Safe Haskell | None |
---|---|
Language | Haskell2010 |
The dungeon generation routine. It creates empty dungeons, without actors and without items, either lying on the floor or embedded inside tiles.
Synopsis
- data FreshDungeon = FreshDungeon {}
- dungeonGen :: COps -> Caves -> Rnd FreshDungeon
- convertTileMaps :: COps -> Bool -> Rnd (ContentId TileKind) -> Maybe (Rnd (ContentId TileKind)) -> Int -> Int -> TileMapEM -> Rnd TileMap
- buildTileMap :: COps -> Cave -> Rnd TileMap
- buildLevel :: COps -> Int -> GroupName CaveKind -> Int -> AbsDepth -> [Point] -> Rnd (Level, [Point])
- placeDownStairs :: CaveKind -> [Point] -> Rnd Point
- levelFromCaveKind :: COps -> ContentId CaveKind -> AbsDepth -> TileMap -> ([Point], [Point]) -> [Point] -> Bool -> Level
Documentation
data FreshDungeon Source #
Freshly generated and not yet populated dungeon.
FreshDungeon | |
|
dungeonGen :: COps -> Caves -> Rnd FreshDungeon Source #
Generate the dungeon for a new game.
Internal operations
convertTileMaps :: COps -> Bool -> Rnd (ContentId TileKind) -> Maybe (Rnd (ContentId TileKind)) -> Int -> Int -> TileMapEM -> Rnd TileMap Source #