Safe Haskell | None |
---|---|
Language | Haskell2010 |
Server operations common to many modules.
Documentation
execFailure :: (MonadAtomic m, MonadServer m) => ActorId -> RequestTimed a -> ReqFailure -> m () Source #
getPerFid :: MonadServer m => FactionId -> LevelId -> m Perception Source #
revealItems :: (MonadAtomic m, MonadServer m) => Maybe FactionId -> m () Source #
moveStores :: (MonadAtomic m, MonadServer m) => Bool -> ActorId -> CStore -> CStore -> m () Source #
deduceQuits :: (MonadAtomic m, MonadServer m) => FactionId -> Status -> m () Source #
deduceKilled :: (MonadAtomic m, MonadServer m) => ActorId -> m () Source #
electLeader :: MonadAtomic m => FactionId -> LevelId -> ActorId -> m () Source #
supplantLeader :: MonadAtomic m => FactionId -> ActorId -> m () Source #
addActor :: (MonadAtomic m, MonadServer m) => GroupName ItemKind -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Time -> m (Maybe ActorId) Source #
registerActor :: (MonadAtomic m, MonadServer m) => ItemKnown -> ItemFull -> ItemDisco -> ItemSeed -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Time -> m (Maybe ActorId) Source #
addActorIid :: (MonadAtomic m, MonadServer m) => ItemId -> ItemFull -> Bool -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Time -> m (Maybe ActorId) Source #
:: (MonadAtomic m, MonadServer m) | |
=> ActorId | actor projecting the item (is on current lvl) |
-> Point | target position of the projectile |
-> Int | digital line parameter |
-> ItemId | the item to be projected |
-> CStore | whether the items comes from floor or inventory |
-> Bool | whether the item is a blast |
-> m (Maybe ReqFailure) |
discoverIfNoEffects :: (MonadAtomic m, MonadServer m) => Container -> ItemId -> ItemFull -> m () Source #
pickWeaponServer :: MonadServer m => ActorId -> m (Maybe (ItemId, CStore)) Source #
currentSkillsServer :: MonadServer m => ActorId -> m Skills Source #
recomputeCachePer :: MonadServer m => FactionId -> LevelId -> m Perception Source #