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

Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Content.TileKind

Description

The type of kinds of terrain tiles.

Synopsis

Documentation

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.

Tile kind for unknown space has the minimal KindOps.Id index. The talter for unknown space is 1 and no other tile kind has that value.

Constructors

TileKind 

Fields

data Feature Source #

All possible terrain tile features.

Constructors

Embed !(GroupName ItemKind)

initially an item of this group is embedded; we assume the item has effects and is supposed to be triggered

OpenTo !(GroupName TileKind)

goes from a closed to (randomly closed or) open tile when altered

CloseTo !(GroupName TileKind)

goes from an open to (randomly opened or) closed tile when altered

ChangeTo !(GroupName TileKind)

alters tile, but does not change walkability

HideAs !(GroupName TileKind)

when hidden, looks as the unique tile of the group

BuildAs !(GroupName TileKind)

when generating, may be transformed to the unique tile of the group

RevealAs !(GroupName TileKind)

when generating in opening, can be revealed to belong to the group

ObscureAs !(GroupName TileKind)

when generating in solid wall, can be revealed to belong to the group

Walkable

actors can walk through

Clear

actors can see through

Dark

is not lit with an ambient light

OftenItem

initial items often generated there

OftenActor

initial actors often generated there

NoItem

no items ever generated there

NoActor

no actors ever generated there

Indistinct

is allowed to have the same look as another tile

ConsideredByAI

even if otherwise uninteresting, taken into account for triggering by AI

Trail

used for visible trails throughout the level

Spice

in place normal legend and in override, don't roll a tile kind only once per place, but roll for each position; one non-spicy and at most one spicy is rolled per place and then one of the two is rolled for each position

Instances

Eq Feature Source # 

Methods

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

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

Ord Feature Source # 
Show Feature Source # 
Generic Feature Source # 

Associated Types

type Rep Feature :: * -> * #

Methods

from :: Feature -> Rep Feature x #

to :: Rep Feature x -> Feature #

Binary Feature Source # 

Methods

put :: Feature -> Put #

get :: Get Feature #

putList :: [Feature] -> Put #

NFData Feature Source # 

Methods

rnf :: Feature -> () #

Hashable Feature Source # 

Methods

hashWithSalt :: Int -> Feature -> Int #

hash :: Feature -> Int #

type Rep Feature Source # 
type Rep Feature = D1 * (MetaData "Feature" "Game.LambdaHack.Content.TileKind" "LambdaHack-0.6.1.0-HURqEs4cFyW7LJywblRLqn" False) ((:+:) * ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "Embed" PrefixI False) (S1 * (MetaSel (Nothing Symbol) NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (GroupName ItemKind)))) (C1 * (MetaCons "OpenTo" PrefixI False) (S1 * (MetaSel (Nothing Symbol) NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (GroupName TileKind))))) ((:+:) * (C1 * (MetaCons "CloseTo" PrefixI False) (S1 * (MetaSel (Nothing Symbol) NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (GroupName TileKind)))) (C1 * (MetaCons "ChangeTo" PrefixI False) (S1 * (MetaSel (Nothing Symbol) NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (GroupName TileKind)))))) ((:+:) * ((:+:) * (C1 * (MetaCons "HideAs" PrefixI False) (S1 * (MetaSel (Nothing Symbol) NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (GroupName TileKind)))) (C1 * (MetaCons "BuildAs" PrefixI False) (S1 * (MetaSel (Nothing Symbol) NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (GroupName TileKind))))) ((:+:) * (C1 * (MetaCons "RevealAs" PrefixI False) (S1 * (MetaSel (Nothing Symbol) NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (GroupName TileKind)))) ((:+:) * (C1 * (MetaCons "ObscureAs" PrefixI False) (S1 * (MetaSel (Nothing Symbol) NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (GroupName TileKind)))) (C1 * (MetaCons "Walkable" PrefixI False) (U1 *)))))) ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "Clear" PrefixI False) (U1 *)) (C1 * (MetaCons "Dark" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "OftenItem" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "OftenActor" PrefixI False) (U1 *)) (C1 * (MetaCons "NoItem" PrefixI False) (U1 *))))) ((:+:) * ((:+:) * (C1 * (MetaCons "NoActor" PrefixI False) (U1 *)) (C1 * (MetaCons "Indistinct" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "ConsideredByAI" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "Trail" PrefixI False) (U1 *)) (C1 * (MetaCons "Spice" PrefixI False) (U1 *)))))))

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 (symbol and color), their 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 tiles may freely differ wrt text blurb, dungeon generation, AI preferences, etc.

actionFeatures :: Bool -> TileKind -> IntSet Source #

Features of tiles that differentiate them substantially from one another. The intention is the player can easily tell such tiles apart by their behaviour and only looking at the map, not tile name nor description. 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.

newtype Tab a Source #

Constructors

Tab (Vector a)