-- Hoogle documentation, generated by Haddock -- See Hoogle, http://www.haskell.org/hoogle/ -- | A game engine library for tactical squad ASCII roguelike dungeon crawlers -- -- LambdaHack is a Haskell game engine library for ASCII roguelike games -- of arbitrary theme, size and complexity, with optional tactical squad -- combat. It's packaged together with a sample dungeon crawler in a -- quirky fantasy setting. The sample game can be tried out in the -- browser at http://lambdahack.github.io. -- -- Please see the changelog file for recent improvements and the issue -- tracker for short-term plans. Long term goals include multiplayer -- tactical squad combat, in-game content creation, auto-balancing and -- persistent content modification based on player behaviour. -- Contributions are welcome. -- -- Other games known to use the LambdaHack library: -- -- -- -- Note: All modules in this library are kept visible, to let games -- override and reuse them. OTOH, to reflect that some modules are -- implementation details relative to others, the source code adheres to -- the following convention. If a module has the same name as a -- directory, the module is the exclusive interface to the directory. No -- references to the modules in the directory are allowed except from the -- interface module. This policy is only binding when developing the -- library --- library users are free to access any modules, since the -- library authors are in no position to guess their particular needs. -- -- This is a workaround .cabal file, flattened to eliminate internal -- libraries until generating haddocks for them is fixed. The original -- .cabal file is stored in the github repo. @package LambdaHack @version 0.10.3.0 -- | Custom Prelude, compatible across many GHC versions. module Game.LambdaHack.Core.Prelude -- | Append two lists, i.e., -- --
--   [x1, ..., xm] ++ [y1, ..., yn] == [x1, ..., xm, y1, ..., yn]
--   [x1, ..., xm] ++ [y1, ...] == [x1, ..., xm, y1, ...]
--   
-- -- If the first list is not finite, the result is the first list. (++) :: [a] -> [a] -> [a] infixr 5 ++ -- | The value of seq a b is bottom if a is bottom, and -- otherwise equal to b. In other words, it evaluates the first -- argument a to weak head normal form (WHNF). seq is -- usually introduced to improve performance by avoiding unneeded -- laziness. -- -- A note on evaluation order: the expression seq a b does -- not guarantee that a will be evaluated before -- b. The only guarantee given by seq is that the both -- a and b will be evaluated before seq -- returns a value. In particular, this means that b may be -- evaluated before a. If you need to guarantee a specific order -- of evaluation, you must use the function pseq from the -- "parallel" package. seq :: forall (r :: RuntimeRep) a (b :: TYPE r). a -> b -> b infixr 0 `seq` -- | <math>. filter, applied to a predicate and a list, -- returns the list of those elements that satisfy the predicate; i.e., -- --
--   filter p xs = [ x | x <- xs, p x]
--   
-- --
--   >>> filter odd [1, 2, 3]
--   [1,3]
--   
filter :: (a -> Bool) -> [a] -> [a] -- | <math>. zip takes two lists and returns a list of -- corresponding pairs. -- --
--   zip [1, 2] ['a', 'b'] = [(1, 'a'), (2, 'b')]
--   
-- -- If one input list is short, excess elements of the longer list are -- discarded: -- --
--   zip [1] ['a', 'b'] = [(1, 'a')]
--   zip [1, 2] ['a'] = [(1, 'a')]
--   
-- -- zip is right-lazy: -- --
--   zip [] _|_ = []
--   zip _|_ [] = _|_
--   
-- -- zip is capable of list fusion, but it is restricted to its -- first list argument and its resulting list. zip :: [a] -> [b] -> [(a, b)] -- | The print function outputs a value of any printable type to the -- standard output device. Printable types are those that are instances -- of class Show; print converts values to strings for -- output using the show operation and adds a newline. -- -- For example, a program to print the first 20 integers and their powers -- of 2 could be written as: -- --
--   main = print ([(n, 2^n) | n <- [0..19]])
--   
print :: Show a => a -> IO () -- | Extract the first component of a pair. fst :: (a, b) -> a -- | Extract the second component of a pair. snd :: (a, b) -> b -- | otherwise is defined as the value True. It helps to make -- guards more readable. eg. -- --
--   f x | x < 0     = ...
--       | otherwise = ...
--   
otherwise :: Bool -- | <math>. map f xs is the list obtained by -- applying f to each element of xs, i.e., -- --
--   map f [x1, x2, ..., xn] == [f x1, f x2, ..., f xn]
--   map f [x1, x2, ...] == [f x1, f x2, ...]
--   
-- --
--   >>> map (+1) [1, 2, 3]
--   
map :: (a -> b) -> [a] -> [b] -- | Application operator. This operator is redundant, since ordinary -- application (f x) means the same as (f $ x). -- However, $ has low, right-associative binding precedence, so it -- sometimes allows parentheses to be omitted; for example: -- --
--   f $ g $ h x  =  f (g (h x))
--   
-- -- It is also useful in higher-order situations, such as map -- ($ 0) xs, or zipWith ($) fs xs. -- -- Note that ($) is levity-polymorphic in its result -- type, so that foo $ True where foo :: Bool -> -- Int# is well-typed. ($) :: forall (r :: RuntimeRep) a (b :: TYPE r). (a -> b) -> a -> b infixr 0 $ -- | general coercion to fractional types realToFrac :: (Real a, Fractional b) => a -> b -- | The Bounded class is used to name the upper and lower limits of -- a type. Ord is not a superclass of Bounded since types -- that are not totally ordered may also have upper and lower bounds. -- -- The Bounded class may be derived for any enumeration type; -- minBound is the first constructor listed in the data -- declaration and maxBound is the last. Bounded may also -- be derived for single-constructor datatypes whose constituent types -- are in Bounded. class Bounded a minBound :: Bounded a => a maxBound :: Bounded a => a -- | Class Enum defines operations on sequentially ordered types. -- -- The enumFrom... methods are used in Haskell's translation of -- arithmetic sequences. -- -- Instances of Enum may be derived for any enumeration type -- (types whose constructors have no fields). The nullary constructors -- are assumed to be numbered left-to-right by fromEnum from -- 0 through n-1. See Chapter 10 of the Haskell -- Report for more details. -- -- For any type that is an instance of class Bounded as well as -- Enum, the following should hold: -- -- -- --
--   enumFrom     x   = enumFromTo     x maxBound
--   enumFromThen x y = enumFromThenTo x y bound
--     where
--       bound | fromEnum y >= fromEnum x = maxBound
--             | otherwise                = minBound
--   
class Enum a -- | the successor of a value. For numeric types, succ adds 1. succ :: Enum a => a -> a -- | the predecessor of a value. For numeric types, pred subtracts -- 1. pred :: Enum a => a -> a -- | Convert from an Int. toEnum :: Enum a => Int -> a -- | Convert to an Int. It is implementation-dependent what -- fromEnum returns when applied to a value that is too large to -- fit in an Int. fromEnum :: Enum a => a -> Int -- | Used in Haskell's translation of [n..] with [n..] = -- enumFrom n, a possible implementation being enumFrom n = n : -- enumFrom (succ n). For example: -- -- enumFrom :: Enum a => a -> [a] -- | Used in Haskell's translation of [n,n'..] with [n,n'..] = -- enumFromThen n n', a possible implementation being -- enumFromThen n n' = n : n' : worker (f x) (f x n'), -- worker s v = v : worker s (s v), x = fromEnum n' - -- fromEnum n and f n y | n > 0 = f (n - 1) (succ y) | n < -- 0 = f (n + 1) (pred y) | otherwise = y For example: -- -- enumFromThen :: Enum a => a -> a -> [a] -- | Used in Haskell's translation of [n..m] with [n..m] = -- enumFromTo n m, a possible implementation being enumFromTo n -- m | n <= m = n : enumFromTo (succ n) m | otherwise = []. For -- example: -- -- enumFromTo :: Enum a => a -> a -> [a] -- | Used in Haskell's translation of [n,n'..m] with [n,n'..m] -- = enumFromThenTo n n' m, a possible implementation being -- enumFromThenTo n n' m = worker (f x) (c x) n m, x = -- fromEnum n' - fromEnum n, c x = bool (>=) ((x -- 0) f n y | n > 0 = f (n - 1) (succ y) | n < 0 = f (n + -- 1) (pred y) | otherwise = y and worker s c v m | c v m = v : -- worker s c (s v) m | otherwise = [] For example: -- -- enumFromThenTo :: Enum a => a -> a -> a -> [a] -- | The Eq class defines equality (==) and inequality -- (/=). All the basic datatypes exported by the Prelude -- are instances of Eq, and Eq may be derived for any -- datatype whose constituents are also instances of Eq. -- -- The Haskell Report defines no laws for Eq. However, == -- is customarily expected to implement an equivalence relationship where -- two values comparing equal are indistinguishable by "public" -- functions, with a "public" function being one not allowing to see -- implementation details. For example, for a type representing -- non-normalised natural numbers modulo 100, a "public" function doesn't -- make the difference between 1 and 201. It is expected to have the -- following properties: -- -- -- -- Minimal complete definition: either == or /=. class Eq a (==) :: Eq a => a -> a -> Bool (/=) :: Eq a => a -> a -> Bool infix 4 == infix 4 /= -- | Trigonometric and hyperbolic functions and related functions. -- -- The Haskell Report defines no laws for Floating. However, -- (+), (*) and exp are -- customarily expected to define an exponential field and have the -- following properties: -- -- class Fractional a => Floating a pi :: Floating a => a exp :: Floating a => a -> a log :: Floating a => a -> a sqrt :: Floating a => a -> a (**) :: Floating a => a -> a -> a logBase :: Floating a => a -> a -> a sin :: Floating a => a -> a cos :: Floating a => a -> a tan :: Floating a => a -> a asin :: Floating a => a -> a acos :: Floating a => a -> a atan :: Floating a => a -> a sinh :: Floating a => a -> a cosh :: Floating a => a -> a tanh :: Floating a => a -> a asinh :: Floating a => a -> a acosh :: Floating a => a -> a atanh :: Floating a => a -> a infixr 8 ** -- | Fractional numbers, supporting real division. -- -- The Haskell Report defines no laws for Fractional. However, -- (+) and (*) are customarily expected -- to define a division ring and have the following properties: -- -- -- -- Note that it isn't customarily expected that a type instance of -- Fractional implement a field. However, all instances in -- base do. class Num a => Fractional a -- | Fractional division. (/) :: Fractional a => a -> a -> a -- | Reciprocal fraction. recip :: Fractional a => a -> a -- | Conversion from a Rational (that is Ratio -- Integer). A floating literal stands for an application of -- fromRational to a value of type Rational, so such -- literals have type (Fractional a) => a. fromRational :: Fractional a => Rational -> a infixl 7 / -- | Integral numbers, supporting integer division. -- -- The Haskell Report defines no laws for Integral. However, -- Integral instances are customarily expected to define a -- Euclidean domain and have the following properties for the -- div/mod and quot/rem pairs, given suitable -- Euclidean functions f and g: -- -- -- -- An example of a suitable Euclidean function, for Integer's -- instance, is abs. class (Real a, Enum a) => Integral a -- | integer division truncated toward zero quot :: Integral a => a -> a -> a -- | integer remainder, satisfying -- --
--   (x `quot` y)*y + (x `rem` y) == x
--   
rem :: Integral a => a -> a -> a -- | integer division truncated toward negative infinity div :: Integral a => a -> a -> a -- | integer modulus, satisfying -- --
--   (x `div` y)*y + (x `mod` y) == x
--   
mod :: Integral a => a -> a -> a -- | simultaneous quot and rem quotRem :: Integral a => a -> a -> (a, a) -- | simultaneous div and mod divMod :: Integral a => a -> a -> (a, a) -- | conversion to Integer toInteger :: Integral a => a -> Integer infixl 7 `mod` infixl 7 `div` infixl 7 `rem` infixl 7 `quot` -- | The Monad class defines the basic operations over a -- monad, a concept from a branch of mathematics known as -- category theory. From the perspective of a Haskell programmer, -- however, it is best to think of a monad as an abstract datatype -- of actions. Haskell's do expressions provide a convenient -- syntax for writing monadic expressions. -- -- Instances of Monad should satisfy the following: -- -- -- -- Furthermore, the Monad and Applicative operations should -- relate as follows: -- -- -- -- The above laws imply: -- -- -- -- and that pure and (<*>) satisfy the applicative -- functor laws. -- -- The instances of Monad for lists, Maybe and IO -- defined in the Prelude satisfy these laws. class Applicative m => Monad (m :: Type -> Type) -- | Sequentially compose two actions, passing any value produced by the -- first as an argument to the second. -- -- 'as >>= bs' can be understood as the do -- expression -- --
--   do a <- as
--      bs a
--   
(>>=) :: Monad m => m a -> (a -> m b) -> m b -- | Sequentially compose two actions, discarding any value produced by the -- first, like sequencing operators (such as the semicolon) in imperative -- languages. -- -- 'as >> bs' can be understood as the do -- expression -- --
--   do as
--      bs
--   
(>>) :: Monad m => m a -> m b -> m b -- | Inject a value into the monadic type. return :: Monad m => a -> m a infixl 1 >>= infixl 1 >> -- | A type f is a Functor if it provides a function fmap -- which, given any types a and b lets you apply any -- function from (a -> b) to turn an f a into an -- f b, preserving the structure of f. Furthermore -- f needs to adhere to the following: -- -- -- -- Note, that the second law follows from the free theorem of the type -- fmap and the first law, so you need only check that the former -- condition holds. class Functor (f :: Type -> Type) -- | Using ApplicativeDo: 'fmap f as' can be -- understood as the do expression -- --
--   do a <- as
--      pure (f a)
--   
-- -- with an inferred Functor constraint. fmap :: Functor f => (a -> b) -> f a -> f b -- | Replace all locations in the input with the same value. The default -- definition is fmap . const, but this may be -- overridden with a more efficient version. -- -- Using ApplicativeDo: 'a <$ bs' can be -- understood as the do expression -- --
--   do bs
--      pure a
--   
-- -- with an inferred Functor constraint. (<$) :: Functor f => a -> f b -> f a infixl 4 <$ -- | Basic numeric class. -- -- The Haskell Report defines no laws for Num. However, -- (+) and (*) are customarily expected -- to define a ring and have the following properties: -- -- -- -- Note that it isn't customarily expected that a type instance of -- both Num and Ord implement an ordered ring. Indeed, in -- base only Integer and Rational do. class Num a (+) :: Num a => a -> a -> a (-) :: Num a => a -> a -> a (*) :: Num a => a -> a -> a -- | Unary negation. negate :: Num a => a -> a -- | Absolute value. abs :: Num a => a -> a -- | Sign of a number. The functions abs and signum should -- satisfy the law: -- --
--   abs x * signum x == x
--   
-- -- For real numbers, the signum is either -1 (negative), -- 0 (zero) or 1 (positive). signum :: Num a => a -> a -- | Conversion from an Integer. An integer literal represents the -- application of the function fromInteger to the appropriate -- value of type Integer, so such literals have type -- (Num a) => a. fromInteger :: Num a => Integer -> a infixl 6 - infixl 6 + infixl 7 * -- | The Ord class is used for totally ordered datatypes. -- -- Instances of Ord can be derived for any user-defined datatype -- whose constituent types are in Ord. The declared order of the -- constructors in the data declaration determines the ordering in -- derived Ord instances. The Ordering datatype allows a -- single comparison to determine the precise ordering of two objects. -- -- The Haskell Report defines no laws for Ord. However, -- <= is customarily expected to implement a non-strict partial -- order and have the following properties: -- -- -- -- Note that the following operator interactions are expected to hold: -- --
    --
  1. x >= y = y <= x
  2. --
  3. x < y = x <= y && x /= y
  4. --
  5. x > y = y < x
  6. --
  7. x < y = compare x y == LT
  8. --
  9. x > y = compare x y == GT
  10. --
  11. x == y = compare x y == EQ
  12. --
  13. min x y == if x <= y then x else y = True
  14. --
  15. max x y == if x >= y then x else y = True
  16. --
-- -- Note that (7.) and (8.) do not require min and -- max to return either of their arguments. The result is merely -- required to equal one of the arguments in terms of (==). -- -- Minimal complete definition: either compare or <=. -- Using compare can be more efficient for complex types. class Eq a => Ord a compare :: Ord a => a -> a -> Ordering (<) :: Ord a => a -> a -> Bool (<=) :: Ord a => a -> a -> Bool (>) :: Ord a => a -> a -> Bool (>=) :: Ord a => a -> a -> Bool max :: Ord a => a -> a -> a min :: Ord a => a -> a -> a infix 4 < infix 4 <= infix 4 > infix 4 >= -- | Parsing of Strings, producing values. -- -- Derived instances of Read make the following assumptions, which -- derived instances of Show obey: -- -- -- -- For example, given the declarations -- --
--   infixr 5 :^:
--   data Tree a =  Leaf a  |  Tree a :^: Tree a
--   
-- -- the derived instance of Read in Haskell 2010 is equivalent to -- --
--   instance (Read a) => Read (Tree a) where
--   
--           readsPrec d r =  readParen (d > app_prec)
--                            (\r -> [(Leaf m,t) |
--                                    ("Leaf",s) <- lex r,
--                                    (m,t) <- readsPrec (app_prec+1) s]) r
--   
--                         ++ readParen (d > up_prec)
--                            (\r -> [(u:^:v,w) |
--                                    (u,s) <- readsPrec (up_prec+1) r,
--                                    (":^:",t) <- lex s,
--                                    (v,w) <- readsPrec (up_prec+1) t]) r
--   
--             where app_prec = 10
--                   up_prec = 5
--   
-- -- Note that right-associativity of :^: is unused. -- -- The derived instance in GHC is equivalent to -- --
--   instance (Read a) => Read (Tree a) where
--   
--           readPrec = parens $ (prec app_prec $ do
--                                    Ident "Leaf" <- lexP
--                                    m <- step readPrec
--                                    return (Leaf m))
--   
--                        +++ (prec up_prec $ do
--                                    u <- step readPrec
--                                    Symbol ":^:" <- lexP
--                                    v <- step readPrec
--                                    return (u :^: v))
--   
--             where app_prec = 10
--                   up_prec = 5
--   
--           readListPrec = readListPrecDefault
--   
-- -- Why do both readsPrec and readPrec exist, and why does -- GHC opt to implement readPrec in derived Read instances -- instead of readsPrec? The reason is that readsPrec is -- based on the ReadS type, and although ReadS is mentioned -- in the Haskell 2010 Report, it is not a very efficient parser data -- structure. -- -- readPrec, on the other hand, is based on a much more efficient -- ReadPrec datatype (a.k.a "new-style parsers"), but its -- definition relies on the use of the RankNTypes language -- extension. Therefore, readPrec (and its cousin, -- readListPrec) are marked as GHC-only. Nevertheless, it is -- recommended to use readPrec instead of readsPrec -- whenever possible for the efficiency improvements it brings. -- -- As mentioned above, derived Read instances in GHC will -- implement readPrec instead of readsPrec. The default -- implementations of readsPrec (and its cousin, readList) -- will simply use readPrec under the hood. If you are writing a -- Read instance by hand, it is recommended to write it like so: -- --
--   instance Read T where
--     readPrec     = ...
--     readListPrec = readListPrecDefault
--   
