Safe Haskell | None |
---|---|
Language | Haskell2010 |
Actors in the game: heroes, monsters, etc.
- data ActorId
- data Actor = Actor {}
- data ResDelta = ResDelta {
- resCurrentTurn :: (Int64, Int64)
- resPreviousTurn :: (Int64, Int64)
- type ActorAspect = EnumMap ActorId AspectRecord
- deltaSerious :: ResDelta -> Bool
- deltaMild :: ResDelta -> Bool
- actorCanMelee :: ActorAspect -> ActorId -> Actor -> Bool
- bspeed :: Actor -> AspectRecord -> Speed
- braced :: Actor -> Bool
- actorTemplate :: ItemId -> Int64 -> Int64 -> Point -> LevelId -> FactionId -> Actor
- waitedLastTurn :: Actor -> Bool
- actorDying :: Actor -> Bool
- actorTrunkIsBlast :: Item -> Bool
- hpTooLow :: Actor -> AspectRecord -> Bool
- calmEnough :: Actor -> AspectRecord -> Bool
- hpEnough :: Actor -> AspectRecord -> Bool
- checkAdjacent :: Actor -> Actor -> Bool
- eqpOverfull :: Actor -> Int -> Bool
- eqpFreeN :: Actor -> Int
- type ActorDict = EnumMap ActorId Actor
- monsterGenChance :: AbsDepth -> AbsDepth -> Int -> Int -> Rnd Bool
- smellTimeout :: Delta Time
Actor identifiers
A unique identifier of an actor in the dungeon.
The Acto
r type, its components and operations on them
Actor properties that are changing throughout the game. If they appear dublets of properties of actor kinds, e.g. HP, they may be results of casting the dice specified in their respective actor kind and/or may be modified temporarily, but return to the original value from their respective kind over time.
Actor | |
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ResDelta | |
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type ActorAspect = EnumMap ActorId AspectRecord Source #
deltaSerious :: ResDelta -> Bool Source #
actorCanMelee :: ActorAspect -> ActorId -> Actor -> Bool Source #
waitedLastTurn :: Actor -> Bool Source #
actorDying :: Actor -> Bool Source #
actorTrunkIsBlast :: Item -> Bool Source #
calmEnough :: Actor -> AspectRecord -> Bool Source #
Assorted
type ActorDict = EnumMap ActorId Actor Source #
All actors on the level, indexed by actor identifier.
monsterGenChance :: AbsDepth -> AbsDepth -> Int -> Int -> Rnd Bool Source #
Chance that a new monster is generated. Currently depends on the number of monsters already present, and on the level. In the future, the strength of the character and the strength of the monsters present could further influence the chance, and the chance could also affect which monster is generated. How many and which monsters are generated will also depend on the cave kind used to build the level.
smellTimeout :: Delta Time Source #
How long until an actor's smell vanishes from a tile.