-- | The type of kinds of terrain tiles. module Game.LambdaHack.Content.TileKind ( TileKind(..), tvalidate ) where import qualified Data.List as L import qualified Data.Map as M import Data.Text (Text) import Game.LambdaHack.Utils.Assert import Game.LambdaHack.Color import Game.LambdaHack.Feature import Game.LambdaHack.Misc -- | The type of kinds of terrain tiles. See @Tile.hs@ for explanation -- of the absence of a corresponding type @Tile@ that would hold -- particular concrete tiles in the dungeon. data TileKind = TileKind { tsymbol :: !Char -- ^ map symbol , tname :: !Text -- ^ short description , tfreq :: !Freqs -- ^ frequency within groups , tcolor :: !Color -- ^ map color , tcolor2 :: !Color -- ^ map color when not in FOV , tfeature :: ![Feature] -- ^ properties } deriving Show -- No Eq and Ord to make extending it logically sound, see #53 -- TODO: check that all posible solid place fences have hidden counterparts. -- | Filter a list of kinds, passing through only the incorrect ones, if any. -- -- If tiles look the same on the map, the description should be the same, too. -- Otherwise, the player has to inspect manually all the tiles of that kind -- to see if any is special. This is a part of a stronger -- but less precise property that tiles that look the same can't be -- distinguished by player actions (but may behave differently -- wrt dungeon generation, AI preferences, etc.). tvalidate :: [TileKind] -> [TileKind] tvalidate lt = let listFov f = L.map (\ kt -> ((tsymbol kt, f kt), [kt])) lt mapFov :: (TileKind -> Color) -> M.Map (Char, Color) [TileKind] mapFov f = M.fromListWith (++) $ listFov f namesUnequal [] = assert `failure` lt namesUnequal (hd : tl) = let name = tname hd -- Check that at least one is different. in L.any (/= name) (L.map tname tl) confusions f = L.filter namesUnequal $ M.elems $ mapFov f in case confusions tcolor ++ confusions tcolor2 of [] -> [] l : _ -> l