class Read a -- | attempts to parse a value from the front of the string, returning a -- list of (parsed value, remaining string) pairs. If there is no -- successful parse, the returned list is empty. -- -- Derived instances of Read and Show satisfy the -- following: -- -- -- -- That is, readsPrec parses the string produced by -- showsPrec, and delivers the value that showsPrec started -- with. readsPrec :: Read a => Int -> ReadS a -- | The method readList is provided to allow the programmer to give -- a specialised way of parsing lists of values. For example, this is -- used by the predefined Read instance of the Char type, -- where values of type String should be are expected to use -- double quotes, rather than square brackets. readList :: Read a => ReadS [a] class (Num a, Ord a) => Real a -- | the rational equivalent of its real argument with full precision toRational :: Real a => a -> Rational -- | Efficient, machine-independent access to the components of a -- floating-point number. class (RealFrac a, Floating a) => RealFloat a -- | a constant function, returning the radix of the representation (often -- 2) floatRadix :: RealFloat a => a -> Integer -- | a constant function, returning the number of digits of -- floatRadix in the significand floatDigits :: RealFloat a => a -> Int -- | a constant function, returning the lowest and highest values the -- exponent may assume floatRange :: RealFloat a => a -> (Int, Int) -- | The function decodeFloat applied to a real floating-point -- number returns the significand expressed as an Integer and an -- appropriately scaled exponent (an Int). If -- decodeFloat x yields (m,n), then x -- is equal in value to m*b^^n, where b is the -- floating-point radix, and furthermore, either m and -- n are both zero or else b^(d-1) <= abs m < -- b^d, where d is the value of floatDigits -- x. In particular, decodeFloat 0 = (0,0). If the -- type contains a negative zero, also decodeFloat (-0.0) = -- (0,0). The result of decodeFloat x is -- unspecified if either of isNaN x or -- isInfinite x is True. decodeFloat :: RealFloat a => a -> (Integer, Int) -- | encodeFloat performs the inverse of decodeFloat in the -- sense that for finite x with the exception of -0.0, -- uncurry encodeFloat (decodeFloat x) = x. -- encodeFloat m n is one of the two closest -- representable floating-point numbers to m*b^^n (or -- ±Infinity if overflow occurs); usually the closer, but if -- m contains too many bits, the result may be rounded in the -- wrong direction. encodeFloat :: RealFloat a => Integer -> Int -> a -- | exponent corresponds to the second component of -- decodeFloat. exponent 0 = 0 and for finite -- nonzero x, exponent x = snd (decodeFloat x) -- + floatDigits x. If x is a finite floating-point -- number, it is equal in value to significand x * b ^^ -- exponent x, where b is the floating-point radix. -- The behaviour is unspecified on infinite or NaN values. exponent :: RealFloat a => a -> Int -- | The first component of decodeFloat, scaled to lie in the open -- interval (-1,1), either 0.0 or of absolute -- value >= 1/b, where b is the floating-point -- radix. The behaviour is unspecified on infinite or NaN -- values. significand :: RealFloat a => a -> a -- | multiplies a floating-point number by an integer power of the radix scaleFloat :: RealFloat a => Int -> a -> a -- | True if the argument is an IEEE "not-a-number" (NaN) value isNaN :: RealFloat a => a -> Bool -- | True if the argument is an IEEE infinity or negative infinity isInfinite :: RealFloat a => a -> Bool -- | True if the argument is too small to be represented in -- normalized format isDenormalized :: RealFloat a => a -> Bool -- | True if the argument is an IEEE negative zero isNegativeZero :: RealFloat a => a -> Bool -- | True if the argument is an IEEE floating point number isIEEE :: RealFloat a => a -> Bool -- | a version of arctangent taking two real floating-point arguments. For -- real floating x and y, atan2 y x -- computes the angle (from the positive x-axis) of the vector from the -- origin to the point (x,y). atan2 y x returns -- a value in the range [-pi, pi]. It follows the -- Common Lisp semantics for the origin when signed zeroes are supported. -- atan2 y 1, with y in a type that is -- RealFloat, should return the same value as atan -- y. A default definition of atan2 is provided, but -- implementors can provide a more accurate implementation. atan2 :: RealFloat a => a -> a -> a -- | Extracting components of fractions. class (Real a, Fractional a) => RealFrac a -- | The function properFraction takes a real fractional number -- x and returns a pair (n,f) such that x = -- n+f, and: -- -- -- -- The default definitions of the ceiling, floor, -- truncate and round functions are in terms of -- properFraction. properFraction :: (RealFrac a, Integral b) => a -> (b, a) -- | truncate x returns the integer nearest x -- between zero and x truncate :: (RealFrac a, Integral b) => a -> b -- | round x returns the nearest integer to x; the -- even integer if x is equidistant between two integers round :: (RealFrac a, Integral b) => a -> b -- | ceiling x returns the least integer not less than -- x ceiling :: (RealFrac a, Integral b) => a -> b -- | floor x returns the greatest integer not greater than -- x floor :: (RealFrac a, Integral b) => a -> b -- | Conversion of values to readable Strings. -- -- Derived instances of Show have the following properties, which -- are compatible with derived instances of Read: -- -- -- -- For example, given the declarations -- --
--   infixr 5 :^:
--   data Tree a =  Leaf a  |  Tree a :^: Tree a
--   
-- -- the derived instance of Show is equivalent to -- --
--   instance (Show a) => Show (Tree a) where
--   
--          showsPrec d (Leaf m) = showParen (d > app_prec) $
--               showString "Leaf " . showsPrec (app_prec+1) m
--            where app_prec = 10
--   
--          showsPrec d (u :^: v) = showParen (d > up_prec) $
--               showsPrec (up_prec+1) u .
--               showString " :^: "      .
--               showsPrec (up_prec+1) v
--            where up_prec = 5
--   
-- -- Note that right-associativity of :^: is ignored. For example, -- -- class Show a -- | Convert a value to a readable String. -- -- showsPrec should satisfy the law -- --
--   showsPrec d x r ++ s  ==  showsPrec d x (r ++ s)
--   
-- -- Derived instances of Read and Show satisfy the -- following: -- -- -- -- That is, readsPrec parses the string produced by -- showsPrec, and delivers the value that showsPrec started -- with. showsPrec :: Show a => Int -> a -> ShowS -- | A specialised variant of showsPrec, using precedence context -- zero, and returning an ordinary String. show :: Show a => a -> String -- | The method showList is provided to allow the programmer to give -- a specialised way of showing lists of values. For example, this is -- used by the predefined Show instance of the Char type, -- where values of type String should be shown in double quotes, -- rather than between square brackets. showList :: Show a => [a] -> ShowS -- | When a value is bound in do-notation, the pattern on the left -- hand side of <- might not match. In this case, this class -- provides a function to recover. -- -- A Monad without a MonadFail instance may only be used in -- conjunction with pattern that always match, such as newtypes, tuples, -- data types with only a single data constructor, and irrefutable -- patterns (~pat). -- -- Instances of MonadFail should satisfy the following law: -- fail s should be a left zero for >>=, -- --
--   fail s >>= f  =  fail s
--   
-- -- If your Monad is also MonadPlus, a popular definition is -- --
--   fail _ = mzero
--   
class Monad m => MonadFail (m :: Type -> Type) fail :: MonadFail m => String -> m a -- | A functor with application, providing operations to -- -- -- -- A minimal complete definition must include implementations of -- pure and of either <*> or liftA2. If it -- defines both, then they must behave the same as their default -- definitions: -- --
--   (<*>) = liftA2 id
--   
-- --
--   liftA2 f x y = f <$> x <*> y
--   
-- -- Further, any definition must satisfy the following: -- -- -- -- The other methods have the following default definitions, which may be -- overridden with equivalent specialized implementations: -- -- -- -- As a consequence of these laws, the Functor instance for -- f will satisfy -- -- -- -- It may be useful to note that supposing -- --
--   forall x y. p (q x y) = f x . g y
--   
-- -- it follows from the above that -- --
--   liftA2 p (liftA2 q u v) = liftA2 f u . liftA2 g v
--   
-- -- If f is also a Monad, it should satisfy -- -- -- -- (which implies that pure and <*> satisfy the -- applicative functor laws). class Functor f => Applicative (f :: Type -> Type) -- | Lift a value. pure :: Applicative f => a -> f a -- | Sequential application. -- -- A few functors support an implementation of <*> that is -- more efficient than the default one. -- -- Using ApplicativeDo: 'fs <*> as' can be -- understood as the do expression -- --
--   do f <- fs
--      a <- as
--      pure (f a)
--   
(<*>) :: Applicative f => f (a -> b) -> f a -> f b -- | Sequence actions, discarding the value of the first argument. -- -- 'as *> bs' can be understood as the do -- expression -- --
--   do as
--      bs
--   
-- -- This is a tad complicated for our ApplicativeDo extension -- which will give it a Monad constraint. For an -- Applicative constraint we write it of the form -- --
--   do _ <- as
--      b <- bs
--      pure b
--   
(*>) :: Applicative f => f a -> f b -> f b -- | Sequence actions, discarding the value of the second argument. -- -- Using ApplicativeDo: 'as <* bs' can be -- understood as the do expression -- --
--   do a <- as
--      bs
--      pure a
--   
(<*) :: Applicative f => f a -> f b -> f a infixl 4 <* infixl 4 *> infixl 4 <*> -- | Data structures that can be folded. -- -- For example, given a data type -- --
--   data Tree a = Empty | Leaf a | Node (Tree a) a (Tree a)
--   
-- -- a suitable instance would be -- --
--   instance Foldable Tree where
--      foldMap f Empty = mempty
--      foldMap f (Leaf x) = f x
--      foldMap f (Node l k r) = foldMap f l `mappend` f k `mappend` foldMap f r
--   
-- -- This is suitable even for abstract types, as the monoid is assumed to -- satisfy the monoid laws. Alternatively, one could define -- foldr: -- --
--   instance Foldable Tree where
--      foldr f z Empty = z
--      foldr f z (Leaf x) = f x z
--      foldr f z (Node l k r) = foldr f (f k (foldr f z r)) l
--   
-- -- Foldable instances are expected to satisfy the following -- laws: -- --
--   foldr f z t = appEndo (foldMap (Endo . f) t ) z
--   
-- --
--   foldl f z t = appEndo (getDual (foldMap (Dual . Endo . flip f) t)) z
--   
-- --
--   fold = foldMap id
--   
-- --
--   length = getSum . foldMap (Sum . const  1)
--   
-- -- sum, product, maximum, and minimum -- should all be essentially equivalent to foldMap forms, such -- as -- --
--   sum = getSum . foldMap Sum
--   
-- -- but may be less defined. -- -- If the type is also a Functor instance, it should satisfy -- --
--   foldMap f = fold . fmap f
--   
-- -- which implies that -- --
--   foldMap f . fmap g = foldMap (f . g)
--   
class Foldable (t :: Type -> Type) -- | Map each element of the structure to a monoid, and combine the -- results. foldMap :: (Foldable t, Monoid m) => (a -> m) -> t a -> m -- | Right-associative fold of a structure. -- -- In the case of lists, foldr, when applied to a binary operator, -- a starting value (typically the right-identity of the operator), and a -- list, reduces the list using the binary operator, from right to left: -- --
--   foldr f z [x1, x2, ..., xn] == x1 `f` (x2 `f` ... (xn `f` z)...)
--   
-- -- Note that, since the head of the resulting expression is produced by -- an application of the operator to the first element of the list, -- foldr can produce a terminating expression from an infinite -- list. -- -- For a general Foldable structure this should be semantically -- identical to, -- --
--   foldr f z = foldr f z . toList
--   
foldr :: Foldable t => (a -> b -> b) -> b -> t a -> b -- | A variant of foldr that has no base case, and thus may only be -- applied to non-empty structures. -- --
--   foldr1 f = foldr1 f . toList
--   
foldr1 :: Foldable t => (a -> a -> a) -> t a -> a -- | Does the element occur in the structure? elem :: (Foldable t, Eq a) => a -> t a -> Bool -- | The largest element of a non-empty structure. maximum :: (Foldable t, Ord a) => t a -> a -- | The least element of a non-empty structure. minimum :: (Foldable t, Ord a) => t a -> a -- | The product function computes the product of the numbers of a -- structure. product :: (Foldable t, Num a) => t a -> a infix 4 `elem` -- | Functors representing data structures that can be traversed from left -- to right. -- -- A definition of traverse must satisfy the following laws: -- -- -- -- A definition of sequenceA must satisfy the following laws: -- -- -- -- where an applicative transformation is a function -- --
--   t :: (Applicative f, Applicative g) => f a -> g a
--   
-- -- preserving the Applicative operations, i.e. -- --
--   t (pure x) = pure x
--   t (f <*> x) = t f <*> t x
--   
-- -- and the identity functor Identity and composition functors -- Compose are from Data.Functor.Identity and -- Data.Functor.Compose. -- -- A result of the naturality law is a purity law for traverse -- --
--   traverse pure = pure
--   
-- -- (The naturality law is implied by parametricity and thus so is the -- purity law [1, p15].) -- -- Instances are similar to Functor, e.g. given a data type -- --
--   data Tree a = Empty | Leaf a | Node (Tree a) a (Tree a)
--   
-- -- a suitable instance would be -- --
--   instance Traversable Tree where
--      traverse f Empty = pure Empty
--      traverse f (Leaf x) = Leaf <$> f x
--      traverse f (Node l k r) = Node <$> traverse f l <*> f k <*> traverse f r
--   
-- -- This is suitable even for abstract types, as the laws for -- <*> imply a form of associativity. -- -- The superclass instances should satisfy the following: -- -- -- -- References: [1] The Essence of the Iterator Pattern, Jeremy Gibbons -- and Bruno C. d. S. Oliveira class (Functor t, Foldable t) => Traversable (t :: Type -> Type) -- | Map each element of a structure to an action, evaluate these actions -- from left to right, and collect the results. For a version that -- ignores the results see traverse_. traverse :: (Traversable t, Applicative f) => (a -> f b) -> t a -> f (t b) -- | Evaluate each action in the structure from left to right, and collect -- the results. For a version that ignores the results see -- sequenceA_. sequenceA :: (Traversable t, Applicative f) => t (f a) -> f (t a) -- | Map each element of a structure to a monadic action, evaluate these -- actions from left to right, and collect the results. For a version -- that ignores the results see mapM_. mapM :: (Traversable t, Monad m) => (a -> m b) -> t a -> m (t b) -- | Evaluate each monadic action in the structure from left to right, and -- collect the results. For a version that ignores the results see -- sequence_. sequence :: (Traversable t, Monad m) => t (m a) -> m (t a) -- | The class of semigroups (types with an associative binary operation). -- -- Instances should satisfy the following: -- -- class Semigroup a -- | An associative operation. -- --
--   >>> [1,2,3] <> [4,5,6]
--   [1,2,3,4,5,6]
--   
(<>) :: Semigroup a => a -> a -> a infixr 6 <> -- | The class of monoids (types with an associative binary operation that -- has an identity). Instances should satisfy the following: -- -- -- -- The method names refer to the monoid of lists under concatenation, but -- there are many other instances. -- -- Some types can be viewed as a monoid in more than one way, e.g. both -- addition and multiplication on numbers. In such cases we often define -- newtypes and make those instances of Monoid, e.g. -- Sum and Product. -- -- NOTE: Semigroup is a superclass of Monoid since -- base-4.11.0.0. class Semigroup a => Monoid a -- | Identity of mappend -- --
--   >>> "Hello world" <> mempty
--   "Hello world"
--   
mempty :: Monoid a => a -- | An associative operation -- -- NOTE: This method is redundant and has the default -- implementation mappend = (<>) since -- base-4.11.0.0. Should it be implemented manually, since -- mappend is a synonym for (<>), it is expected that -- the two functions are defined the same way. In a future GHC release -- mappend will be removed from Monoid. mappend :: Monoid a => a -> a -> a -- | Fold a list using the monoid. -- -- For most types, the default definition for mconcat will be -- used, but the function is included in the class definition so that an -- optimized version can be provided for specific types. -- --
--   >>> mconcat ["Hello", " ", "Haskell", "!"]
--   "Hello Haskell!"
--   
mconcat :: Monoid a => [a] -> a data Bool False :: Bool True :: Bool -- | The character type Char is an enumeration whose values -- represent Unicode (or equivalently ISO/IEC 10646) code points (i.e. -- characters, see http://www.unicode.org/ for details). This set -- extends the ISO 8859-1 (Latin-1) character set (the first 256 -- characters), which is itself an extension of the ASCII character set -- (the first 128 characters). A character literal in Haskell has type -- Char. -- -- To convert a Char to or from the corresponding Int value -- defined by Unicode, use toEnum and fromEnum from the -- Enum class respectively (or equivalently ord and -- chr). data Char -- | Double-precision floating point numbers. It is desirable that this -- type be at least equal in range and precision to the IEEE -- double-precision type. data Double -- | Single-precision floating point numbers. It is desirable that this -- type be at least equal in range and precision to the IEEE -- single-precision type. data Float -- | A fixed-precision integer type with at least the range [-2^29 .. -- 2^29-1]. The exact range for a given implementation can be -- determined by using minBound and maxBound from the -- Bounded class. data Int -- | Arbitrary precision integers. In contrast with fixed-size integral -- types such as Int, the Integer type represents the -- entire infinite range of integers. -- -- For more information about this type's representation, see the -- comments in its implementation. data Integer -- | The Maybe type encapsulates an optional value. A value of type -- Maybe a either contains a value of type a -- (represented as Just a), or it is empty (represented -- as Nothing). Using Maybe is a good way to deal with -- errors or exceptional cases without resorting to drastic measures such -- as error. -- -- The Maybe type is also a monad. It is a simple kind of error -- monad, where all errors are represented by Nothing. A richer -- error monad can be built using the Either type. data Maybe a Nothing :: Maybe a Just :: a -> Maybe a data Ordering LT :: Ordering EQ :: Ordering GT :: Ordering -- | Arbitrary-precision rational numbers, represented as a ratio of two -- Integer values. A rational number may be constructed using the -- % operator. type Rational = Ratio Integer -- | A value of type IO a is a computation which, when -- performed, does some I/O before returning a value of type a. -- -- There is really only one way to "perform" an I/O action: bind it to -- Main.main in your program. When your program is run, the I/O -- will be performed. It isn't possible to perform I/O from an arbitrary -- function, unless that function is itself in the IO monad and -- called at some point, directly or indirectly, from Main.main. -- -- IO is a monad, so IO actions can be combined using -- either the do-notation or the >> and >>= -- operations from the Monad class. data IO a -- | A Word is an unsigned integral type, with the same size as -- Int. data Word -- | The Either type represents values with two possibilities: a -- value of type Either a b is either Left -- a or Right b. -- -- The Either type is sometimes used to represent a value which is -- either correct or an error; by convention, the Left constructor -- is used to hold an error value and the Right constructor is -- used to hold a correct value (mnemonic: "right" also means "correct"). -- --

