LambdaHack-0.8.1.2: A game engine library for tactical squad ASCII roguelike dungeon crawlers

Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Common.Perception

Description

Actors perceiving other actors and the dungeon level.

Visibility works according to KISS. Everything that player sees is real. There are no unmarked hidden tiles and only solid tiles can be marked, so there are no invisible walls and to pass through an illusory wall, you have to use a turn bumping into it first. Only tiles marked with Suspect can turn out to be another tile. (So, if all tiles are marked with Suspect, the player knows nothing for sure, but this should be avoided, because searching becomes too time-consuming.) Each actor sees adjacent tiles, even when blind, so adjacent tiles are known, so the actor can decide accurately whether to pass thorugh or alter, etc.

Items are always real and visible. Actors are real, but can be invisible. Invisible actors in walls can't be hit, but are hinted at when altering the tile, so the player can flee or block. Invisible actors in open space can be hit.

Synopsis

Documentation

newtype PerVisible Source #

Visible positions.

Constructors

PerVisible 

newtype PerSmelled Source #

Smelled positions.

Constructors

PerSmelled 

data Perception Source #

The type representing the perception of a faction on a level.

Constructors

Perception 
Instances
Eq Perception Source # 
Instance details

Defined in Game.LambdaHack.Common.Perception

Show Perception Source # 
Instance details

Defined in Game.LambdaHack.Common.Perception

Generic Perception Source # 
Instance details

Defined in Game.LambdaHack.Common.Perception

Associated Types

type Rep Perception :: * -> * #

Binary Perception Source # 
Instance details

Defined in Game.LambdaHack.Common.Perception

type Rep Perception Source # 
Instance details

Defined in Game.LambdaHack.Common.Perception

type Rep Perception = D1 (MetaData "Perception" "Game.LambdaHack.Common.Perception" "LambdaHack-0.8.1.2-9Fmfvbfsr9xEInnejydwaW" False) (C1 (MetaCons "Perception" PrefixI True) (S1 (MetaSel (Just "psight") NoSourceUnpackedness NoSourceStrictness DecidedStrict) (Rec0 PerVisible) :*: S1 (MetaSel (Just "psmell") NoSourceUnpackedness NoSourceStrictness DecidedStrict) (Rec0 PerSmelled)))

type PerLid = EnumMap LevelId Perception Source #

Perception of a single faction, indexed by level identifier.

type PerFid = EnumMap FactionId PerLid Source #

Perception indexed by faction identifier. This can't be added to FactionDict, because clients can't see it for other factions.

totalVisible :: Perception -> EnumSet Point Source #

The set of tiles visible by at least one hero.

totalSmelled :: Perception -> EnumSet Point Source #

The set of tiles smelt by at least one hero.