LambdaHack-0.6.1.0: A game engine library for roguelike dungeon crawlers

Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Common.Level

Contents

Description

Inhabited dungeon levels and the operations to query and change them as the game progresses.

Synopsis

Dungeon

data AbsDepth Source #

Absolute depth in the dungeon. When used for the maximum depth of the whole dungeon, this can be different than dungeon size, e.g., when the dungeon is branched, and it can even be different than the length of the longest branch, if levels at some depths are missing.

type Dungeon = EnumMap LevelId Level Source #

The complete dungeon is a map from level names to levels.

ascendInBranch :: Dungeon -> Bool -> LevelId -> [LevelId] Source #

Levels in the current branch, k levels shallower than the current.

whereTo Source #

Arguments

:: LevelId

level of the stairs

-> Point

position of the stairs

-> Maybe Bool

optional forced direction

-> Dungeon

current game dungeon

-> (LevelId, Point)

destination level and the pos of its receiving stairs

Compute the level identifier and stair position on the new level, after a level change.

We assume there is never a staircase up and down at the same position.

The Level type and its components

data Level Source #

A view on single, inhabited dungeon level. Remembered fields carry a subset of the info in the client copies of levels.

Constructors

Level 

Fields

Instances

Eq Level Source # 

Methods

(==) :: Level -> Level -> Bool #

(/=) :: Level -> Level -> Bool #

Show Level Source # 

Methods

showsPrec :: Int -> Level -> ShowS #

show :: Level -> String #

showList :: [Level] -> ShowS #

Binary Level Source # 

Methods

put :: Level -> Put #

get :: Get Level #

putList :: [Level] -> Put #

type ItemFloor = EnumMap Point ItemBag Source #

Items located on map tiles.

type ActorMap = EnumMap Point [ActorId] Source #

Items located on map tiles.

type TileMap = GArray Word16 (Id TileKind) Source #

Tile kinds on the map.

type SmellMap = EnumMap Point Time Source #

Current smell on map tiles.

Level query

at :: Level -> Point -> Id TileKind Source #

Query for tile kinds on the map.

findPoint :: X -> Y -> (Point -> Maybe Point) -> Rnd Point Source #

Find a random position on the map satisfying a predicate.

findPos :: TileMap -> (Point -> Id TileKind -> Bool) -> Rnd Point Source #

Find a random position on the map satisfying a predicate.

findPosTry Source #

Arguments

:: Int

the number of tries

-> TileMap

look up in this map

-> (Point -> Id TileKind -> Bool)

mandatory predicate

-> [Point -> Id TileKind -> Bool]

optional predicates

-> Rnd Point 

Try to find a random position on the map satisfying conjunction of the mandatory and an optional predicate. If the permitted number of attempts is not enough, try again the same number of times without the next optional predicate, and fall back to trying as many times, as needed, with only the mandatory predicate.

findPosTry2 Source #

Arguments

:: Int

the number of tries

-> TileMap

look up in this map

-> (Point -> Id TileKind -> Bool)

mandatory predicate

-> [Point -> Id TileKind -> Bool]

optional predicates

-> (Point -> Id TileKind -> Bool)

good to have predicate

-> [Point -> Id TileKind -> Bool]

worst case predicates

-> Rnd Point