Examples

-- -- The type Either String Int is the type -- of values which can be either a String or an Int. The -- Left constructor can be used only on Strings, and the -- Right constructor can be used only on Ints: -- --
--   >>> let s = Left "foo" :: Either String Int
--   
--   >>> s
--   Left "foo"
--   
--   >>> let n = Right 3 :: Either String Int
--   
--   >>> n
--   Right 3
--   
--   >>> :type s
--   s :: Either String Int
--   
--   >>> :type n
--   n :: Either String Int
--   
-- -- The fmap from our Functor instance will ignore -- Left values, but will apply the supplied function to values -- contained in a Right: -- --
--   >>> let s = Left "foo" :: Either String Int
--   
--   >>> let n = Right 3 :: Either String Int
--   
--   >>> fmap (*2) s
--   Left "foo"
--   
--   >>> fmap (*2) n
--   Right 6
--   
-- -- The Monad instance for Either allows us to chain -- together multiple actions which may fail, and fail overall if any of -- the individual steps failed. First we'll write a function that can -- either parse an Int from a Char, or fail. -- --
--   >>> import Data.Char ( digitToInt, isDigit )
--   
--   >>> :{
--       let parseEither :: Char -> Either String Int
--           parseEither c
--             | isDigit c = Right (digitToInt c)
--             | otherwise = Left "parse error"
--   
--   >>> :}
--   
-- -- The following should work, since both '1' and '2' -- can be parsed as Ints. -- --
--   >>> :{
--       let parseMultiple :: Either String Int
--           parseMultiple = do
--             x <- parseEither '1'
--             y <- parseEither '2'
--             return (x + y)
--   
--   >>> :}
--   
-- --
--   >>> parseMultiple
--   Right 3
--   
-- -- But the following should fail overall, since the first operation where -- we attempt to parse 'm' as an Int will fail: -- --
--   >>> :{
--       let parseMultiple :: Either String Int
--           parseMultiple = do
--             x <- parseEither 'm'
--             y <- parseEither '2'
--             return (x + y)
--   
--   >>> :}
--   
-- --
--   >>> parseMultiple
--   Left "parse error"
--   
data Either a b Left :: a -> Either a b Right :: b -> Either a b -- | A String is a list of characters. String constants in Haskell -- are values of type String. -- -- See Data.List for operations on lists. type String = [Char] -- | The shows functions return a function that prepends the -- output String to an existing String. This allows -- constant-time concatenation of results using function composition. type ShowS = String -> String -- | error stops execution and displays an error message. error :: forall (r :: RuntimeRep) (a :: TYPE r). HasCallStack => [Char] -> a -- | The readIO function is similar to read except that it -- signals parse failure to the IO monad instead of terminating -- the program. readIO :: Read a => String -> IO a -- | The readLn function combines getLine and readIO. readLn :: Read a => IO a -- | The interact function takes a function of type -- String->String as its argument. The entire input from the -- standard input device is passed to this function as its argument, and -- the resulting string is output on the standard output device. interact :: (String -> String) -> IO () -- | The getContents operation returns all user input as a single -- string, which is read lazily as it is needed (same as -- hGetContents stdin). getContents :: IO String -- | Read a line from the standard input device (same as hGetLine -- stdin). getLine :: IO String -- | Read a character from the standard input device (same as -- hGetChar stdin). getChar :: IO Char -- | The same as putStr, but adds a newline character. putStrLn :: String -> IO () -- | Write a string to the standard output device (same as hPutStr -- stdout). putStr :: String -> IO () -- | Write a character to the standard output device (same as -- hPutChar stdout). putChar :: Char -> IO () -- | Raise an IOError in the IO monad. ioError :: IOError -> IO a -- | File and directory names are values of type String, whose -- precise meaning is operating system dependent. Files can be opened, -- yielding a handle which can then be used to operate on the contents of -- that file. type FilePath = String -- | Construct an IOError value with a string describing the error. -- The fail method of the IO instance of the Monad -- class raises a userError, thus: -- --
--   instance Monad IO where
--     ...
--     fail s = ioError (userError s)
--   
userError :: String -> IOError -- | The Haskell 2010 type for exceptions in the IO monad. Any I/O -- operation may raise an IOError instead of returning a result. -- For a more general type of exception, including also those that arise -- in pure code, see Exception. -- -- In Haskell 2010, this is an opaque type. type IOError = IOException -- | notElem is the negation of elem. notElem :: (Foldable t, Eq a) => a -> t a -> Bool infix 4 `notElem` -- | Determines whether all elements of the structure satisfy the -- predicate. all :: Foldable t => (a -> Bool) -> t a -> Bool -- | Determines whether any element of the structure satisfies the -- predicate. any :: Foldable t => (a -> Bool) -> t a -> Bool -- | or returns the disjunction of a container of Bools. For the -- result to be False, the container must be finite; True, -- however, results from a True value finitely far from the left -- end. or :: Foldable t => t Bool -> Bool -- | and returns the conjunction of a container of Bools. For the -- result to be True, the container must be finite; False, -- however, results from a False value finitely far from the left -- end. and :: Foldable t => t Bool -> Bool -- | Map a function over all the elements of a container and concatenate -- the resulting lists. concatMap :: Foldable t => (a -> [b]) -> t a -> [b] -- | The concatenation of all the elements of a container of lists. concat :: Foldable t => t [a] -> [a] -- | Evaluate each monadic action in the structure from left to right, and -- ignore the results. For a version that doesn't ignore the results see -- sequence. -- -- As of base 4.8.0.0, sequence_ is just sequenceA_, -- specialized to Monad. sequence_ :: (Foldable t, Monad m) => t (m a) -> m () -- | unwords is an inverse operation to words. It joins words -- with separating spaces. -- --
--   >>> unwords ["Lorem", "ipsum", "dolor"]
--   "Lorem ipsum dolor"
--   
unwords :: [String] -> String -- | words breaks a string up into a list of words, which were -- delimited by white space. -- --
--   >>> words "Lorem ipsum\ndolor"
--   ["Lorem","ipsum","dolor"]
--   
words :: String -> [String] -- | unlines is an inverse operation to lines. It joins -- lines, after appending a terminating newline to each. -- --
--   >>> unlines ["Hello", "World", "!"]
--   "Hello\nWorld\n!\n"
--   
unlines :: [String] -> String -- | lines breaks a string up into a list of strings at newline -- characters. The resulting strings do not contain newlines. -- -- Note that after splitting the string at newline characters, the last -- part of the string is considered a line even if it doesn't end with a -- newline. For example, -- --
--   >>> lines ""
--   []
--   
-- --
--   >>> lines "\n"
--   [""]
--   
-- --
--   >>> lines "one"
--   ["one"]
--   
-- --
--   >>> lines "one\n"
--   ["one"]
--   
-- --
--   >>> lines "one\n\n"
--   ["one",""]
--   
-- --
--   >>> lines "one\ntwo"
--   ["one","two"]
--   
-- --
--   >>> lines "one\ntwo\n"
--   ["one","two"]
--   
-- -- Thus lines s contains at least as many elements as -- newlines in s. lines :: String -> [String] -- | The read function reads input from a string, which must be -- completely consumed by the input process. read fails with an -- error if the parse is unsuccessful, and it is therefore -- discouraged from being used in real applications. Use readMaybe -- or readEither for safe alternatives. -- --
--   >>> read "123" :: Int
--   123
--   
-- --
--   >>> read "hello" :: Int
--   *** Exception: Prelude.read: no parse
--   
read :: Read a => String -> a -- | equivalent to readsPrec with a precedence of 0. reads :: Read a => ReadS a -- | Case analysis for the Either type. If the value is -- Left a, apply the first function to a; if it -- is Right b, apply the second function to b. -- --

Examples

-- -- We create two values of type Either String -- Int, one using the Left constructor and another -- using the Right constructor. Then we apply "either" the -- length function (if we have a String) or the "times-two" -- function (if we have an Int): -- --
--   >>> let s = Left "foo" :: Either String Int
--   
--   >>> let n = Right 3 :: Either String Int
--   
--   >>> either length (*2) s
--   3
--   
--   >>> either length (*2) n
--   6
--   
either :: (a -> c) -> (b -> c) -> Either a b -> c -- | The lex function reads a single lexeme from the input, -- discarding initial white space, and returning the characters that -- constitute the lexeme. If the input string contains only white space, -- lex returns a single successful `lexeme' consisting of the -- empty string. (Thus lex "" = [("","")].) If there is -- no legal lexeme at the beginning of the input string, lex fails -- (i.e. returns []). -- -- This lexer is not completely faithful to the Haskell lexical syntax in -- the following respects: -- -- lex :: ReadS String -- | readParen True p parses what p parses, -- but surrounded with parentheses. -- -- readParen False p parses what p -- parses, but optionally surrounded with parentheses. readParen :: Bool -> ReadS a -> ReadS a -- | A parser for a type a, represented as a function that takes a -- String and returns a list of possible parses as -- (a,String) pairs. -- -- Note that this kind of backtracking parser is very inefficient; -- reading a large structure may be quite slow (cf ReadP). type ReadS a = String -> [(a, String)] -- | lcm x y is the smallest positive integer that both -- x and y divide. lcm :: Integral a => a -> a -> a -- | gcd x y is the non-negative factor of both x -- and y of which every common factor of x and -- y is also a factor; for example gcd 4 2 = 2, -- gcd (-4) 6 = 2, gcd 0 4 = 4. -- gcd 0 0 = 0. (That is, the common divisor -- that is "greatest" in the divisibility preordering.) -- -- Note: Since for signed fixed-width integer types, abs -- minBound < 0, the result may be negative if one of the -- arguments is minBound (and necessarily is if the other -- is 0 or minBound) for such types. gcd :: Integral a => a -> a -> a -- | raise a number to an integral power (^^) :: (Fractional a, Integral b) => a -> b -> a infixr 8 ^^ -- | raise a number to a non-negative integral power (^) :: (Num a, Integral b) => a -> b -> a infixr 8 ^ odd :: Integral a => a -> Bool even :: Integral a => a -> Bool -- | utility function that surrounds the inner show function with -- parentheses when the Bool parameter is True. showParen :: Bool -> ShowS -> ShowS -- | utility function converting a String to a show function that -- simply prepends the string unchanged. showString :: String -> ShowS -- | utility function converting a Char to a show function that -- simply prepends the character unchanged. showChar :: Char -> ShowS -- | equivalent to showsPrec with a precedence of 0. shows :: Show a => a -> ShowS -- | The unzip3 function takes a list of triples and returns three -- lists, analogous to unzip. unzip3 :: [(a, b, c)] -> ([a], [b], [c]) -- | unzip transforms a list of pairs into a list of first -- components and a list of second components. unzip :: [(a, b)] -> ([a], [b]) -- | The zipWith3 function takes a function which combines three -- elements, as well as three lists and returns a list of their -- point-wise combination, analogous to zipWith. It is capable of -- list fusion, but it is restricted to its first list argument and its -- resulting list. zipWith3 :: (a -> b -> c -> d) -> [a] -> [b] -> [c] -> [d] -- | <math>. zipWith generalises zip by zipping with -- the function given as the first argument, instead of a tupling -- function. For example, zipWith (+) is applied to two -- lists to produce the list of corresponding sums: -- --
--   >>> zipWith (+) [1, 2, 3] [4, 5, 6]
--   [5,7,9]
--   
-- -- zipWith is right-lazy: -- --
--   zipWith f [] _|_ = []
--   
-- -- zipWith is capable of list fusion, but it is restricted to its -- first list argument and its resulting list. zipWith :: (a -> b -> c) -> [a] -> [b] -> [c] -- | zip3 takes three lists and returns a list of triples, analogous -- to zip. It is capable of list fusion, but it is restricted to -- its first list argument and its resulting list. zip3 :: [a] -> [b] -> [c] -> [(a, b, c)] -- | List index (subscript) operator, starting from 0. It is an instance of -- the more general genericIndex, which takes an index of any -- integral type. (!!) :: [a] -> Int -> a infixl 9 !! -- | <math>. lookup key assocs looks up a key in an -- association list. -- --
--   >>> lookup 2 [(1, "first"), (2, "second"), (3, "third")]
--   Just "second"
--   
lookup :: Eq a => a -> [(a, b)] -> Maybe b -- | reverse xs returns the elements of xs in -- reverse order. xs must be finite. reverse :: [a] -> [a] -- | break, applied to a predicate p and a list -- xs, returns a tuple where first element is longest prefix -- (possibly empty) of xs of elements that do not satisfy -- p and second element is the remainder of the list: -- --
--   break (> 3) [1,2,3,4,1,2,3,4] == ([1,2,3],[4,1,2,3,4])
--   break (< 9) [1,2,3] == ([],[1,2,3])
--   break (> 9) [1,2,3] == ([1,2,3],[])
--   
-- -- break p is equivalent to span (not . -- p). break :: (a -> Bool) -> [a] -> ([a], [a]) -- | span, applied to a predicate p and a list xs, -- returns a tuple where first element is longest prefix (possibly empty) -- of xs of elements that satisfy p and second element -- is the remainder of the list: -- --
--   span (< 3) [1,2,3,4,1,2,3,4] == ([1,2],[3,4,1,2,3,4])
--   span (< 9) [1,2,3] == ([1,2,3],[])
--   span (< 0) [1,2,3] == ([],[1,2,3])
--   
-- -- span p xs is equivalent to (takeWhile p xs, -- dropWhile p xs) span :: (a -> Bool) -> [a] -> ([a], [a]) -- | splitAt n xs returns a tuple where first element is -- xs prefix of length n and second element is the -- remainder of the list: -- --
--   splitAt 6 "Hello World!" == ("Hello ","World!")
--   splitAt 3 [1,2,3,4,5] == ([1,2,3],[4,5])
--   splitAt 1 [1,2,3] == ([1],[2,3])
--   splitAt 3 [1,2,3] == ([1,2,3],[])
--   splitAt 4 [1,2,3] == ([1,2,3],[])
--   splitAt 0 [1,2,3] == ([],[1,2,3])
--   splitAt (-1) [1,2,3] == ([],[1,2,3])
--   
-- -- It is equivalent to (take n xs, drop n xs) when -- n is not _|_ (splitAt _|_ xs = _|_). -- splitAt is an instance of the more general -- genericSplitAt, in which n may be of any integral -- type. splitAt :: Int -> [a] -> ([a], [a]) -- | drop n xs returns the suffix of xs after the -- first n elements, or [] if n > length -- xs: -- --
--   drop 6 "Hello World!" == "World!"
--   drop 3 [1,2,3,4,5] == [4,5]
--   drop 3 [1,2] == []
--   drop 3 [] == []
--   drop (-1) [1,2] == [1,2]
--   drop 0 [1,2] == [1,2]
--   
-- -- It is an instance of the more general genericDrop, in which -- n may be of any integral type. drop :: Int -> [a] -> [a] -- | take n, applied to a list xs, returns the -- prefix of xs of length n, or xs itself if -- n > length xs: -- --
--   take 5 "Hello World!" == "Hello"
--   take 3 [1,2,3,4,5] == [1,2,3]
--   take 3 [1,2] == [1,2]
--   take 3 [] == []
--   take (-1) [1,2] == []
--   take 0 [1,2] == []
--   
-- -- It is an instance of the more general genericTake, in which -- n may be of any integral type. take :: Int -> [a] -> [a] -- | dropWhile p xs returns the suffix remaining after -- takeWhile p xs: -- --
--   dropWhile (< 3) [1,2,3,4,5,1,2,3] == [3,4,5,1,2,3]
--   dropWhile (< 9) [1,2,3] == []
--   dropWhile (< 0) [1,2,3] == [1,2,3]
--   
dropWhile :: (a -> Bool) -> [a] -> [a] -- | takeWhile, applied to a predicate p and a list -- xs, returns the longest prefix (possibly empty) of -- xs of elements that satisfy p: -- --
--   takeWhile (< 3) [1,2,3,4,1,2,3,4] == [1,2]
--   takeWhile (< 9) [1,2,3] == [1,2,3]
--   takeWhile (< 0) [1,2,3] == []
--   
takeWhile :: (a -> Bool) -> [a] -> [a] -- | cycle ties a finite list into a circular one, or equivalently, -- the infinite repetition of the original list. It is the identity on -- infinite lists. cycle :: [a] -> [a] -- | replicate n x is a list of length n with -- x the value of every element. It is an instance of the more -- general genericReplicate, in which n may be of any -- integral type. replicate :: Int -> a -> [a] -- | repeat x is an infinite list, with x the -- value of every element. repeat :: a -> [a] -- | iterate f x returns an infinite list of repeated -- applications of f to x: -- --
--   iterate f x == [x, f x, f (f x), ...]
--   
-- -- Note that iterate is lazy, potentially leading to thunk -- build-up if the consumer doesn't force each iterate. See -- iterate' for a strict variant of this function. iterate :: (a -> a) -> a -> [a] -- | <math>. scanr1 is a variant of scanr that has no -- starting value argument. scanr1 :: (a -> a -> a) -> [a] -> [a] -- | <math>. scanr is the right-to-left dual of scanl. -- Note that -- --
--   head (scanr f z xs) == foldr f z xs.
--   
scanr :: (a -> b -> b) -> b -> [a] -> [b] -- | <math>. scanl1 is a variant of scanl that has no -- starting value argument: -- --
--   scanl1 f [x1, x2, ...] == [x1, x1 `f` x2, ...]
--   
scanl1 :: (a -> a -> a) -> [a] -> [a] -- | <math>. scanl is similar to foldl, but returns a -- list of successive reduced values from the left: -- --
--   scanl f z [x1, x2, ...] == [z, z `f` x1, (z `f` x1) `f` x2, ...]
--   
-- -- Note that -- --
--   last (scanl f z xs) == foldl f z xs.
--   
scanl :: (b -> a -> b) -> b -> [a] -> [b] -- | <math>. Return all the elements of a list except the last one. -- The list must be non-empty. init :: [a] -> [a] -- | <math>. Extract the last element of a list, which must be finite -- and non-empty. last :: [a] -> a -- | <math>. Extract the elements after the head of a list, which -- must be non-empty. tail :: [a] -> [a] -- | <math>. Extract the first element of a list, which must be -- non-empty. head :: [a] -> a -- | The maybe function takes a default value, a function, and a -- Maybe value. If the Maybe value is Nothing, the -- function returns the default value. Otherwise, it applies the function -- to the value inside the Just and returns the result. -- --

