Safe Haskell | None |
---|---|
Language | Haskell2010 |
Semantics of responses that are sent to clients.
See https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture.
- loopCli :: (MonadClientSetup m, MonadClientUI m, MonadAtomic m, MonadClientReadResponse m, MonadClientWriteRequest m) => KeyKind -> Config -> DebugModeCli -> m ()
- data KeyKind
- data SessionUI
- emptySessionUI :: Config -> SessionUI
- data Config
- applyConfigToDebug :: COps -> Config -> DebugModeCli -> DebugModeCli
- configCmdline :: Config -> [String]
- mkConfig :: COps -> Bool -> IO Config
Re-exported from Game.LambdaHack.Client.LoopM
loopCli :: (MonadClientSetup m, MonadClientUI m, MonadAtomic m, MonadClientReadResponse m, MonadClientWriteRequest m) => KeyKind -> Config -> DebugModeCli -> m () Source #
The main game loop for an AI or UI client.
Re-exported from Game.LambdaHack.Client.UI
The information that is used across a client playing session, including many consecutive games in a single session. Some of it is saved, some is reset when a new playing session starts. An important component is a frontend session.
emptySessionUI :: Config -> SessionUI Source #
Initial empty game client state.
Fully typed contents of the UI config file. This config is a part of a game client.
applyConfigToDebug :: COps -> Config -> DebugModeCli -> DebugModeCli Source #
configCmdline :: Config -> [String] Source #