LambdaHack-0.10.3.0: A game engine library for tactical squad ASCII roguelike dungeon crawlers
Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Client.UI.EffectDescription

Description

Description of effects.

Synopsis

Documentation

data DetailLevel Source #

Instances

Instances details
Bounded DetailLevel Source # 
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Enum DetailLevel Source # 
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Eq DetailLevel Source # 
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Ord DetailLevel Source # 
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Show DetailLevel Source # 
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Generic DetailLevel Source # 
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Associated Types

type Rep DetailLevel :: Type -> Type #

Binary DetailLevel Source # 
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type Rep DetailLevel Source # 
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Defined in Game.LambdaHack.Client.UI.EffectDescription

type Rep DetailLevel = D1 ('MetaData "DetailLevel" "Game.LambdaHack.Client.UI.EffectDescription" "LambdaHack-0.10.3.0-inplace" 'False) ((C1 ('MetaCons "DetailLow" 'PrefixI 'False) (U1 :: Type -> Type) :+: C1 ('MetaCons "DetailMedium" 'PrefixI 'False) (U1 :: Type -> Type)) :+: (C1 ('MetaCons "DetailHigh" 'PrefixI 'False) (U1 :: Type -> Type) :+: C1 ('MetaCons "DetailAll" 'PrefixI 'False) (U1 :: Type -> Type)))

effectToSuffix :: DetailLevel -> Effect -> Text Source #

Suffix to append to a basic content name if the content causes the effect.

We show absolute time in seconds, not moves, because actors can have different speeds (and actions can potentially take different time intervals). We call the time taken by one player move, when walking, a move. Turn and clip are used mostly internally, the former as an absolute time unit. We show distances in steps, because one step, from a tile to another tile, is always 1 meter. We don't call steps tiles, reserving that term for the context of terrain kinds or units of area.

Internal operations