Examples

-- -- Basic usage: -- --
--   >>> maybe False odd (Just 3)
--   True
--   
-- --
--   >>> maybe False odd Nothing
--   False
--   
-- -- Read an integer from a string using readMaybe. If we succeed, -- return twice the integer; that is, apply (*2) to it. If -- instead we fail to parse an integer, return 0 by default: -- --
--   >>> import Text.Read ( readMaybe )
--   
--   >>> maybe 0 (*2) (readMaybe "5")
--   10
--   
--   >>> maybe 0 (*2) (readMaybe "")
--   0
--   
-- -- Apply show to a Maybe Int. If we have Just n, -- we want to show the underlying Int n. But if we have -- Nothing, we return the empty string instead of (for example) -- "Nothing": -- --
--   >>> maybe "" show (Just 5)
--   "5"
--   
--   >>> maybe "" show Nothing
--   ""
--   
maybe :: b -> (a -> b) -> Maybe a -> b -- | An infix synonym for fmap. -- -- The name of this operator is an allusion to $. Note the -- similarities between their types: -- --
--    ($)  ::              (a -> b) ->   a ->   b
--   (<$>) :: Functor f => (a -> b) -> f a -> f b
--   
-- -- Whereas $ is function application, <$> is function -- application lifted over a Functor. -- --

Examples

-- -- Convert from a Maybe Int to a Maybe -- String using show: -- --
--   >>> show <$> Nothing
--   Nothing
--   
--   >>> show <$> Just 3
--   Just "3"
--   
-- -- Convert from an Either Int Int to an -- Either Int String using show: -- --
--   >>> show <$> Left 17
--   Left 17
--   
--   >>> show <$> Right 17
--   Right "17"
--   
-- -- Double each element of a list: -- --
--   >>> (*2) <$> [1,2,3]
--   [2,4,6]
--   
-- -- Apply even to the second element of a pair: -- --
--   >>> even <$> (2,2)
--   (2,True)
--   
(<$>) :: Functor f => (a -> b) -> f a -> f b infixl 4 <$> -- | uncurry converts a curried function to a function on pairs. -- --

Examples

-- --
--   >>> uncurry (+) (1,2)
--   3
--   
-- --
--   >>> uncurry ($) (show, 1)
--   "1"
--   
-- --
--   >>> map (uncurry max) [(1,2), (3,4), (6,8)]
--   [2,4,8]
--   
uncurry :: (a -> b -> c) -> (a, b) -> c -- | curry converts an uncurried function to a curried function. -- --

Examples

-- --
--   >>> curry fst 1 2
--   1
--   
curry :: ((a, b) -> c) -> a -> b -> c -- | the same as flip (-). -- -- Because - is treated specially in the Haskell grammar, -- (- e) is not a section, but an application of -- prefix negation. However, (subtract -- exp) is equivalent to the disallowed section. subtract :: Num a => a -> a -> a -- | asTypeOf is a type-restricted version of const. It is -- usually used as an infix operator, and its typing forces its first -- argument (which is usually overloaded) to have the same type as the -- second. asTypeOf :: a -> a -> a -- | until p f yields the result of applying f -- until p holds. until :: (a -> Bool) -> (a -> a) -> a -> a -- | Strict (call-by-value) application operator. It takes a function and -- an argument, evaluates the argument to weak head normal form (WHNF), -- then calls the function with that value. ($!) :: forall (r :: RuntimeRep) a (b :: TYPE r). (a -> b) -> a -> b infixr 0 $! -- | flip f takes its (first) two arguments in the reverse -- order of f. -- --
--   >>> flip (++) "hello" "world"
--   "worldhello"
--   
flip :: (a -> b -> c) -> b -> a -> c -- | Function composition. (.) :: (b -> c) -> (a -> b) -> a -> c infixr 9 . -- | const x is a unary function which evaluates to x for -- all inputs. -- --
--   >>> const 42 "hello"
--   42
--   
-- --
--   >>> map (const 42) [0..3]
--   [42,42,42,42]
--   
const :: a -> b -> a -- | Identity function. -- --
--   id x = x
--   
id :: a -> a -- | Same as >>=, but with the arguments interchanged. (=<<) :: Monad m => (a -> m b) -> m a -> m b infixr 1 =<< -- | A special case of error. It is expected that compilers will -- recognize this and insert error messages which are more appropriate to -- the context in which undefined appears. undefined :: forall (r :: RuntimeRep) (a :: TYPE r). HasCallStack => a -- | A variant of error that does not produce a stack trace. errorWithoutStackTrace :: forall (r :: RuntimeRep) (a :: TYPE r). [Char] -> a -- | Boolean "and", lazy in the second argument (&&) :: Bool -> Bool -> Bool infixr 3 && -- | Boolean "or", lazy in the second argument (||) :: Bool -> Bool -> Bool infixr 2 || -- | Boolean "not" not :: Bool -> Bool -- | Conditional failure of Alternative computations. Defined by -- --
--   guard True  = pure ()
--   guard False = empty
--   
-- --

Examples

-- -- Common uses of guard include conditionally signaling an error -- in an error monad and conditionally rejecting the current choice in an -- Alternative-based parser. -- -- As an example of signaling an error in the error monad Maybe, -- consider a safe division function safeDiv x y that returns -- Nothing when the denominator y is zero and -- Just (x `div` y) otherwise. For example: -- --
--   >>> safeDiv 4 0
--   Nothing
--   >>> safeDiv 4 2
--   Just 2
--   
-- -- A definition of safeDiv using guards, but not guard: -- --
--   safeDiv :: Int -> Int -> Maybe Int
--   safeDiv x y | y /= 0    = Just (x `div` y)
--               | otherwise = Nothing
--   
-- -- A definition of safeDiv using guard and Monad -- do-notation: -- --
--   safeDiv :: Int -> Int -> Maybe Int
--   safeDiv x y = do
--     guard (y /= 0)
--     return (x `div` y)
--   
guard :: Alternative f => Bool -> f () -- | The join function is the conventional monad join operator. It -- is used to remove one level of monadic structure, projecting its bound -- argument into the outer level. -- -- 'join bss' can be understood as the do -- expression -- --
--   do bs <- bss
--      bs
--   
-- --

Examples

-- -- A common use of join is to run an IO computation -- returned from an STM transaction, since STM transactions -- can't perform IO directly. Recall that -- --
--   atomically :: STM a -> IO a
--   
-- -- is used to run STM transactions atomically. So, by specializing -- the types of atomically and join to -- --
--   atomically :: STM (IO b) -> IO (IO b)
--   join       :: IO (IO b)  -> IO b
--   
-- -- we can compose them as -- --
--   join . atomically :: STM (IO b) -> IO b
--   
-- -- to run an STM transaction and the IO action it returns. join :: Monad m => m (m a) -> m a -- | The Monad class defines the basic operations over a -- monad, a concept from a branch of mathematics known as -- category theory. From the perspective of a Haskell programmer, -- however, it is best to think of a monad as an abstract datatype -- of actions. Haskell's do expressions provide a convenient -- syntax for writing monadic expressions. -- -- Instances of Monad should satisfy the following: -- -- -- -- Furthermore, the Monad and Applicative operations should -- relate as follows: -- -- -- -- The above laws imply: -- -- -- -- and that pure and (<*>) satisfy the applicative -- functor laws. -- -- The instances of Monad for lists, Maybe and IO -- defined in the Prelude satisfy these laws. class Applicative m => Monad (m :: Type -> Type) -- | Sequentially compose two actions, passing any value produced by the -- first as an argument to the second. -- -- 'as >>= bs' can be understood as the do -- expression -- --
--   do a <- as
--      bs a
--   
(>>=) :: Monad m => m a -> (a -> m b) -> m b -- | Sequentially compose two actions, discarding any value produced by the -- first, like sequencing operators (such as the semicolon) in imperative -- languages. -- -- 'as >> bs' can be understood as the do -- expression -- --
--   do as
--      bs
--   
(>>) :: Monad m => m a -> m b -> m b -- | Inject a value into the monadic type. return :: Monad m => a -> m a infixl 1 >>= infixl 1 >> -- | A type f is a Functor if it provides a function fmap -- which, given any types a and b lets you apply any -- function from (a -> b) to turn an f a into an -- f b, preserving the structure of f. Furthermore -- f needs to adhere to the following: -- -- -- -- Note, that the second law follows from the free theorem of the type -- fmap and the first law, so you need only check that the former -- condition holds. class Functor (f :: Type -> Type) -- | Using ApplicativeDo: 'fmap f as' can be -- understood as the do expression -- --
--   do a <- as
--      pure (f a)
--   
-- -- with an inferred Functor constraint. fmap :: Functor f => (a -> b) -> f a -> f b -- | Replace all locations in the input with the same value. The default -- definition is fmap . const, but this may be -- overridden with a more efficient version. -- -- Using ApplicativeDo: 'a <$ bs' can be -- understood as the do expression -- --
--   do bs
--      pure a
--   
-- -- with an inferred Functor constraint. (<$) :: Functor f => a -> f b -> f a infixl 4 <$ -- | When a value is bound in do-notation, the pattern on the left -- hand side of <- might not match. In this case, this class -- provides a function to recover. -- -- A Monad without a MonadFail instance may only be used in -- conjunction with pattern that always match, such as newtypes, tuples, -- data types with only a single data constructor, and irrefutable -- patterns (~pat). -- -- Instances of MonadFail should satisfy the following law: -- fail s should be a left zero for >>=, -- --
--   fail s >>= f  =  fail s
--   
-- -- If your Monad is also MonadPlus, a popular definition is -- --
--   fail _ = mzero
--   
class Monad m => MonadFail (m :: Type -> Type) fail :: MonadFail m => String -> m a -- | Map each element of a structure to a monadic action, evaluate these -- actions from left to right, and collect the results. For a version -- that ignores the results see mapM_. mapM :: (Traversable t, Monad m) => (a -> m b) -> t a -> m (t b) -- | Evaluate each monadic action in the structure from left to right, and -- collect the results. For a version that ignores the results see -- sequence_. sequence :: (Traversable t, Monad m) => t (m a) -> m (t a) -- | Direct MonadPlus equivalent of filter. -- --

Examples

-- -- The filter function is just mfilter specialized to the -- list monad: -- --
--   filter = ( mfilter :: (a -> Bool) -> [a] -> [a] )
--   
-- -- An example using mfilter with the Maybe monad: -- --
--   >>> mfilter odd (Just 1)
--   Just 1
--   >>> mfilter odd (Just 2)
--   Nothing
--   
mfilter :: MonadPlus m => (a -> Bool) -> m a -> m a -- | Strict version of <$>. (<$!>) :: Monad m => (a -> b) -> m a -> m b infixl 4 <$!> -- | The reverse of when. unless :: Applicative f => Bool -> f () -> f () -- | Like replicateM, but discards the result. replicateM_ :: Applicative m => Int -> m a -> m () -- | replicateM n act performs the action n times, -- gathering the results. -- -- Using ApplicativeDo: 'replicateM 5 as' can be -- understood as the do expression -- --
--   do a1 <- as
--      a2 <- as
--      a3 <- as
--      a4 <- as
--      a5 <- as
--      pure [a1,a2,a3,a4,a5]
--   
-- -- Note the Applicative constraint. replicateM :: Applicative m => Int -> m a -> m [a] -- | Like foldM, but discards the result. foldM_ :: (Foldable t, Monad m) => (b -> a -> m b) -> b -> t a -> m () -- | The foldM function is analogous to foldl, except that -- its result is encapsulated in a monad. Note that foldM works -- from left-to-right over the list arguments. This could be an issue -- where (>>) and the `folded function' are not -- commutative. -- --
--   foldM f a1 [x1, x2, ..., xm]
--   
--   ==
--   
--   do
--     a2 <- f a1 x1
--     a3 <- f a2 x2
--     ...
--     f am xm
--   
-- -- If right-to-left evaluation is required, the input list should be -- reversed. -- -- Note: foldM is the same as foldlM foldM :: (Foldable t, Monad m) => (b -> a -> m b) -> b -> t a -> m b -- | zipWithM_ is the extension of zipWithM which ignores the -- final result. zipWithM_ :: Applicative m => (a -> b -> m c) -> [a] -> [b] -> m () -- | The zipWithM function generalizes zipWith to arbitrary -- applicative functors. zipWithM :: Applicative m => (a -> b -> m c) -> [a] -> [b] -> m [c] -- | The mapAndUnzipM function maps its first argument over a list, -- returning the result as a pair of lists. This function is mainly used -- with complicated data structures or a state monad. mapAndUnzipM :: Applicative m => (a -> m (b, c)) -> [a] -> m ([b], [c]) -- | Repeat an action indefinitely. -- -- Using ApplicativeDo: 'forever as' can be -- understood as the pseudo-do expression -- --
--   do as
--      as
--      ..
--   
-- -- with as repeating. -- --

Examples

-- -- A common use of forever is to process input from network -- sockets, Handles, and channels (e.g. MVar and -- Chan). -- -- For example, here is how we might implement an echo server, -- using forever both to listen for client connections on a -- network socket and to echo client input on client connection handles: -- --
--   echoServer :: Socket -> IO ()
--   echoServer socket = forever $ do
--     client <- accept socket
--     forkFinally (echo client) (\_ -> hClose client)
--     where
--       echo :: Handle -> IO ()
--       echo client = forever $
--         hGetLine client >>= hPutStrLn client
--   
forever :: Applicative f => f a -> f b -- | Right-to-left composition of Kleisli arrows. -- (>=>), with the arguments flipped. -- -- Note how this operator resembles function composition -- (.): -- --
--   (.)   ::            (b ->   c) -> (a ->   b) -> a ->   c
--   (<=<) :: Monad m => (b -> m c) -> (a -> m b) -> a -> m c
--   
(<=<) :: Monad m => (b -> m c) -> (a -> m b) -> a -> m c infixr 1 <=< -- | Left-to-right composition of Kleisli arrows. -- -- '(bs >=> cs) a' can be understood as the -- do expression -- --
--   do b <- bs a
--      cs b
--   
(>=>) :: Monad m => (a -> m b) -> (b -> m c) -> a -> m c infixr 1 >=> -- | This generalizes the list-based filter function. filterM :: Applicative m => (a -> m Bool) -> [a] -> m [a] -- | forM is mapM with its arguments flipped. For a version -- that ignores the results see forM_. forM :: (Traversable t, Monad m) => t a -> (a -> m b) -> m (t b) -- | The sum of a collection of actions, generalizing concat. As of -- base 4.8.0.0, msum is just asum, specialized to -- MonadPlus. msum :: (Foldable t, MonadPlus m) => t (m a) -> m a -- | Evaluate each monadic action in the structure from left to right, and -- ignore the results. For a version that doesn't ignore the results see -- sequence. -- -- As of base 4.8.0.0, sequence_ is just sequenceA_, -- specialized to Monad. sequence_ :: (Foldable t, Monad m) => t (m a) -> m () -- | void value discards or ignores the result of -- evaluation, such as the return value of an IO action. -- -- Using ApplicativeDo: 'void as' can be -- understood as the do expression -- --
--   do as
--      pure ()
--   
-- -- with an inferred Functor constraint. -- --

Examples

-- -- Replace the contents of a Maybe Int with unit: -- --
--   >>> void Nothing
--   Nothing
--   
--   >>> void (Just 3)
--   Just ()
--   
-- -- Replace the contents of an Either Int -- Int with unit, resulting in an Either -- Int (): -- --
--   >>> void (Left 8675309)
--   Left 8675309
--   
--   >>> void (Right 8675309)
--   Right ()
--   
-- -- Replace every element of a list with unit: -- --
--   >>> void [1,2,3]
--   [(),(),()]
--   
-- -- Replace the second element of a pair with unit: -- --
--   >>> void (1,2)
--   (1,())
--   
-- -- Discard the result of an IO action: -- --
--   >>> mapM print [1,2]
--   1
--   2
--   [(),()]
--   
--   >>> void $ mapM print [1,2]
--   1
--   2
--   
void :: Functor f => f a -> f () -- | In many situations, the liftM operations can be replaced by -- uses of ap, which promotes function application. -- --
--   return f `ap` x1 `ap` ... `ap` xn
--   
-- -- is equivalent to -- --
--   liftMn f x1 x2 ... xn
--   
ap :: Monad m => m (a -> b) -> m a -> m b -- | Promote a function to a monad, scanning the monadic arguments from -- left to right (cf. liftM2). liftM5 :: Monad m => (a1 -> a2 -> a3 -> a4 -> a5 -> r) -> m a1 -> m a2 -> m a3 -> m a4 -> m a5 -> m r -- | Promote a function to a monad, scanning the monadic arguments from -- left to right (cf. liftM2). liftM4 :: Monad m => (a1 -> a2 -> a3 -> a4 -> r) -> m a1 -> m a2 -> m a3 -> m a4 -> m r -- | Promote a function to a monad, scanning the monadic arguments from -- left to right (cf. liftM2). liftM3 :: Monad m => (a1 -> a2 -> a3 -> r) -> m a1 -> m a2 -> m a3 -> m r -- | Promote a function to a monad, scanning the monadic arguments from -- left to right. For example, -- --
--   liftM2 (+) [0,1] [0,2] = [0,2,1,3]
--   liftM2 (+) (Just 1) Nothing = Nothing
--   
liftM2 :: Monad m => (a1 -> a2 -> r) -> m a1 -> m a2 -> m r -- | Promote a function to a monad. liftM :: Monad m => (a1 -> r) -> m a1 -> m r -- | Conditional execution of Applicative expressions. For example, -- --
--   when debug (putStrLn "Debugging")
--   
-- -- will output the string Debugging if the Boolean value -- debug is True, and otherwise do nothing. when :: Applicative f => Bool -> f () -> f () -- | Same as >>=, but with the arguments interchanged. (=<<) :: Monad m => (a -> m b) -> m a -> m b infixr 1 =<< -- | Monads that also support choice and failure. class (Alternative m, Monad m) => MonadPlus (m :: Type -> Type) -- | The identity of mplus. It should also satisfy the equations -- --
--   mzero >>= f  =  mzero
--   v >> mzero   =  mzero
--   
-- -- The default definition is -- --
--   mzero = empty
--   
mzero :: MonadPlus m => m a -- | An associative operation. The default definition is -- --
--   mplus = (<|>)
--   
mplus :: MonadPlus m => m a -> m a -> m a -- | Append two lists, i.e., -- --
--   [x1, ..., xm] ++ [y1, ..., yn] == [x1, ..., xm, y1, ..., yn]
--   [x1, ..., xm] ++ [y1, ...] == [x1, ..., xm, y1, ...]
--   
-- -- If the first list is not finite, the result is the first list. (++) :: [a] -> [a] -> [a] infixr 5 ++ -- | <math>. filter, applied to a predicate and a list, -- returns the list of those elements that satisfy the predicate; i.e., -- --
--   filter p xs = [ x | x <- xs, p x]
--   
-- --
--   >>> filter odd [1, 2, 3]
--   [1,3]
--   
filter :: (a -> Bool) -> [a] -> [a] -- | <math>. zip takes two lists and returns a list of -- corresponding pairs. -- --
--   zip [1, 2] ['a', 'b'] = [(1, 'a'), (2, 'b')]
--   
-- -- If one input list is short, excess elements of the longer list are -- discarded: -- --
--   zip [1] ['a', 'b'] = [(1, 'a')]
--   zip [1, 2] ['a'] = [(1, 'a')]
--   
-- -- zip is right-lazy: -- --
--   zip [] _|_ = []
--   zip _|_ [] = _|_
--   
-- -- zip is capable of list fusion, but it is restricted to its -- first list argument and its resulting list. zip :: [a] -> [b] -> [(a, b)] -- | <math>. map f xs is the list obtained by -- applying f to each element of xs, i.e., -- --
--   map f [x1, x2, ..., xn] == [f x1, f x2, ..., f xn]
--   map f [x1, x2, ...] == [f x1, f x2, ...]
--   
-- --
--   >>> map (+1) [1, 2, 3]
--   
map :: (a -> b) -> [a] -> [b] -- | Does the element occur in the structure? elem :: (Foldable t, Eq a) => a -> t a -> Bool infix 4 `elem` -- | The least element of a non-empty structure. minimum :: (Foldable t, Ord a) => t a -> a -- | The largest element of a non-empty structure. maximum :: (Foldable t, Ord a) => t a -> a -- | A variant of foldr that has no base case, and thus may only be -- applied to non-empty structures. -- --
--   foldr1 f = foldr1 f . toList
--   
foldr1 :: Foldable t => (a -> a -> a) -> t a -> a -- | The product function computes the product of the numbers of a -- structure. product :: (Foldable t, Num a) => t a -> a -- | Right-associative fold of a structure. -- -- In the case of lists, foldr, when applied to a binary operator, -- a starting value (typically the right-identity of the operator), and a -- list, reduces the list using the binary operator, from right to left: -- --
--   foldr f z [x1, x2, ..., xn] == x1 `f` (x2 `f` ... (xn `f` z)...)
--   
-- -- Note that, since the head of the resulting expression is produced by -- an application of the operator to the first element of the list, -- foldr can produce a terminating expression from an infinite -- list. -- -- For a general Foldable structure this should be semantically -- identical to, -- --
--   foldr f z = foldr f z . toList
--   
foldr :: Foldable t => (a -> b -> b) -> b -> t a -> b -- | Left-associative fold of a structure but with strict application of -- the operator. -- -- This ensures that each step of the fold is forced to weak head normal -- form before being applied, avoiding the collection of thunks that -- would otherwise occur. This is often what you want to strictly reduce -- a finite list to a single, monolithic result (e.g. length). -- -- For a general Foldable structure this should be semantically -- identical to, -- --
--   foldl' f z = foldl' f z . toList
--   
foldl' :: Foldable t => (b -> a -> b) -> b -> t a -> b -- | <math>. delete x removes the first occurrence of -- x from its list argument. For example, -- --
--   >>> delete 'a' "banana"
--   "bnana"
--   
-- -- It is a special case of deleteBy, which allows the programmer -- to supply their own equality test. delete :: Eq a => a -> [a] -> [a] -- | The isSubsequenceOf function takes two lists and returns -- True if all the elements of the first list occur, in order, in -- the second. The elements do not have to occur consecutively. -- -- isSubsequenceOf x y is equivalent to elem x -- (subsequences y). -- --

