LambdaHack-0.5.0.0: A game engine library for roguelike dungeon crawlers

Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Atomic

Contents

Description

Synopsis

Re-exported from Game.LambdaHack.Atomic.MonadAtomic

class MonadStateRead m => MonadAtomic m where Source

The monad for executing atomic game state transformations.

Minimal complete definition

execAtomic

Methods

execAtomic :: CmdAtomic -> m () Source

Execute an arbitrary atomic game state transformation.

execUpdAtomic :: UpdAtomic -> m () Source

Execute an atomic command that really changes the state.

execSfxAtomic :: SfxAtomic -> m () Source

Execute an atomic command that only displays special effects.

Instances

MonadAtomic SerImplementation

The game-state semantics of atomic commands as computed on the server.

MonadAtomic (CliImplementation resp req)

The game-state semantics of atomic commands as computed on the client.

broadcastUpdAtomic :: MonadAtomic m => (FactionId -> UpdAtomic) -> m () Source

Create and broadcast a set of atomic updates, one for each client.

broadcastSfxAtomic :: MonadAtomic m => (FactionId -> SfxAtomic) -> m () Source

Create and broadcast a set of atomic special effects, one for each client.

Re-exported from Game.LambdaHack.Atomic.CmdAtomic

data CmdAtomic Source

Abstract syntax of atomic commands, that is, atomic game state transformations.

Constructors

UpdAtomic !UpdAtomic

atomic updates

SfxAtomic !SfxAtomic

atomic special effects

data UpdAtomic Source

Abstract syntax of atomic updates, that is, atomic commands that really change the state. Most of them are an encoding of a game state diff, though they also carry some intentional hints that help clients determine whether and how to communicate them to players.

Constructors

UpdCreateActor !ActorId !Actor ![(ItemId, Item)] 
UpdDestroyActor !ActorId !Actor ![(ItemId, Item)] 
UpdCreateItem !ItemId !Item !ItemQuant !Container 
UpdDestroyItem !ItemId !Item !ItemQuant !Container 
UpdSpotActor !ActorId !Actor ![(ItemId, Item)] 
UpdLoseActor !ActorId !Actor ![(ItemId, Item)] 
UpdSpotItem !ItemId !Item !ItemQuant !Container 
UpdLoseItem !ItemId !Item !ItemQuant !Container 
UpdMoveActor !ActorId !Point !Point 
UpdWaitActor !ActorId !Bool 
UpdDisplaceActor !ActorId !ActorId 
UpdMoveItem !ItemId !Int !ActorId !CStore !CStore 
UpdAgeActor !ActorId !(Delta Time) 
UpdRefillHP !ActorId !Int64 
UpdRefillCalm !ActorId !Int64 
UpdFidImpressedActor !ActorId !FactionId !FactionId 
UpdTrajectory !ActorId !(Maybe ([Vector], Speed)) !(Maybe ([Vector], Speed)) 
UpdColorActor !ActorId !Color !Color 
UpdQuitFaction !FactionId !(Maybe Actor) !(Maybe Status) !(Maybe Status) 
UpdLeadFaction !FactionId !(Maybe (ActorId, Maybe Target)) !(Maybe (ActorId, Maybe Target)) 
UpdDiplFaction !FactionId !FactionId !Diplomacy !Diplomacy 
UpdTacticFaction !FactionId !Tactic !Tactic 
UpdAutoFaction !FactionId !Bool 
UpdRecordKill !ActorId !(Id ItemKind) !Int 
UpdAlterTile !LevelId !Point !(Id TileKind) !(Id TileKind) 
UpdAlterClear !LevelId !Int 
UpdSearchTile !ActorId !Point !(Id TileKind) !(Id TileKind) 
UpdLearnSecrets !ActorId !Int !Int 
UpdSpotTile !LevelId ![(Point, Id TileKind)] 
UpdLoseTile !LevelId ![(Point, Id TileKind)] 
UpdAlterSmell !LevelId !Point !(Maybe Time) !(Maybe Time) 
UpdSpotSmell !LevelId ![(Point, Time)] 
UpdLoseSmell !LevelId ![(Point, Time)] 
UpdTimeItem !ItemId !Container !ItemTimer !ItemTimer 
UpdAgeGame !(Delta Time) ![LevelId] 
UpdDiscover !Container !ItemId !(Id ItemKind) !ItemSeed !AbsDepth 
UpdCover !Container !ItemId !(Id ItemKind) !ItemSeed !AbsDepth 
UpdDiscoverKind !Container !ItemId !(Id ItemKind) 
UpdCoverKind !Container !ItemId !(Id ItemKind) 
UpdDiscoverSeed !Container !ItemId !ItemSeed !AbsDepth 
UpdCoverSeed !Container !ItemId !ItemSeed !AbsDepth 
UpdPerception !LevelId !Perception !Perception 
UpdRestart !FactionId !DiscoveryKind !FactionPers !State !Int !DebugModeCli 
UpdRestartServer !State 
UpdResume !FactionId !FactionPers 
UpdResumeServer !State 
UpdKillExit !FactionId 
UpdWriteSave 
UpdMsgAll !Msg 
UpdRecordHistory !FactionId 

data HitAtomic Source

Determine if a strike special effect should depict a block of an attack.

Constructors

HitClear 
HitBlock !Int 

Re-exported from Game.LambdaHack.Atomic.PosAtomicRead

data PosAtomic Source

The type representing visibility of atomic commands to factions, based on the position of the command, etc. Note that the server sees and smells all positions.

Constructors

PosSight !LevelId ![Point]

whomever sees all the positions, notices

PosFidAndSight ![FactionId] !LevelId ![Point]

observers and the faction notice

PosSmell !LevelId ![Point]

whomever smells all the positions, notices

PosFid !FactionId

only the faction notices

PosFidAndSer !(Maybe LevelId) !FactionId

faction and server notices

PosSer

only the server notices

PosAll

everybody notices

PosNone

never broadcasted, but sent manually

posUpdAtomic :: MonadStateRead m => UpdAtomic -> m PosAtomic Source

Produce the positions where the atomic update takes place.

The goal of the mechanics is to ensure the commands don't carry significantly more information than their corresponding state diffs would. In other words, the atomic commands involving the positions seen by a client should convey similar information as the client would get by directly observing the changes the commands enact on the visible portion of server game state. The client is then free to change its copy of game state accordingly or not --- it only partially reflects reality anyway.

E.g., UpdDisplaceActor in a black room, with one actor carrying a 0-radius light would not be distinguishable by looking at the state (or the screen) from UpdMoveActor of the illuminated actor, hence such UpdDisplaceActor should not be observable, but UpdMoveActor should be (or the former should be perceived as the latter). However, to simplify, we assing as strict visibility requirements to UpdMoveActor as to UpdDisplaceActor and fall back to UpdSpotActor (which provides minimal information that does not contradict state) if the visibility is lower.

posSfxAtomic :: MonadStateRead m => SfxAtomic -> m PosAtomic Source

Produce the positions where the atomic special effect takes place.

seenAtomicCli :: Bool -> FactionId -> Perception -> PosAtomic -> Bool Source

Given the client, it's perception and an atomic command, determine if the client notices the command.

generalMoveItem :: MonadStateRead m => ItemId -> Int -> Container -> Container -> m [UpdAtomic] Source

Generate the atomic updates that jointly perform a given item move.