LambdaHack- A game engine library for roguelike dungeon crawlers

Safe HaskellNone



The type of kinds of terrain tiles.



data TileKind Source

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. Note that tile names (and any other content names) should not be plural (that would lead to "a stairs"), so "road with cobblestones" is fine, but "granite cobblestones" is wrong.




tsymbol :: !Char

map symbol

tname :: !Text

short description

tfreq :: !(Freqs TileKind)

frequency within groups

tcolor :: !Color

map color

tcolor2 :: !Color

map color when not in FOV

tfeature :: ![Feature]


data Feature Source

All possible terrain tile features.


Embed !(GroupName ItemKind)

embed an item of this group, to cause effects (WIP)

Cause !Effect

causes the effect when triggered; more succint than Embed, but will probably get supplanted by Embed

OpenTo !(GroupName TileKind)

goes from a closed to an open tile when altered

CloseTo !(GroupName TileKind)

goes from an open to a closed tile when altered

ChangeTo !(GroupName TileKind)

alters tile, but does not change walkability

HideAs !(GroupName TileKind)

when hidden, looks as a tile of the group

RevealAs !(GroupName TileKind)

if secret, can be revealed to belong to the group


actors can walk through


actors can see through


is not lit with an ambient shine


may not be what it seems (clients only)


can never be excavated nor seen through


initial items often generated there


initial actors and stairs often generated there


no items ever generated there


no actors nor stairs ever generated there


used for visible trails throughout the level

validateSingleTileKind :: TileKind -> [Text] Source

Validate a single tile kind.

validateAllTileKind :: [TileKind] -> [Text] Source

Validate all tile kinds.

If tiles look the same on the map, the description and the substantial features should be the same, too. Otherwise, the player has to inspect manually all the tiles of that kind, or even experiment with them, to see if any is special. This would be tedious. Note that iiles may freely differ wrt dungeon generation, AI preferences, etc.

actionFeatures :: Bool -> TileKind -> IntSet Source

Features of tiles that differentiate them substantially from one another. By tile content validation condition, this means the player can tell such tile apart, and only looking at the map, not tile name. So if running uses this function, it won't stop at places that the player can't himself tell from other places, and so running does not confer any advantages, except UI convenience. Hashes are accurate enough for our purpose, given that we use arbitrary heuristics anyway.