needing the monolithic squidlib-util JAR. Other issues were more problematic during development, like how squidlib-util defined its own (elaborate) data structures based on heavily-altered code from an older version of fastutil, and needed a lot of effort to add new types of those data structures. All of SquidLib depended and still (sort-of) depends on Java 7; now with virtually all targets permitting at least some of Java 8 or even Java 11, there's not much reason to reach back 12 years to July 2011, when Java 7 came out.

How?

You'll probably want to see the one standalone demo here; it's in SquidLib-Demos and uses the wonderful DawnLike tileset by DragonDePlatino and DawnBringer. This demo is also present as a test in squidsmooth, but the standalone version of it shows how you can use SquidSquad in a complete libGDX application.

If you use ProGuard on desktop or iOS platforms, you need to add a line to your proguard.pro file. This allows squidcore and, if needed, squidgrid to function after ProGuard does its optimizations:

-optimizations !code/simplification/string

Note that this line will be added automatically to the Android R8 configuration, which is subtly different from ProGuard configuration on any other platform. If you only use ProGuard on Android (where it's really using R8), you shouldn't need to change any .pro files manually to use SquidSquad. You may still need to make changes to those files to keep things like scene2d.ui from libGDX.

Get?

The dependency situation is complicated because everything depends on squidcore, and that depends on several other libraries. It's easier on projects that don't target GWT; for non-web projects like that, you can probably just depend on the SquidSquad module(s) you want, and the rest will be obtained by Gradle. Depending on this with Gradle can use a released version such as the current 4.0.0-beta1, which can be obtained from the main source for dependencies on the JVM, Maven Central. You can also get a specific commit, typically a newer one, using JitPack. The Maven Central dependencies can be seen for each version here, and look like implementation 'com.squidpony:squidcore:4.0.0-beta1'.

As an alternative, the JitPack page is here; go to the Commits tab, choose any commit except for -SNAPSHOT, click "Get It", and wait to see if it built successfully. Maybe get yourself some of your beverage of choice during this time. If it built successfully, "Get It" will be green; if it failed, it will have changed to "Report" in red. You probably don't have to report a build failure; these often are caused by the build timing out, rather than any glitch on JitPack's side. If you refresh the page (you might have to click "Get It" again, though this time it won't take any time at all) and scroll down, all the dependencies will be in a drop-down for you to select as you see fit. The first Gradle code section isn't needed here; even year-old gdx-setup and gdx-liftoff projects can download from JitPack like they can from anywhere else, without extra configuration. Dependencies using JitPack look like implementation 'com.github.yellowstonegames.squidsquad:squidcore:0123456789', where 0123456789 is a commit version (usually 10 hex digits). Older versions use PascalCase for the names of modules, such as SquidCore instead of squidcore.

For GWT... OK. Deep breaths. Please use gdx-liftoff. Do not use gdx-setup. Use Maven only if you are an absolute wizard. Select SquidSquad dependencies here, and gdx-liftoff will take care of their dependencies on and off GWT. Generate the project. Relax. If you need to add another dependency, from SquidSquad or somewhere else, my usual recommendation is to generate an empty project with all dependencies you want selected, then to compare the gradle.properties and all build.gradle files between your empty and original projects. Copy over any changes you want, reload your Gradle project, and you're done. There probably won't be many changes, and they will probably all be in the dependencies, but this ensures all the versions are up-to-date and necessary other projects are present.

Liftoff fetches SquidSquad from Maven Central, and need a fixed release for squidSquadVersion. Right now, the best such release is 4.0.0-beta1. You can always use a more recent build of SquidSquad, using JitPack to build a recent commit. You should typically use a recent commit from its JitPack page for your squidSquadVersion property. The group is different for JitPack builds of SquidSquad; change com.squidpony to com.github.yellowstonegames.squidsquad when using JitPack. Note that the artifact IDs may have changed if you are updating from before 4.0.0-beta1 to that release or later; now they are all lower-case to match conventions, so SquidGrid is now squidgrid. It's referred to as squidgrid in other places, so this simplifies things.

JitPack is generally recommended over the Maven Central alpha or beta releases, because you can (and really should) specify an exact commit to use on the Commits tab (click "Get It" on any commit except -SNAPSHOT; this will provide useful info below once it... eventually... builds). I strongly discourage using JitPack's -SNAPSHOT versions, because they can change without warning and don't tell you what commit you are actually using; use a commit instead!

The other versions go up fairly often as things are fixed or improved, but they will be at least:

  • digitalVersion=0.4.7
  • jdkgdxdsVersion=1.4.8
  • juniperVersion=0.5.0
  • regExodusVersion=0.1.15
  • cruxVersion=0.0.1
  • textraTypistVersion=0.10.0

License

The Apache License 2.0.

Thanks!

Most of the code here was by Tommy Ettinger, but not all of it! Various places copy (also Apache-licensed) code from libGDX, and sometimes other Apache-licensed libraries. Some places use MIT-licensed code, and I've tried to keep the MIT license header close to where the MIT-licensed code is. The A* pathfinding code uses code from simple-graphs, mostly because I haven't found any better A* code for what we use it for. Some of the world map code uses an MIT-licensed ProjectionTools class made by Justin Kunimune. There are probably other examples throughout here... Where public domain code was copied into here, I really have no obligation to even credit the original author, but I try to anyway.

The SquidSquad.png image was AI-generated by Daniele Conti. Thanks!

The various fonts in assets/ all have their license next to the font files. The Dawnlike files, in assets/dawnlike, require attribution to DawnBringer and DragonDePlatino. The credits for assets/Game-Icons.png are more complex; since the file is from TextraTypist, you should consult its list of contributors and include the whole list (since the PNG includes the work of all those contributors) if you use Game-Icons. In general, consulting TextraTypist's credits guide is a good idea if you use the assets here.

About

Several loosely-connected libraries for procedural generation and roguelikes. Parent repo.

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages