Operations concerning dungeon level tiles.
Unlike for many other content types, there is no type
of particular concrete tiles in the dungeon,
TileKind (the type of kinds of terrain tiles).
This is because the tiles are too numerous and there's not enough
storage space for a well-rounded
Tile type, on one hand,
and on the other hand, tiles are accessed
too often in performance critical code
to try to compress their representation and/or recompute them.
Instead, of defining a
Tile type, we express various properties
of concrete tiles by arrays or sparse EnumMaps, as appropriate.
Actors at normal speed (2 m/s) take one turn to move one tile (1 m by 1 m).
- type SmellTime = Time
- kindHasFeature :: Feature -> TileKind -> Bool
- kindHas :: [Feature] -> [Feature] -> TileKind -> Bool
- hasFeature :: Ops TileKind -> Feature -> Id TileKind -> Bool
- isClear :: Ops TileKind -> Id TileKind -> Bool
- isLit :: Ops TileKind -> Id TileKind -> Bool
- isExplorable :: Ops TileKind -> Id TileKind -> Bool
- similar :: TileKind -> TileKind -> Bool
- speedup :: Bool -> Ops TileKind -> Speedup TileKind
- changeTo :: Ops TileKind -> Id TileKind -> Rnd (Id TileKind)
- hiddenAs :: Ops TileKind -> Id TileKind -> Id TileKind
The last time a hero left a smell in a given tile. To be used by monsters that hunt by smell.
Whether a tile kind has all features of the first set and no features of the second.
Whether a tile kind (specified by its id) has the given feature.
Whether a tile does not block vision. Essential for efficiency of FOV, hence tabulated.
Whether a tile is lit on its own. Essential for efficiency of Perception, hence tabulated.
Whether a tile can be explored, possibly yielding a treasure or a hidden message. We exclude doors and hidden features.