LambdaHack-0.2.14: A roguelike game engine in early development

Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Client.AI.ConditionClient

Description

Semantics of abilities in terms of actions and the AI procedure for picking the best action for an actor.

Synopsis

Documentation

condTgtEnemyPresentM :: MonadClient m => ActorId -> m Bool Source

Require that the target enemy is visible by the party.

condTgtEnemyRememberedM :: MonadClient m => ActorId -> m Bool Source

Require that the target enemy is remembered on the actor's level.

condAnyFoeAdjM :: MonadStateRead m => ActorId -> m Bool Source

Require that any non-dying foe is adjacent.

condHpTooLowM :: MonadClient m => ActorId -> m Bool Source

Require the actor's HP is low enough.

condOnTriggerableM :: MonadStateRead m => ActorId -> m Bool Source

Require the actor stands over a triggerable tile.

condBlocksFriendsM :: MonadClient m => ActorId -> m Bool Source

Require the actor blocks the paths of any of his party members.

condFloorWeaponM :: MonadClient m => ActorId -> m Bool Source

Require the actor stands over a weapon.

condNoEqpWeaponM :: MonadClient m => ActorId -> m Bool Source

Check whether the actor has no weapon in equipment.

condCanProjectM :: MonadClient m => ActorId -> m Bool Source

Require that the actor can project any items.

condNotCalmEnoughM :: MonadClient m => ActorId -> m Bool Source

Require the actor is not calm enough.

condDesirableFloorItemM :: MonadClient m => ActorId -> m Bool Source

Require that the actor stands over a desirable item.

condMeleeBadM :: MonadClient m => ActorId -> m Bool Source

Require the actor is in a bad position to melee. We do not check if the actor has a weapon, because having no innate weapon is rare.

condLightBetraysM :: MonadClient m => ActorId -> m Bool Source

Require that the actor stands in the dark, but is betrayed by his own equipped light,

benAvailableItems :: MonadClient m => ActorId -> (ItemFull -> Maybe Int -> Bool) -> [CStore] -> m [((Maybe (Int, (Int, Int)), (Int, CStore)), (ItemId, ItemFull))] Source

Produce the list of items with a given property available to the actor and the items' values.

benGroundItems :: MonadClient m => ActorId -> m [((Maybe (Int, (Int, Int)), (Int, CStore)), (ItemId, ItemFull))] Source

Produce the list of items on the ground beneath the actor.

threatDistList :: MonadClient m => ActorId -> m [(Int, (ActorId, Actor))] Source

Produce the chess-distance-sorted list of non-low-HP foes on the level. We don't consider path-distance, because we are interested in how soon the foe can hit us, which can diverge greately from path distance for short distances.

fleeList :: MonadClient m => Bool -> ActorId -> m [(Int, Point)] Source

Produce a list of acceptable adjacent points to flee to.