Examples

-- --
--   >>> isSubsequenceOf "GHC" "The Glorious Haskell Compiler"
--   True
--   
--   >>> isSubsequenceOf ['a','d'..'z'] ['a'..'z']
--   True
--   
--   >>> isSubsequenceOf [1..10] [10,9..0]
--   False
--   
isSubsequenceOf :: Eq a => [a] -> [a] -> Bool -- | The mapAccumR function behaves like a combination of -- fmap and foldr; it applies a function to each element of -- a structure, passing an accumulating parameter from right to left, and -- returning a final value of this accumulator together with the new -- structure. mapAccumR :: Traversable t => (a -> b -> (a, c)) -> a -> t b -> (a, t c) -- | The mapAccumL function behaves like a combination of -- fmap and foldl; it applies a function to each element of -- a structure, passing an accumulating parameter from left to right, and -- returning a final value of this accumulator together with the new -- structure. mapAccumL :: Traversable t => (a -> b -> (a, c)) -> a -> t b -> (a, t c) -- | The find function takes a predicate and a structure and returns -- the leftmost element of the structure matching the predicate, or -- Nothing if there is no such element. find :: Foldable t => (a -> Bool) -> t a -> Maybe a -- | notElem is the negation of elem. notElem :: (Foldable t, Eq a) => a -> t a -> Bool infix 4 `notElem` -- | The least element of a non-empty structure with respect to the given -- comparison function. minimumBy :: Foldable t => (a -> a -> Ordering) -> t a -> a -- | The largest element of a non-empty structure with respect to the given -- comparison function. maximumBy :: Foldable t => (a -> a -> Ordering) -> t a -> a -- | Determines whether all elements of the structure satisfy the -- predicate. all :: Foldable t => (a -> Bool) -> t a -> Bool -- | Determines whether any element of the structure satisfies the -- predicate. any :: Foldable t => (a -> Bool) -> t a -> Bool -- | or returns the disjunction of a container of Bools. For the -- result to be False, the container must be finite; True, -- however, results from a True value finitely far from the left -- end. or :: Foldable t => t Bool -> Bool -- | and returns the conjunction of a container of Bools. For the -- result to be True, the container must be finite; False, -- however, results from a False value finitely far from the left -- end. and :: Foldable t => t Bool -> Bool -- | Map a function over all the elements of a container and concatenate -- the resulting lists. concatMap :: Foldable t => (a -> [b]) -> t a -> [b] -- | The concatenation of all the elements of a container of lists. concat :: Foldable t => t [a] -> [a] -- | unwords is an inverse operation to words. It joins words -- with separating spaces. -- --
--   >>> unwords ["Lorem", "ipsum", "dolor"]
--   "Lorem ipsum dolor"
--   
unwords :: [String] -> String -- | words breaks a string up into a list of words, which were -- delimited by white space. -- --
--   >>> words "Lorem ipsum\ndolor"
--   ["Lorem","ipsum","dolor"]
--   
words :: String -> [String] -- | unlines is an inverse operation to lines. It joins -- lines, after appending a terminating newline to each. -- --
--   >>> unlines ["Hello", "World", "!"]
--   "Hello\nWorld\n!\n"
--   
unlines :: [String] -> String -- | lines breaks a string up into a list of strings at newline -- characters. The resulting strings do not contain newlines. -- -- Note that after splitting the string at newline characters, the last -- part of the string is considered a line even if it doesn't end with a -- newline. For example, -- --
--   >>> lines ""
--   []
--   
-- --
--   >>> lines "\n"
--   [""]
--   
-- --
--   >>> lines "one"
--   ["one"]
--   
-- --
--   >>> lines "one\n"
--   ["one"]
--   
-- --
--   >>> lines "one\n\n"
--   ["one",""]
--   
-- --
--   >>> lines "one\ntwo"
--   ["one","two"]
--   
-- --
--   >>> lines "one\ntwo\n"
--   ["one","two"]
--   
-- -- Thus lines s contains at least as many elements as -- newlines in s. lines :: String -> [String] -- | The unfoldr function is a `dual' to foldr: while -- foldr reduces a list to a summary value, unfoldr builds -- a list from a seed value. The function takes the element and returns -- Nothing if it is done producing the list or returns Just -- (a,b), in which case, a is a prepended to the list -- and b is used as the next element in a recursive call. For -- example, -- --
--   iterate f == unfoldr (\x -> Just (x, f x))
--   
-- -- In some cases, unfoldr can undo a foldr operation: -- --
--   unfoldr f' (foldr f z xs) == xs
--   
-- -- if the following holds: -- --
--   f' (f x y) = Just (x,y)
--   f' z       = Nothing
--   
-- -- A simple use of unfoldr: -- --
--   >>> unfoldr (\b -> if b == 0 then Nothing else Just (b, b-1)) 10
--   [10,9,8,7,6,5,4,3,2,1]
--   
unfoldr :: (b -> Maybe (a, b)) -> b -> [a] -- | Sort a list by comparing the results of a key function applied to each -- element. sortOn f is equivalent to sortBy (comparing -- f), but has the performance advantage of only evaluating -- f once for each element in the input list. This is called the -- decorate-sort-undecorate paradigm, or Schwartzian transform. -- -- Elements are arranged from from lowest to highest, keeping duplicates -- in the order they appeared in the input. -- --
--   >>> sortOn fst [(2, "world"), (4, "!"), (1, "Hello")]
--   [(1,"Hello"),(2,"world"),(4,"!")]
--   
sortOn :: Ord b => (a -> b) -> [a] -> [a] -- | The sortBy function is the non-overloaded version of -- sort. -- --
--   >>> sortBy (\(a,_) (b,_) -> compare a b) [(2, "world"), (4, "!"), (1, "Hello")]
--   [(1,"Hello"),(2,"world"),(4,"!")]
--   
sortBy :: (a -> a -> Ordering) -> [a] -> [a] -- | The sort function implements a stable sorting algorithm. It is -- a special case of sortBy, which allows the programmer to supply -- their own comparison function. -- -- Elements are arranged from lowest to highest, keeping duplicates in -- the order they appeared in the input. -- --
--   >>> sort [1,6,4,3,2,5]
--   [1,2,3,4,5,6]
--   
sort :: Ord a => [a] -> [a] -- | The permutations function returns the list of all permutations -- of the argument. -- --
--   >>> permutations "abc"
--   ["abc","bac","cba","bca","cab","acb"]
--   
permutations :: [a] -> [[a]] -- | The subsequences function returns the list of all subsequences -- of the argument. -- --
--   >>> subsequences "abc"
--   ["","a","b","ab","c","ac","bc","abc"]
--   
subsequences :: [a] -> [[a]] -- | <math>. The tails function returns all final segments of -- the argument, longest first. For example, -- --
--   >>> tails "abc"
--   ["abc","bc","c",""]
--   
-- -- Note that tails has the following strictness property: -- tails _|_ = _|_ : _|_ tails :: [a] -> [[a]] -- | The inits function returns all initial segments of the -- argument, shortest first. For example, -- --
--   >>> inits "abc"
--   ["","a","ab","abc"]
--   
-- -- Note that inits has the following strictness property: -- inits (xs ++ _|_) = inits xs ++ _|_ -- -- In particular, inits _|_ = [] : _|_ inits :: [a] -> [[a]] -- | The groupBy function is the non-overloaded version of -- group. groupBy :: (a -> a -> Bool) -> [a] -> [[a]] -- | The group function takes a list and returns a list of lists -- such that the concatenation of the result is equal to the argument. -- Moreover, each sublist in the result contains only equal elements. For -- example, -- --
--   >>> group "Mississippi"
--   ["M","i","ss","i","ss","i","pp","i"]
--   
-- -- It is a special case of groupBy, which allows the programmer to -- supply their own equality test. group :: Eq a => [a] -> [[a]] -- | The deleteFirstsBy function takes a predicate and two lists and -- returns the first list with the first occurrence of each element of -- the second list removed. deleteFirstsBy :: (a -> a -> Bool) -> [a] -> [a] -> [a] -- | The unzip7 function takes a list of seven-tuples and returns -- seven lists, analogous to unzip. unzip7 :: [(a, b, c, d, e, f, g)] -> ([a], [b], [c], [d], [e], [f], [g]) -- | The unzip6 function takes a list of six-tuples and returns six -- lists, analogous to unzip. unzip6 :: [(a, b, c, d, e, f)] -> ([a], [b], [c], [d], [e], [f]) -- | The unzip5 function takes a list of five-tuples and returns -- five lists, analogous to unzip. unzip5 :: [(a, b, c, d, e)] -> ([a], [b], [c], [d], [e]) -- | The unzip4 function takes a list of quadruples and returns four -- lists, analogous to unzip. unzip4 :: [(a, b, c, d)] -> ([a], [b], [c], [d]) -- | The zipWith7 function takes a function which combines seven -- elements, as well as seven lists and returns a list of their -- point-wise combination, analogous to zipWith. It is capable of -- list fusion, but it is restricted to its first list argument and its -- resulting list. zipWith7 :: (a -> b -> c -> d -> e -> f -> g -> h) -> [a] -> [b] -> [c] -> [d] -> [e] -> [f] -> [g] -> [h] -- | The zipWith6 function takes a function which combines six -- elements, as well as six lists and returns a list of their point-wise -- combination, analogous to zipWith. It is capable of list -- fusion, but it is restricted to its first list argument and its -- resulting list. zipWith6 :: (a -> b -> c -> d -> e -> f -> g) -> [a] -> [b] -> [c] -> [d] -> [e] -> [f] -> [g] -- | The zipWith5 function takes a function which combines five -- elements, as well as five lists and returns a list of their point-wise -- combination, analogous to zipWith. It is capable of list -- fusion, but it is restricted to its first list argument and its -- resulting list. zipWith5 :: (a -> b -> c -> d -> e -> f) -> [a] -> [b] -> [c] -> [d] -> [e] -> [f] -- | The zipWith4 function takes a function which combines four -- elements, as well as four lists and returns a list of their point-wise -- combination, analogous to zipWith. It is capable of list -- fusion, but it is restricted to its first list argument and its -- resulting list. zipWith4 :: (a -> b -> c -> d -> e) -> [a] -> [b] -> [c] -> [d] -> [e] -- | The zip7 function takes seven lists and returns a list of -- seven-tuples, analogous to zip. It is capable of list fusion, -- but it is restricted to its first list argument and its resulting -- list. zip7 :: [a] -> [b] -> [c] -> [d] -> [e] -> [f] -> [g] -> [(a, b, c, d, e, f, g)] -- | The zip6 function takes six lists and returns a list of -- six-tuples, analogous to zip. It is capable of list fusion, but -- it is restricted to its first list argument and its resulting list. zip6 :: [a] -> [b] -> [c] -> [d] -> [e] -> [f] -> [(a, b, c, d, e, f)] -- | The zip5 function takes five lists and returns a list of -- five-tuples, analogous to zip. It is capable of list fusion, -- but it is restricted to its first list argument and its resulting -- list. zip5 :: [a] -> [b] -> [c] -> [d] -> [e] -> [(a, b, c, d, e)] -- | The zip4 function takes four lists and returns a list of -- quadruples, analogous to zip. It is capable of list fusion, but -- it is restricted to its first list argument and its resulting list. zip4 :: [a] -> [b] -> [c] -> [d] -> [(a, b, c, d)] -- | The genericReplicate function is an overloaded version of -- replicate, which accepts any Integral value as the -- number of repetitions to make. genericReplicate :: Integral i => i -> a -> [a] -- | The genericIndex function is an overloaded version of -- !!, which accepts any Integral value as the index. genericIndex :: Integral i => [a] -> i -> a -- | The genericSplitAt function is an overloaded version of -- splitAt, which accepts any Integral value as the -- position at which to split. genericSplitAt :: Integral i => i -> [a] -> ([a], [a]) -- | The genericDrop function is an overloaded version of -- drop, which accepts any Integral value as the number of -- elements to drop. genericDrop :: Integral i => i -> [a] -> [a] -- | The genericTake function is an overloaded version of -- take, which accepts any Integral value as the number of -- elements to take. genericTake :: Integral i => i -> [a] -> [a] -- | <math>. The genericLength function is an overloaded -- version of length. In particular, instead of returning an -- Int, it returns any type which is an instance of Num. It -- is, however, less efficient than length. -- --
--   >>> genericLength [1, 2, 3] :: Int
--   3
--   
--   >>> genericLength [1, 2, 3] :: Float
--   3.0
--   
genericLength :: Num i => [a] -> i -- | <math>. The non-overloaded version of insert. insertBy :: (a -> a -> Ordering) -> a -> [a] -> [a] -- | <math>. The insert function takes an element and a list -- and inserts the element into the list at the first position where it -- is less than or equal to the next element. In particular, if the list -- is sorted before the call, the result will also be sorted. It is a -- special case of insertBy, which allows the programmer to supply -- their own comparison function. -- --
--   >>> insert 4 [1,2,3,5,6,7]
--   [1,2,3,4,5,6,7]
--   
insert :: Ord a => a -> [a] -> [a] -- | The partition function takes a predicate a list and returns the -- pair of lists of elements which do and do not satisfy the predicate, -- respectively; i.e., -- --
--   partition p xs == (filter p xs, filter (not . p) xs)
--   
-- --
--   >>> partition (`elem` "aeiou") "Hello World!"
--   ("eoo","Hll Wrld!")
--   
partition :: (a -> Bool) -> [a] -> ([a], [a]) -- | The transpose function transposes the rows and columns of its -- argument. For example, -- --
--   >>> transpose [[1,2,3],[4,5,6]]
--   [[1,4],[2,5],[3,6]]
--   
-- -- If some of the rows are shorter than the following rows, their -- elements are skipped: -- --
--   >>> transpose [[10,11],[20],[],[30,31,32]]
--   [[10,20,30],[11,31],[32]]
--   
transpose :: [[a]] -> [[a]] -- | intercalate xs xss is equivalent to (concat -- (intersperse xs xss)). It inserts the list xs in -- between the lists in xss and concatenates the result. -- --
--   >>> intercalate ", " ["Lorem", "ipsum", "dolor"]
--   "Lorem, ipsum, dolor"
--   
intercalate :: [a] -> [[a]] -> [a] -- | <math>. The intersperse function takes an element and a -- list and `intersperses' that element between the elements of the list. -- For example, -- --
--   >>> intersperse ',' "abcde"
--   "a,b,c,d,e"
--   
intersperse :: a -> [a] -> [a] -- | The intersectBy function is the non-overloaded version of -- intersect. intersectBy :: (a -> a -> Bool) -> [a] -> [a] -> [a] -- | The intersect function takes the list intersection of two -- lists. For example, -- --
--   >>> [1,2,3,4] `intersect` [2,4,6,8]
--   [2,4]
--   
-- -- If the first list contains duplicates, so will the result. -- --
--   >>> [1,2,2,3,4] `intersect` [6,4,4,2]
--   [2,2,4]
--   
-- -- It is a special case of intersectBy, which allows the -- programmer to supply their own equality test. If the element is found -- in both the first and the second list, the element from the first list -- will be used. intersect :: Eq a => [a] -> [a] -> [a] -- | The unionBy function is the non-overloaded version of -- union. unionBy :: (a -> a -> Bool) -> [a] -> [a] -> [a] -- | The union function returns the list union of the two lists. For -- example, -- --
--   >>> "dog" `union` "cow"
--   "dogcw"
--   
-- -- Duplicates, and elements of the first list, are removed from the the -- second list, but if the first list contains duplicates, so will the -- result. It is a special case of unionBy, which allows the -- programmer to supply their own equality test. union :: Eq a => [a] -> [a] -> [a] -- | The \\ function is list difference (non-associative). In the -- result of xs \\ ys, the first occurrence of -- each element of ys in turn (if any) has been removed from -- xs. Thus -- --
--   (xs ++ ys) \\ xs == ys.
--   
-- --
--   >>> "Hello World!" \\ "ell W"
--   "Hoorld!"
--   
-- -- It is a special case of deleteFirstsBy, which allows the -- programmer to supply their own equality test. (\\) :: Eq a => [a] -> [a] -> [a] infix 5 \\ -- | <math>. The deleteBy function behaves like delete, -- but takes a user-supplied equality predicate. -- --
--   >>> deleteBy (<=) 4 [1..10]
--   [1,2,3,5,6,7,8,9,10]
--   
deleteBy :: (a -> a -> Bool) -> a -> [a] -> [a] -- | The nubBy function behaves just like nub, except it uses -- a user-supplied equality predicate instead of the overloaded == -- function. -- --
--   >>> nubBy (\x y -> mod x 3 == mod y 3) [1,2,4,5,6]
--   [1,2,6]
--   
nubBy :: (a -> a -> Bool) -> [a] -> [a] -- | <math>. The nub function removes duplicate elements from -- a list. In particular, it keeps only the first occurrence of each -- element. (The name nub means `essence'.) It is a special case -- of nubBy, which allows the programmer to supply their own -- equality test. -- --
--   >>> nub [1,2,3,4,3,2,1,2,4,3,5]
--   [1,2,3,4,5]
--   
nub :: Eq a => [a] -> [a] -- | The isInfixOf function takes two lists and returns True -- iff the first list is contained, wholly and intact, anywhere within -- the second. -- --
--   >>> isInfixOf "Haskell" "I really like Haskell."
--   True
--   
-- --
--   >>> isInfixOf "Ial" "I really like Haskell."
--   False
--   
isInfixOf :: Eq a => [a] -> [a] -> Bool -- | The isSuffixOf function takes two lists and returns True -- iff the first list is a suffix of the second. The second list must be -- finite. -- --
--   >>> "ld!" `isSuffixOf` "Hello World!"
--   True
--   
-- --
--   >>> "World" `isSuffixOf` "Hello World!"
--   False
--   
isSuffixOf :: Eq a => [a] -> [a] -> Bool -- | <math>. The isPrefixOf function takes two lists and -- returns True iff the first list is a prefix of the second. -- --
--   >>> "Hello" `isPrefixOf` "Hello World!"
--   True
--   
-- --
--   >>> "Hello" `isPrefixOf` "Wello Horld!"
--   False
--   
isPrefixOf :: Eq a => [a] -> [a] -> Bool -- | The findIndices function extends findIndex, by returning -- the indices of all elements satisfying the predicate, in ascending -- order. -- --
--   >>> findIndices (`elem` "aeiou") "Hello World!"
--   [1,4,7]
--   
findIndices :: (a -> Bool) -> [a] -> [Int] -- | The findIndex function takes a predicate and a list and returns -- the index of the first element in the list satisfying the predicate, -- or Nothing if there is no such element. -- --
--   >>> findIndex isSpace "Hello World!"
--   Just 5
--   
findIndex :: (a -> Bool) -> [a] -> Maybe Int -- | The elemIndices function extends elemIndex, by returning -- the indices of all elements equal to the query element, in ascending -- order. -- --
--   >>> elemIndices 'o' "Hello World"
--   [4,7]
--   
elemIndices :: Eq a => a -> [a] -> [Int] -- | The elemIndex function returns the index of the first element -- in the given list which is equal (by ==) to the query element, -- or Nothing if there is no such element. -- --
--   >>> elemIndex 4 [0..]
--   Just 4
--   
elemIndex :: Eq a => a -> [a] -> Maybe Int -- | <math>. The stripPrefix function drops the given prefix -- from a list. It returns Nothing if the list did not start with -- the prefix given, or Just the list after the prefix, if it -- does. -- --
--   >>> stripPrefix "foo" "foobar"
--   Just "bar"
--   
-- --
--   >>> stripPrefix "foo" "foo"
--   Just ""
--   
-- --
--   >>> stripPrefix "foo" "barfoo"
--   Nothing
--   
-- --
--   >>> stripPrefix "foo" "barfoobaz"
--   Nothing
--   
stripPrefix :: Eq a => [a] -> [a] -> Maybe [a] -- | The dropWhileEnd function drops the largest suffix of a list in -- which the given predicate holds for all elements. For example: -- --
--   >>> dropWhileEnd isSpace "foo\n"
--   "foo"
--   
-- --
--   >>> dropWhileEnd isSpace "foo bar"
--   "foo bar"
--   
-- --
--   dropWhileEnd isSpace ("foo\n" ++ undefined) == "foo" ++ undefined
--   
