Safe Haskell | None |
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Server operations common to many modules.
- execFailure :: (MonadAtomic m, MonadServer m) => ActorId -> RequestTimed a -> ReqFailure -> m ()
- resetFidPerception :: MonadServer m => PersLit -> FactionId -> LevelId -> m Perception
- resetLitInDungeon :: MonadServer m => m PersLit
- getPerFid :: MonadServer m => FactionId -> LevelId -> m Perception
- revealItems :: (MonadAtomic m, MonadServer m) => Maybe FactionId -> Maybe Actor -> m ()
- moveStores :: (MonadAtomic m, MonadServer m) => ActorId -> CStore -> CStore -> m ()
- deduceQuits :: (MonadAtomic m, MonadServer m) => Actor -> Status -> m ()
- deduceKilled :: (MonadAtomic m, MonadServer m) => Actor -> m ()
- electLeader :: MonadAtomic m => FactionId -> LevelId -> ActorId -> m ()
- addActor :: (MonadAtomic m, MonadServer m) => GroupName -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Text -> Time -> m (Maybe ActorId)
- addActorIid :: (MonadAtomic m, MonadServer m) => ItemId -> ItemFull -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Text -> Time -> m (Maybe ActorId)
- projectFail :: (MonadAtomic m, MonadServer m) => ActorId -> Point -> Int -> ItemId -> CStore -> Bool -> m (Maybe ReqFailure)
- pickWeaponServer :: MonadServer m => ActorId -> m (Maybe (ItemId, CStore))
- sumOrganEqpServer :: MonadServer m => EqpSlot -> ActorId -> m Int
- actorSkillsServer :: MonadServer m => ActorId -> Maybe ActorId -> m Skills
- maxActorSkillsServer :: MonadServer m => ActorId -> m Skills
Documentation
execFailure :: (MonadAtomic m, MonadServer m) => ActorId -> RequestTimed a -> ReqFailure -> m ()Source
resetFidPerception :: MonadServer m => PersLit -> FactionId -> LevelId -> m PerceptionSource
Update the cached perception for the selected level, for a faction. The assumption is the level, and only the level, has changed since the previous perception calculation.
resetLitInDungeon :: MonadServer m => m PersLitSource
getPerFid :: MonadServer m => FactionId -> LevelId -> m PerceptionSource
revealItems :: (MonadAtomic m, MonadServer m) => Maybe FactionId -> Maybe Actor -> m ()Source
moveStores :: (MonadAtomic m, MonadServer m) => ActorId -> CStore -> CStore -> m ()Source
deduceQuits :: (MonadAtomic m, MonadServer m) => Actor -> Status -> m ()Source
deduceKilled :: (MonadAtomic m, MonadServer m) => Actor -> m ()Source
electLeader :: MonadAtomic m => FactionId -> LevelId -> ActorId -> m ()Source
addActor :: (MonadAtomic m, MonadServer m) => GroupName -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Text -> Time -> m (Maybe ActorId)Source
addActorIid :: (MonadAtomic m, MonadServer m) => ItemId -> ItemFull -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Text -> Time -> m (Maybe ActorId)Source
:: (MonadAtomic m, MonadServer m) | |
=> ActorId | actor projecting the item (is on current lvl) |
-> Point | target position of the projectile |
-> Int | digital line parameter |
-> ItemId | the item to be projected |
-> CStore | whether the items comes from floor or inventory |
-> Bool | whether the item is a shrapnel |
-> m (Maybe ReqFailure) |
pickWeaponServer :: MonadServer m => ActorId -> m (Maybe (ItemId, CStore))Source
sumOrganEqpServer :: MonadServer m => EqpSlot -> ActorId -> m IntSource
actorSkillsServer :: MonadServer m => ActorId -> Maybe ActorId -> m SkillsSource
maxActorSkillsServer :: MonadServer m => ActorId -> m SkillsSource