LambdaHack-0.8.3.0: A game engine library for tactical squad ASCII roguelike dungeon crawlers

Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Server.ItemRev

Contents

Description

Creation of items on the server. Types and operations that don't involve server state nor our custom monads.

Synopsis

Documentation

type ItemKnown = (ItemIdentity, AspectRecord, Maybe FactionId) Source #

The essential item properties, used for the ItemRev hash table from items to their ids, needed to assign ids to newly generated items. All the other meaningul properties can be derived from them. Note 1: jlid is not meaningful; it gets forgotten if items from different levels roll the same random properties and so are merged. However, the first item generated by the server wins, which in case of normal items (not organs), is most of the time the lower absolute jlid (shallower depth) item, which makes sense for the client. Note 2: item seed instead of AspectRecord is not enough, becaused different seeds may result in the same AspectRecord and we don't want such items to be distinct in UI and elsewhere.

type ItemRev = HashMap ItemKnown ItemId Source #

Reverse item map, for item creation, to keep items and item identifiers in bijection.

buildItem :: COps -> FlavourMap -> DiscoveryKindRev -> ContentId ItemKind -> ItemKind -> LevelId -> Item Source #

Build an item with the given stats.

Item discovery types

data DiscoveryKindRev Source #

The reverse map to DiscoveryKind, needed for item creation. This is total and never changes, hence implemented as vector. Morally, it's indexed by ContentId ItemKind and elements are ItemKindIx.

The FlavourMap type

data FlavourMap Source #

Flavours assigned by the server to item kinds, in this particular game. This is total and never changes, hence implemented as vector. Morally, it's indexed by ContentId ItemKind and elements are Flavour.

dungeonFlavourMap :: COps -> Rnd FlavourMap Source #

Randomly chooses flavour for all item kinds for this game.