Safe Haskell | None |
---|---|
Language | Haskell2010 |
Hacks that haven't found their home yet.
- data FactionId
- data LevelId
- newtype AbsDepth = AbsDepth Int
- data ActorId
- data Container
- data CStore
- data ItemDialogMode
- makePhrase :: [Part] -> Text
- makeSentence :: [Part] -> Text
- normalLevelBound :: (Int, Int)
- data GroupName a
- toGroupName :: Text -> GroupName a
- type Freqs a = [(GroupName a, Int)]
- breturn :: MonadPlus m => Bool -> a -> m a
- type Rarity = [(Double, Int)]
- validateRarity :: Rarity -> [Text]
- data Tactic
- describeTactic :: Tactic -> Text
- appDataDir :: IO FilePath
- xM :: Int -> Int64
- minusM :: Int64
- minusM1 :: Int64
- oneM :: Int64
Game object identifiers
A unique identifier of a faction in a game.
Abstract level identifiers.
Absolute depth in the dungeon. When used for the maximum depth of the whole dungeon, this can be different than dungeon size, e.g., when the dungeon is branched, and it can even be different than the length of the longest branch, if levels at some depths are missing.
A unique identifier of an actor in the dungeon.
Item containers
Item container type.
data ItemDialogMode Source #
Assorted
makePhrase :: [Part] -> Text Source #
Re-exported English phrase creation functions, applied to default irregular word sets.
makeSentence :: [Part] -> Text Source #
Re-exported English phrase creation functions, applied to default irregular word sets.
normalLevelBound :: (Int, Int) Source #
Level bounds.
toGroupName :: Text -> GroupName a Source #
type Freqs a = [(GroupName a, Int)] Source #
For each group that the kind belongs to, denoted by a GroupName
in the first component of a pair, the second component of a pair shows
how common the kind is within the group.
validateRarity :: Rarity -> [Text] Source #
Tactic of non-leader actors. Apart of determining AI operation,
each tactic implies a skill modifier, that is added to the non-leader skills
defined in fskillsOther
field of Player
.
TExplore | if enemy nearby, attack, if no items, etc., explore unknown |
TFollow | always follow leader's target or his position if no target |
TFollowNoItems | follow but don't do any item management nor use |
TMeleeAndRanged | only melee and do ranged combat |
TMeleeAdjacent | only melee (or wait) |
TBlock | always only wait, even if enemy in melee range |
TRoam | if enemy nearby, attack, if no items, etc., roam randomly |
TPatrol | find an open and uncrowded area, patrol it according
to sight radius and fallback temporarily to |
describeTactic :: Tactic -> Text Source #
appDataDir :: IO FilePath Source #
Personal data directory for the game. Depends on the OS and the game,
e.g., for LambdaHack under Linux it's ~/.LambdaHack/
.
Orphan instances
Binary NominalDiffTime Source # | |
NFData Part Source # | |
NFData Person Source # | |
NFData Polarity Source # | |
(Enum k, Binary k) => Binary (EnumSet k) Source # | |
Enum k => Keyed (EnumMap k) Source # | |
Zip (EnumMap k) Source # | |
Enum k => ZipWithKey (EnumMap k) Source # | |
Enum k => Indexable (EnumMap k) Source # | |
Enum k => Lookup (EnumMap k) Source # | |
Enum k => Adjustable (EnumMap k) Source # | |
Enum k => FoldableWithKey (EnumMap k) Source # | |
Enum k => TraversableWithKey (EnumMap k) Source # | |
(Enum k, Binary k, Binary e) => Binary (EnumMap k e) Source # | |
(Hashable k, Eq k, Binary k, Binary v) => Binary (HashMap k v) Source # | |
(Enum k, Hashable k, Hashable e) => Hashable (EnumMap k e) Source # | |