dropWhileEnd :: (a -> Bool) -> [a] -> [a] -- | The unzip3 function takes a list of triples and returns three -- lists, analogous to unzip. unzip3 :: [(a, b, c)] -> ([a], [b], [c]) -- | unzip transforms a list of pairs into a list of first -- components and a list of second components. unzip :: [(a, b)] -> ([a], [b]) -- | The zipWith3 function takes a function which combines three -- elements, as well as three lists and returns a list of their -- point-wise combination, analogous to zipWith. It is capable of -- list fusion, but it is restricted to its first list argument and its -- resulting list. zipWith3 :: (a -> b -> c -> d) -> [a] -> [b] -> [c] -> [d] -- | <math>. zipWith generalises zip by zipping with -- the function given as the first argument, instead of a tupling -- function. For example, zipWith (+) is applied to two -- lists to produce the list of corresponding sums: -- --
--   >>> zipWith (+) [1, 2, 3] [4, 5, 6]
--   [5,7,9]
--   
-- -- zipWith is right-lazy: -- --
--   zipWith f [] _|_ = []
--   
-- -- zipWith is capable of list fusion, but it is restricted to its -- first list argument and its resulting list. zipWith :: (a -> b -> c) -> [a] -> [b] -> [c] -- | zip3 takes three lists and returns a list of triples, analogous -- to zip. It is capable of list fusion, but it is restricted to -- its first list argument and its resulting list. zip3 :: [a] -> [b] -> [c] -> [(a, b, c)] -- | List index (subscript) operator, starting from 0. It is an instance of -- the more general genericIndex, which takes an index of any -- integral type. (!!) :: [a] -> Int -> a infixl 9 !! -- | <math>. lookup key assocs looks up a key in an -- association list. -- --
--   >>> lookup 2 [(1, "first"), (2, "second"), (3, "third")]
--   Just "second"
--   
lookup :: Eq a => a -> [(a, b)] -> Maybe b -- | reverse xs returns the elements of xs in -- reverse order. xs must be finite. reverse :: [a] -> [a] -- | break, applied to a predicate p and a list -- xs, returns a tuple where first element is longest prefix -- (possibly empty) of xs of elements that do not satisfy -- p and second element is the remainder of the list: -- --
--   break (> 3) [1,2,3,4,1,2,3,4] == ([1,2,3],[4,1,2,3,4])
--   break (< 9) [1,2,3] == ([],[1,2,3])
--   break (> 9) [1,2,3] == ([1,2,3],[])
--   
-- -- break p is equivalent to span (not . -- p). break :: (a -> Bool) -> [a] -> ([a], [a]) -- | span, applied to a predicate p and a list xs, -- returns a tuple where first element is longest prefix (possibly empty) -- of xs of elements that satisfy p and second element -- is the remainder of the list: -- --
--   span (< 3) [1,2,3,4,1,2,3,4] == ([1,2],[3,4,1,2,3,4])
--   span (< 9) [1,2,3] == ([1,2,3],[])
--   span (< 0) [1,2,3] == ([],[1,2,3])
--   
-- -- span p xs is equivalent to (takeWhile p xs, -- dropWhile p xs) span :: (a -> Bool) -> [a] -> ([a], [a]) -- | splitAt n xs returns a tuple where first element is -- xs prefix of length n and second element is the -- remainder of the list: -- --
--   splitAt 6 "Hello World!" == ("Hello ","World!")
--   splitAt 3 [1,2,3,4,5] == ([1,2,3],[4,5])
--   splitAt 1 [1,2,3] == ([1],[2,3])
--   splitAt 3 [1,2,3] == ([1,2,3],[])
--   splitAt 4 [1,2,3] == ([1,2,3],[])
--   splitAt 0 [1,2,3] == ([],[1,2,3])
--   splitAt (-1) [1,2,3] == ([],[1,2,3])
--   
-- -- It is equivalent to (take n xs, drop n xs) when -- n is not _|_ (splitAt _|_ xs = _|_). -- splitAt is an instance of the more general -- genericSplitAt, in which n may be of any integral -- type. splitAt :: Int -> [a] -> ([a], [a]) -- | drop n xs returns the suffix of xs after the -- first n elements, or [] if n > length -- xs: -- --
--   drop 6 "Hello World!" == "World!"
--   drop 3 [1,2,3,4,5] == [4,5]
--   drop 3 [1,2] == []
--   drop 3 [] == []
--   drop (-1) [1,2] == [1,2]
--   drop 0 [1,2] == [1,2]
--   
-- -- It is an instance of the more general genericDrop, in which -- n may be of any integral type. drop :: Int -> [a] -> [a] -- | take n, applied to a list xs, returns the -- prefix of xs of length n, or xs itself if -- n > length xs: -- --
--   take 5 "Hello World!" == "Hello"
--   take 3 [1,2,3,4,5] == [1,2,3]
--   take 3 [1,2] == [1,2]
--   take 3 [] == []
--   take (-1) [1,2] == []
--   take 0 [1,2] == []
--   
-- -- It is an instance of the more general genericTake, in which -- n may be of any integral type. take :: Int -> [a] -> [a] -- | dropWhile p xs returns the suffix remaining after -- takeWhile p xs: -- --
--   dropWhile (< 3) [1,2,3,4,5,1,2,3] == [3,4,5,1,2,3]
--   dropWhile (< 9) [1,2,3] == []
--   dropWhile (< 0) [1,2,3] == [1,2,3]
--   
dropWhile :: (a -> Bool) -> [a] -> [a] -- | takeWhile, applied to a predicate p and a list -- xs, returns the longest prefix (possibly empty) of -- xs of elements that satisfy p: -- --
--   takeWhile (< 3) [1,2,3,4,1,2,3,4] == [1,2]
--   takeWhile (< 9) [1,2,3] == [1,2,3]
--   takeWhile (< 0) [1,2,3] == []
--   
takeWhile :: (a -> Bool) -> [a] -> [a] -- | cycle ties a finite list into a circular one, or equivalently, -- the infinite repetition of the original list. It is the identity on -- infinite lists. cycle :: [a] -> [a] -- | replicate n x is a list of length n with -- x the value of every element. It is an instance of the more -- general genericReplicate, in which n may be of any -- integral type. replicate :: Int -> a -> [a] -- | repeat x is an infinite list, with x the -- value of every element. repeat :: a -> [a] -- | iterate' is the strict version of iterate. -- -- It ensures that the result of each application of force to weak head -- normal form before proceeding. iterate' :: (a -> a) -> a -> [a] -- | iterate f x returns an infinite list of repeated -- applications of f to x: -- --
--   iterate f x == [x, f x, f (f x), ...]
--   
-- -- Note that iterate is lazy, potentially leading to thunk -- build-up if the consumer doesn't force each iterate. See -- iterate' for a strict variant of this function. iterate :: (a -> a) -> a -> [a] -- | <math>. scanr1 is a variant of scanr that has no -- starting value argument. scanr1 :: (a -> a -> a) -> [a] -> [a] -- | <math>. scanr is the right-to-left dual of scanl. -- Note that -- --
--   head (scanr f z xs) == foldr f z xs.
--   
scanr :: (a -> b -> b) -> b -> [a] -> [b] -- | <math>. A strictly accumulating version of scanl scanl' :: (b -> a -> b) -> b -> [a] -> [b] -- | <math>. scanl1 is a variant of scanl that has no -- starting value argument: -- --
--   scanl1 f [x1, x2, ...] == [x1, x1 `f` x2, ...]
--   
scanl1 :: (a -> a -> a) -> [a] -> [a] -- | <math>. scanl is similar to foldl, but returns a -- list of successive reduced values from the left: -- --
--   scanl f z [x1, x2, ...] == [z, z `f` x1, (z `f` x1) `f` x2, ...]
--   
-- -- Note that -- --
--   last (scanl f z xs) == foldl f z xs.
--   
scanl :: (b -> a -> b) -> b -> [a] -> [b] -- | A strict version of foldl1 foldl1' :: (a -> a -> a) -> [a] -> a -- | <math>. Return all the elements of a list except the last one. -- The list must be non-empty. init :: [a] -> [a] -- | <math>. Extract the last element of a list, which must be finite -- and non-empty. last :: [a] -> a -- | <math>. Extract the elements after the head of a list, which -- must be non-empty. tail :: [a] -> [a] -- | <math>. Decompose a list into its head and tail. If the list is -- empty, returns Nothing. If the list is non-empty, returns -- Just (x, xs), where x is the head of the list -- and xs its tail. uncons :: [a] -> Maybe (a, [a]) -- | <math>. Extract the first element of a list, which must be -- non-empty. head :: [a] -> a -- | Produce singleton list. -- --
--   >>> singleton True
--   [True]
--   
-- -- Since: 4.14.0.0 singleton :: a -> [a] -- | The class of semigroups (types with an associative binary operation). -- -- Instances should satisfy the following: -- -- class Semigroup a -- | An associative operation. -- --
--   >>> [1,2,3] <> [4,5,6]
--   [1,2,3,4,5,6]
--   
(<>) :: Semigroup a => a -> a -> a infixr 6 <> -- | If the first argument evaluates to True, then the result is the -- second argument. Otherwise an AssertionFailed exception is -- raised, containing a String with the source file and line -- number of the call to assert. -- -- Assertions can normally be turned on or off with a compiler flag (for -- GHC, assertions are normally on unless optimisation is turned on with -- -O or the -fignore-asserts option is given). When -- assertions are turned off, the first argument to assert is -- ignored, and the second argument is returned as the result. assert :: Bool -> a -> a -- | Like all, but if the predicate fails, blame all the list -- elements and especially those for which it fails. To be used as in -- --
--   assert (allB (<= height) [yf, y1, y2])
--   
allB :: Show a => (a -> Bool) -> [a] -> Bool -- | Syntactic sugar for the pair operation, to be used for blame as -- in -- --
--   assert (age < 120 `blame` "age too high" `swith` age) $ savings / (120 - age)
--   
-- -- Fixing the first component of the pair to String prevents -- warnings about defaulting, even when OverloadedStrings -- extension is enabled. swith :: String -> v -> (String, v) infix 2 `swith` -- | A helper function for error. To be used as in -- --
--   case xs of
--     0 : _ -> error $ "insignificant zero" `showFailure` xs
--   
-- -- Fixing the first argument to String instead of anything -- Showable prevents warnings about defaulting, even when -- OverloadedStrings extension is enabled. showFailure :: Show v => String -> v -> String infix 2 `showFailure` -- | If the condition fails, display the value blamed for the failure. Used -- as in -- --
--   assert (age < 120 `blame` age) $ savings / (120 - age)
--   
blame :: Show a => Bool -> a -> Bool infix 1 `blame` -- | A space efficient, packed, unboxed Unicode text type. data Text -- | Separated by space unless one of them is empty (in which case just the -- non-empty one) or the first ends or the last begins with whitespace. (<+>) :: Text -> Text -> Text infixr 6 <+> -- | Show and pack the result. tshow :: Show a => a -> Text -- | Integer division, rounding up. divUp :: Integral a => a -> a -> a infixl 7 `divUp` sum :: Num a => [a] -> a (<$$>) :: (Functor f, Functor g) => (a -> b) -> f (g a) -> f (g b) infixl 4 <$$> partitionM :: Applicative m => (a -> m Bool) -> [a] -> m ([a], [a]) -- | A version specialized to lists to avoid errors such as taking length -- of Maybe [a] instead of [a]. Such errors are hard to -- detect, because the type of elements of the list is not constrained. length :: [a] -> Int -- | A version specialized to lists to avoid errors such as taking null of -- Maybe [a] instead of [a]. Such errors are hard to -- detect, because the type of elements of the list is not constrained. null :: [a] -> Bool -- |
--   comparing p x y = compare (p x) (p y)
--   
-- -- Useful combinator for use in conjunction with the xxxBy -- family of functions from Data.List, for example: -- --
--   ... sortBy (comparing fst) ...
--   
comparing :: Ord a => (b -> a) -> b -> b -> Ordering -- | This is the same as from except that the type variables are in -- the opposite order. -- --
--   -- Avoid this:
--   from x :: t
--   
--   -- Prefer this:
--   into @t x
--   
into :: forall target source. From source target => source -> target -- | Re-exported fromIntegral, but please give it explicit type to -- make it obvious if wrapping, etc., may occur. Use -- toIntegralCrash instead, if possible, because it fails instead -- of wrapping, etc. In general, it may wrap or otherwise lose -- information. fromIntegralWrap :: (Integral a, Num b) => a -> b -- | Re-exported toIntegralSized, but please give it explicit type -- to make it obvious if wrapping, etc., may occur and to trigger -- optimization. In general, it may crash. toIntegralCrash :: (Integral a, Integral b, Bits a, Bits b) => a -> b intToDouble :: Int -> Double int64ToDouble :: Int64 -> Double -- | This has a more specific type (unit result) than normally, to catch -- errors. mapM_ :: (Foldable t, Monad m) => (a -> m ()) -> t a -> m () -- | This has a more specific type (unit result) than normally, to catch -- errors. forM_ :: (Foldable t, Monad m) => t a -> (a -> m ()) -> m () -- | Split the input between the two argument arrows and combine their -- output. Note that this is in general not a functor. -- -- The default definition may be overridden with a more efficient version -- if desired. (***) :: Arrow a => a b c -> a b' c' -> a (b, b') (c, c') infixr 3 *** -- | Fanout: send the input to both argument arrows and combine their -- output. -- -- The default definition may be overridden with a more efficient version -- if desired. (&&&) :: Arrow a => a b c -> a b c' -> a b (c, c') infixr 3 &&& -- | Send the first component of the input through the argument arrow, and -- copy the rest unchanged to the output. first :: Arrow a => a b c -> a (b, d) (c, d) -- | A mirror image of first. -- -- The default definition may be overridden with a more efficient version -- if desired. second :: Arrow a => a b c -> a (d, b) (d, c) instance (GHC.Enum.Enum k, Data.Binary.Class.Binary k, Data.Binary.Class.Binary e) => Data.Binary.Class.Binary (Data.EnumMap.Base.EnumMap k e) instance (GHC.Enum.Enum k, Data.Binary.Class.Binary k) => Data.Binary.Class.Binary (Data.EnumSet.EnumSet k) instance Data.Binary.Class.Binary Data.Time.Clock.Internal.NominalDiffTime.NominalDiffTime instance (Data.Hashable.Class.Hashable k, GHC.Classes.Eq k, Data.Binary.Class.Binary k, Data.Binary.Class.Binary v) => Data.Binary.Class.Binary (Data.HashMap.Internal.HashMap k v) instance Data.Key.Zip (Data.EnumMap.Base.EnumMap k) instance GHC.Enum.Enum k => Data.Key.ZipWithKey (Data.EnumMap.Base.EnumMap k) instance GHC.Enum.Enum k => Data.Key.Keyed (Data.EnumMap.Base.EnumMap k) instance GHC.Enum.Enum k => Data.Key.FoldableWithKey (Data.EnumMap.Base.EnumMap k) instance GHC.Enum.Enum k => Data.Key.TraversableWithKey (Data.EnumMap.Base.EnumMap k) instance GHC.Enum.Enum k => Data.Key.Indexable (Data.EnumMap.Base.EnumMap k) instance GHC.Enum.Enum k => Data.Key.Lookup (Data.EnumMap.Base.EnumMap k) instance GHC.Enum.Enum k => Data.Key.Adjustable (Data.EnumMap.Base.EnumMap k) instance (GHC.Enum.Enum k, Data.Hashable.Class.Hashable k, Data.Hashable.Class.Hashable e) => Data.Hashable.Class.Hashable (Data.EnumMap.Base.EnumMap k e) instance (GHC.Enum.Enum k, Data.Hashable.Class.Hashable k) => Data.Hashable.Class.Hashable (Data.EnumSet.EnumSet k) instance Control.DeepSeq.NFData NLP.Miniutter.English.Part instance Control.DeepSeq.NFData NLP.Miniutter.English.Person instance Control.DeepSeq.NFData NLP.Miniutter.English.Polarity -- | A list of entities with relative frequencies of appearance. module Game.LambdaHack.Core.Frequency -- | The frequency distribution type. Not normalized (operations may or may -- not group the same elements and sum their frequencies). However, -- elements with zero frequency are removed upon construction. -- -- The Eq instance compares raw representations, not relative, -- normalized frequencies, so operations don't need to preserve the -- expected equalities. data Frequency a -- | Uniform discrete frequency distribution. uniformFreq :: Text -> [a] -> Frequency a -- | Takes a name and a list of frequencies and items into the frequency -- distribution. toFreq :: Text -> [(Int, a)] -> Frequency a maxBoundInt32 :: Int -- | Scale frequency distribution, multiplying it by a positive integer -- constant. scaleFreq :: Show a => Int -> Frequency a -> Frequency a -- | Test if the frequency distribution is empty. nullFreq :: Frequency a -> Bool -- | give acces to raw frequency values runFrequency :: Frequency a -> [(Int, a)] -- | short description for debug, etc. nameFrequency :: Frequency a -> Text instance GHC.Generics.Generic (Game.LambdaHack.Core.Frequency.Frequency a) instance Data.Traversable.Traversable Game.LambdaHack.Core.Frequency.Frequency instance Data.Foldable.Foldable Game.LambdaHack.Core.Frequency.Frequency instance GHC.Classes.Ord a => GHC.Classes.Ord (Game.LambdaHack.Core.Frequency.Frequency a) instance GHC.Classes.Eq a => GHC.Classes.Eq (Game.LambdaHack.Core.Frequency.Frequency a) instance GHC.Show.Show a => GHC.Show.Show (Game.LambdaHack.Core.Frequency.Frequency a) instance GHC.Base.Monad Game.LambdaHack.Core.Frequency.Frequency instance GHC.Base.Functor Game.LambdaHack.Core.Frequency.Frequency instance GHC.Base.Applicative Game.LambdaHack.Core.Frequency.Frequency instance GHC.Base.MonadPlus Game.LambdaHack.Core.Frequency.Frequency instance GHC.Base.Alternative Game.LambdaHack.Core.Frequency.Frequency -- | Representation of dice scaled with current level depth. module Game.LambdaHack.Core.Dice -- | Multiple dice rolls, some scaled with current level depth, in which -- case the sum of all rolls is scaled in proportion to current depth -- divided by maximal dungeon depth. -- -- The simple dice should have positive number of rolls and number of -- sides. -- -- The Num instance doesn't have abs nor -- signum defined, because the functions for computing infimum, -- supremum and mean dice results would be too costly. data Dice -- | Absolute depth in the dungeon. When used for the maximum depth of the -- whole dungeon, this can be different than dungeon size, e.g., when the -- dungeon is branched, and it can even be different than the length of -- the longest branch, if levels at some depths are missing. newtype AbsDepth AbsDepth :: Int -> AbsDepth -- | Cast dice scaled with current level depth. When scaling, we round up, -- so that the value of 1 dL 1 is 1 even at the -- lowest level, but so is the value of 1 dL depth. -- -- The implementation calls RNG as many times as there are dice rolls, -- which is costly, so content should prefer to cast fewer dice and then -- multiply them by a constant. If rounded results are not desired (often -- they are, to limit the number of distinct item varieties in -- inventory), another dice may be added to the result. -- -- A different possible implementation, with dice represented as -- Frequency, makes only one RNG call per dice, but due to lists -- lengths proportional to the maximal value of the dice, it's is -- intractable for 1000d1000 and problematic already for 100d100. castDice :: forall m. Monad m => ((Int, Int) -> m Int) -> AbsDepth -> AbsDepth -> Dice -> m Int -- | A die, rolled the given number of times. E.g., 1 d 2 -- rolls 2-sided die one time. d :: Int -> Int -> Dice -- | A die rolled the given number of times, with the result scaled with -- dungeon level depth. dL :: Int -> Int -> Dice -- | A die, starting from zero, ending at one less than second argument, -- rolled the given number of times. E.g., 1 z 1 always -- rolls zero. z :: Int -> Int -> Dice -- | A die, starting from zero, ending at one less than second argument, -- rolled the given number of times, with the result scaled with dungeon -- level depth. zL :: Int -> Int -> Dice intToDice :: Int -> Dice minDice :: Dice -> Dice -> Dice maxDice :: Dice -> Dice -> Dice -- | Minimal and maximal possible value of the dice. -- -- divUp in the implementation corresponds to ceiling, -- applied to results of meanDice elsewhere in the code, and -- prevents treating 1d1-power effects (on shallow levels) as null -- effects. infsupDice :: Dice -> (Int, Int) -- | Maximal value of dice. The scaled part taken assuming median level. supDice :: Dice -> Int -- | Minimal value of dice. The scaled part taken assuming median level. infDice :: Dice -> Int -- | Mean value of dice. The scaled part taken assuming median level, but -- not taking into account rounding up, and so too low, especially for -- dice small compared to depth. To fix this, depth would need to be -- taken as argument. meanDice :: Dice -> Double reduceDice :: Dice -> Maybe Int -- | Dice for rolling a pair of integer parameters pertaining to, -- respectively, the X and Y cartesian 2D coordinates. data DiceXY DiceXY :: Dice -> Dice -> DiceXY -- | Maximal value of DiceXY. supDiceXY :: DiceXY -> (Int, Int) -- | Minimal value of DiceXY. infDiceXY :: DiceXY -> (Int, Int) instance GHC.Classes.Eq Game.LambdaHack.Core.Dice.Dice instance Data.Binary.Class.Binary Game.LambdaHack.Core.Dice.AbsDepth instance GHC.Classes.Ord Game.LambdaHack.Core.Dice.AbsDepth instance GHC.Classes.Eq Game.LambdaHack.Core.Dice.AbsDepth instance GHC.Show.Show Game.LambdaHack.Core.Dice.AbsDepth instance GHC.Show.Show Game.LambdaHack.Core.Dice.DiceXY instance GHC.Show.Show Game.LambdaHack.Core.Dice.Dice instance GHC.Num.Num Game.LambdaHack.Core.Dice.Dice -- | Keeping track of forked threads. module Game.LambdaHack.Common.Thread forkChild :: MVar [Async ()] -> IO () -> IO () waitForChildren :: MVar [Async ()] -> IO () -- | Ring buffers. module Game.LambdaHack.Common.RingBuffer -- | Ring buffers of a size determined at initialization. data RingBuffer a empty :: Int -> a -> RingBuffer a cons :: a -> RingBuffer a -> RingBuffer a toList :: RingBuffer a -> [a] length :: RingBuffer a -> Int instance GHC.Generics.Generic (Game.LambdaHack.Common.RingBuffer.RingBuffer a) instance GHC.Show.Show a => GHC.Show.Show (Game.LambdaHack.Common.RingBuffer.RingBuffer a) instance Data.Binary.Class.Binary a => Data.Binary.Class.Binary (Game.LambdaHack.Common.RingBuffer.RingBuffer a) -- | Hacks that haven't found their home yet. module Game.LambdaHack.Common.Misc data FontDefinition -- | filename, size, hinting mode FontProportional :: Text -> Int -> HintingMode -> FontDefinition FontMonospace :: Text -> Int -> HintingMode -> FontDefinition -- | extra cell extension FontMapScalable :: Text -> Int -> HintingMode -> Int -> FontDefinition -- | size ignored for bitmap fonts and no hinting FontMapBitmap :: Text -> Int -> FontDefinition data HintingMode -- | current libfreetype6 default, thin, large letter spacing HintingHeavy :: HintingMode -- | mimics OTF, blurry, thick, tight tracking, accurate shape HintingLight :: HintingMode data FontSet FontSet :: Text -> Text -> Text -> Text -> Text -> FontSet [fontMapScalable] :: FontSet -> Text [fontMapBitmap] :: FontSet -> Text [fontPropRegular] :: FontSet -> Text [fontPropBold] :: FontSet -> Text [fontMono] :: FontSet -> Text -- | Re-exported English phrase creation functions, applied to our custom -- irregular word sets. makePhrase :: [Part] -> Text -- | Re-exported English phrase creation functions, applied to our custom -- irregular word sets. makeSentence :: [Part] -> Text -- | Apply the WWandW constructor, first representing repetitions -- as CardinalWs. The parts are not sorted, only grouped, to -- keep the order. The internal structure of speech parts is compared, -- not their string rendering, so some coincidental clashes are avoided -- (and code is simpler). squashedWWandW :: [Part] -> (Part, Person) -- | Personal data directory for the game. Depends on the OS and the game, -- e.g., for LambdaHack under Linux it's ~/.LambdaHack/. appDataDir :: IO FilePath -- | Multiplies by a million. xM :: Int -> Int64 -- | Multiplies by a million, double precision. xD :: Double -> Double minusM :: Int64 minusM1 :: Int64 minusM2 :: Int64 oneM :: Int64 tenthM :: Int64 show64With2 :: Int64 -> Text workaroundOnMainThreadMVar :: MVar (IO ()) instance GHC.Generics.Generic Game.LambdaHack.Common.Misc.HintingMode instance GHC.Read.Read Game.LambdaHack.Common.Misc.HintingMode instance GHC.Classes.Eq Game.LambdaHack.Common.Misc.HintingMode instance GHC.Show.Show Game.LambdaHack.Common.Misc.HintingMode instance GHC.Generics.Generic Game.LambdaHack.Common.Misc.FontDefinition instance GHC.Read.Read Game.LambdaHack.Common.Misc.FontDefinition instance GHC.Classes.Eq Game.LambdaHack.Common.Misc.FontDefinition instance GHC.Show.Show Game.LambdaHack.Common.Misc.FontDefinition instance GHC.Generics.Generic Game.LambdaHack.Common.Misc.FontSet instance GHC.Read.Read Game.LambdaHack.Common.Misc.FontSet instance GHC.Classes.Eq Game.LambdaHack.Common.Misc.FontSet instance GHC.Show.Show Game.LambdaHack.Common.Misc.FontSet instance Control.DeepSeq.NFData Game.LambdaHack.Common.Misc.FontSet instance Data.Binary.Class.Binary Game.LambdaHack.Common.Misc.FontSet instance Control.DeepSeq.NFData Game.LambdaHack.Common.Misc.FontDefinition instance Data.Binary.Class.Binary Game.LambdaHack.Common.Misc.FontDefinition instance Control.DeepSeq.NFData Game.LambdaHack.Common.Misc.HintingMode instance Data.Binary.Class.Binary Game.LambdaHack.Common.Misc.HintingMode -- | Game time and speed. module Game.LambdaHack.Common.Time -- | Game time in ticks. The time dimension. One tick is 1 microsecond (one -- millionth of a second), one turn is 0.5 s. data Time timeTicks :: Time -> Int64 -- | Start of the game time, or zero lenght time interval. timeZero :: Time -- | An infinitesimal time period. timeEpsilon :: Time -- | At least once per clip all moves are resolved and a frame or a frame -- delay is generated. Currently one clip is 0.05 s, but it may change, -- and the code should not depend on this fixed value. timeClip :: Time -- | One turn is 0.5 s. The code may depend on that. Actors at normal speed -- (2 m/s) take one turn to move one tile (1 m by 1 m). timeTurn :: Time -- | This many ticks fits in a single second. timeSecond :: Time -- | This many clips fit in one turn. Determines the resolution of actor -- move sampling and display updates. clipsInTurn :: Int -- | Absolute time addition, e.g., for summing the total game session time -- from the times of individual games. absoluteTimeAdd :: Time -> Time -> Time absoluteTimeSubtract :: Time -> Time -> Time -- | Absolute time negation. To be used for reversing time flow, e.g., for -- comparing absolute times in the reverse order. absoluteTimeNegate :: Time -> Time -- | How many time intervals of the latter kind fits in an interval of the -- former kind. timeFit :: Time -> Time -> Int -- | How many time intervals of the latter kind cover an interval of the -- former kind (rounded up). timeFitUp :: Time -> Time -> Int timeRecent5 :: Time -> Time -> Bool -- | One-dimentional vectors. Introduced to tell apart the 2 uses of Time: -- as an absolute game time and as an increment. newtype Delta a Delta :: a -> Delta a -- | Shifting an absolute time by a time vector. timeShift :: Time -> Delta Time -> Time -- | Time time vector between the second and the first absolute times. The -- arguments are in the same order as in the underlying scalar -- subtraction. timeDeltaToFrom :: Time -> Time -> Delta Time -- | Addition of time deltas. timeDeltaAdd :: Delta Time -> Delta Time -> Delta Time -- | Subtraction of time deltas. The arguments are in the same order as in -- the underlying scalar subtraction. timeDeltaSubtract :: Delta Time -> Delta Time -> Delta Time -- | Reverse a time vector. timeDeltaReverse :: Delta Time -> Delta Time -- | Scale the time vector by an Int scalar value. timeDeltaScale :: Delta Time -> Int -> Delta Time -- | Take the given percent of the time vector. timeDeltaPercent :: Delta Time -> Int -> Delta Time -- | Divide a time vector. timeDeltaDiv :: Delta Time -> Int -> Delta Time -- | Represent the main 10 thresholds of a time range by digits, given the -- total length of the time range. timeDeltaToDigit :: Delta Time -> Delta Time -> Char timeDeltaInSecondsText :: Delta Time -> Text -- | Speed in meters per 1 million seconds (m/Ms). Actors at normal speed -- (2 m/s) take one time turn (0.5 s) to make one step (move one tile, -- which is 1 m by 1 m). data Speed -- | Constructor for content definitions. toSpeed :: Int -> Speed -- | Readable representation of speed in the format used in content -- definitions. fromSpeed :: Speed -> Int minSpeed :: Int -- | Pretty-print speed given in the format used in content definitions. displaySpeed :: Int -> String -- | Fast walk speed (2 m/s) that suffices to move one tile in one turn. speedWalk :: Speed -- | Limp speed (1 m/s) that suffices to move one tile in two turns. This -- is the minimal speed for projectiles to fly just one space and drop. speedLimp :: Speed -- | Sword thrust speed (10 m/s). Base weapon damages, both melee and -- ranged, are given assuming this speed and ranged damage is modified -- accordingly when projectile speeds differ. Differences in melee weapon -- swing speeds are captured in damage bonuses instead, since many other -- factors influence total damage. -- -- Billiard ball is 25 ms, sword swing at the tip is 35 ms, -- medieval bow is 70 ms, AK47 is 700 ms. speedThrust :: Speed -- | Modify damage when projectiles is at a non-standard speed. Energy and -- so damage is proportional to the square of speed, hence the formula. modifyDamageBySpeed :: Int64 -> Speed -> Int64 -- | Scale speed by a scalar value. speedScale :: Rational -> Speed -> Speed -- | Speed addition. speedAdd :: Speed -> Speed -> Speed -- | The number of time ticks it takes to walk 1 meter at the given speed. ticksPerMeter :: Speed -> Delta Time -- | Calculate projectile speed from item weight in grams and velocity -- percent modifier. See -- https://github.com/LambdaHack/LambdaHack/wiki/Item-statistics. speedFromWeight :: Int -> Int -> Speed -- | Calculate maximum range taking into account the linger percentage. rangeFromSpeedAndLinger :: Speed -> Int -> Int -- | The smallest unit of time. Should not be exported and used elsewhere, -- because the proportion of turn to tick is an implementation detail. -- The significance of this detail is only that it determines resolution -- of the time dimension. _timeTick :: Time -- | This many turns fit in a single second. turnsInSecond :: Int64 -- | Number of seconds in a mega-second. sInMs :: Int64 -- | The minimal speed is half a meter (half a step across a tile) per -- second (two standard turns, which the time span during which -- projectile moves, unless it has modified linger value). This is four -- times slower than standard human movement speed. -- -- It needen't be lower, because rangeFromSpeed gives 0 steps -- with such speed, so the actor's trajectory is empty, so it drops down -- at once. Twice that speed already moves a normal projectile one step -- before it stops. It shouldn't be lower or a slow actor would incur -- such a time debt for performing a single action that he'd be paralyzed -- for many turns, e.g., leaving his dead body on the screen for very -- long. minimalSpeed :: Int64 -- | Calculate maximum range in meters of a projectile from its speed. See -- https://github.com/LambdaHack/LambdaHack/wiki/Item-statistics. -- With this formula, each projectile flies for at most 1 second, that is -- 2 standard turns, and then drops to the ground. rangeFromSpeed :: Speed -> Int instance Data.Binary.Class.Binary Game.LambdaHack.Common.Time.Time instance GHC.Classes.Ord Game.LambdaHack.Common.Time.Time instance GHC.Classes.Eq Game.LambdaHack.Common.Time.Time instance GHC.Show.Show Game.LambdaHack.Common.Time.Time instance GHC.Base.Functor Game.LambdaHack.Common.Time.Delta instance Data.Binary.Class.Binary a => Data.Binary.Class.Binary (Game.LambdaHack.Common.Time.Delta a) instance GHC.Classes.Ord a => GHC.Classes.Ord (Game.LambdaHack.Common.Time.Delta a) instance GHC.Classes.Eq a => GHC.Classes.Eq (Game.LambdaHack.Common.Time.Delta a) instance GHC.Show.Show a => GHC.Show.Show (Game.LambdaHack.Common.Time.Delta a) instance Data.Binary.Class.Binary Game.LambdaHack.Common.Time.Speed instance GHC.Classes.Ord Game.LambdaHack.Common.Time.Speed instance GHC.Classes.Eq Game.LambdaHack.Common.Time.Speed instance GHC.Show.Show Game.LambdaHack.Common.Time.Speed -- | Saving/loading to files, with serialization and compression. module Game.LambdaHack.Common.File -- | Serialize, compress and save data with an EOF marker. The OK -- is used as an EOF marker to ensure any apparent problems with -- corrupted files are reported to the user ASAP. encodeEOF :: Binary b => FilePath -> Version -> b -> IO () -- | Read, decompress and deserialize data with an EOF marker. The -- OK EOF marker ensures any easily detectable file corruption -- is discovered and reported before any value is decoded from the second -- component and before the file handle is closed. OTOH, binary encoding -- corruption is not discovered until a version check elswere ensures -- that binary formats are compatible. strictDecodeEOF :: Binary b => FilePath -> IO (Version, b) -- | Try to create a directory, if it doesn't exist. We catch exceptions in -- case many clients try to do the same thing at the same time. tryCreateDir :: FilePath -> IO () -- | The operation doesFileExist returns True if the argument -- file exists and is not a directory, and False otherwise. doesFileExist :: FilePath -> IO Bool -- | Try to write a file, given content, if the file not already there. We -- catch exceptions in case many clients try to do the same thing at the -- same time. tryWriteFile :: FilePath -> String -> IO () -- | The readFile function reads a file and returns the contents of -- the file as a string. The file is read lazily, on demand, as with -- getContents. readFile :: FilePath -> IO String -- | renameFile old new changes the name of an existing -- file system object from old to new. If the new -- object already exists, it is atomically replaced by the old -- object. Neither path may refer to an existing directory. A conformant -- implementation need not support renaming files in all situations (e.g. -- renaming across different physical devices), but the constraints must -- be documented. -- -- The operation may fail with: -- -- renameFile :: FilePath -> FilePath -> IO () -- | Options that affect the behaviour of the client. module Game.LambdaHack.Common.ClientOptions -- | Kinds of fullscreen or windowed mode. See -- https://hackage.haskell.org/package/sdl2-2.5.3.0/docs/SDL-Video.html#t:WindowMode. data FullscreenMode -- | a normal window instead of fullscreen NotFullscreen :: FullscreenMode -- | fake fullscreen; window the size of the desktop; this is the preferred -- one, if it works BigBorderlessWindow :: FullscreenMode -- | real fullscreen with a video mode change ModeChange :: FullscreenMode -- | Options that affect the behaviour of the client (but not game rules). data ClientOptions ClientOptions :: Maybe Text -> Maybe Double -> [(Text, FontDefinition)] -> [(Text, FontSet)] -> Maybe FullscreenMode -> Maybe Int -> Maybe Double -> Bool -> Maybe Bool -> Bool -> Bool -> Bool -> Maybe String -> String -> Bool -> Bool -> Bool -> Bool -> Bool -> Maybe Int -> Maybe Int -> Bool -> Bool -> Bool -> Bool -> ClientOptions -- | Font set chosen by the player for the whole UI. [schosenFontset] :: ClientOptions -> Maybe Text -- | The scale applied to all fonts, resizing the whole UI. [sallFontsScale] :: ClientOptions -> Maybe Double -- | Available fonts as defined in config file. [sfonts] :: ClientOptions -> [(Text, FontDefinition)] -- | Available font sets as defined in config file. [sfontsets] :: ClientOptions -> [(Text, FontSet)] -- | Whether to start in fullscreen mode and in which one. [sfullscreenMode] :: ClientOptions -> Maybe FullscreenMode -- | How much to log (e.g., from SDL). 1 is all, 5 is errors, the default. [slogPriority] :: ClientOptions -> Maybe Int -- | Maximal frames per second. This is better low and fixed, to avoid -- jerkiness and delays that tell the player there are many intelligent -- enemies on the level. That's better than scaling AI sofistication down -- based on the FPS setting and machine speed. [smaxFps] :: ClientOptions -> Maybe Double -- | Never auto-answer all prompts, even if under AI control. [sdisableAutoYes] :: ClientOptions -> Bool -- | Don't show any animations. [snoAnim] :: ClientOptions -> Maybe Bool -- | Start a new game, overwriting the save file. [snewGameCli] :: ClientOptions -> Bool -- | Don't create directories and files and show time stats. [sbenchmark] :: ClientOptions -> Bool -- | Display messages in realistic was under AI control (e.g., for -- benchmarking). [sbenchMessages] :: ClientOptions -> Bool [stitle] :: ClientOptions -> Maybe String -- | Prefix of the save game file name. [ssavePrefixCli] :: ClientOptions -> String -- | Whether to use the ANSI frontend. [sfrontendANSI] :: ClientOptions -> Bool -- | Whether to use the stdout/stdin frontend. [sfrontendTeletype] :: ClientOptions -> Bool -- | Whether to use null (no input/output) frontend. [sfrontendNull] :: ClientOptions -> Bool -- | Whether to use lazy (output not even calculated) frontend. [sfrontendLazy] :: ClientOptions -> Bool -- | Show clients' internal debug messages. [sdbgMsgCli] :: ClientOptions -> Bool [sstopAfterSeconds] :: ClientOptions -> Maybe Int [sstopAfterFrames] :: ClientOptions -> Maybe Int [sprintEachScreen] :: ClientOptions -> Bool [sexposePlaces] :: ClientOptions -> Bool [sexposeItems] :: ClientOptions -> Bool [sexposeActors] :: ClientOptions -> Bool -- | Default value of client options. defClientOptions :: ClientOptions instance GHC.Generics.Generic Game.LambdaHack.Common.ClientOptions.FullscreenMode instance GHC.Classes.Eq Game.LambdaHack.Common.ClientOptions.FullscreenMode instance GHC.Read.Read Game.LambdaHack.Common.ClientOptions.FullscreenMode instance GHC.Show.Show Game.LambdaHack.Common.ClientOptions.FullscreenMode instance GHC.Generics.Generic Game.LambdaHack.Common.ClientOptions.ClientOptions instance GHC.Classes.Eq Game.LambdaHack.Common.ClientOptions.ClientOptions instance GHC.Show.Show Game.LambdaHack.Common.ClientOptions.ClientOptions instance Data.Binary.Class.Binary Game.LambdaHack.Common.ClientOptions.ClientOptions instance Control.DeepSeq.NFData Game.LambdaHack.Common.ClientOptions.FullscreenMode instance Data.Binary.Class.Binary Game.LambdaHack.Common.ClientOptions.FullscreenMode -- | AI strategies to direct actors not controlled directly by human -- players. No operation in this module involves the State type -- or any of our client/server monads types. module Game.LambdaHack.Client.AI.Strategy -- | A strategy is a choice of (non-empty) frequency tables of possible -- actions. -- -- Currently, the way we use it, the list could have at most one element -- (we filter out void frequencies early and only ever access the first). -- except for the argument of mapStrategyM, which may even be -- process to the end of the list, if no earlier strategies can be -- transformed into non-null ones. data Strategy a nullStrategy :: Strategy a -> Bool -- | Strategy where only the actions from the given single frequency table -- can be picked. liftFrequency :: Frequency a -> Strategy a -- | Strategy with the actions from both argument strategies, with original -- frequencies. (.|) :: Strategy a -> Strategy a -> Strategy a infixr 2 .| -- | Strategy with no actions at all. reject :: Strategy a -- | Conditionally accepted strategy. (.=>) :: Bool -> Strategy a -> Strategy a infix 3 .=> -- | Strategy with all actions not satisfying the predicate removed. The -- remaining actions keep their original relative frequency values. only :: (a -> Bool) -> Strategy a -> Strategy a -- | When better choices are towards the start of the list, this is the -- best frequency of the strategy. bestVariant :: Strategy a -> Frequency a -- | Like return, but pick a name of the single frequency. returN :: Text -> a -> Strategy a mapStrategyM :: Monad m => (a -> m (Maybe b)) -> Strategy a -> m (Strategy b) instance Data.Traversable.Traversable Game.LambdaHack.Client.AI.Strategy.Strategy instance Data.Foldable.Foldable Game.LambdaHack.Client.AI.Strategy.Strategy instance GHC.Show.Show a => GHC.Show.Show (Game.LambdaHack.Client.AI.Strategy.Strategy a) instance GHC.Base.Monad Game.LambdaHack.Client.AI.Strategy.Strategy instance GHC.Base.Functor Game.LambdaHack.Client.AI.Strategy.Strategy instance GHC.Base.Applicative Game.LambdaHack.Client.AI.Strategy.Strategy instance GHC.Base.MonadPlus Game.LambdaHack.Client.AI.Strategy.Strategy instance GHC.Base.Alternative Game.LambdaHack.Client.AI.Strategy.Strategy -- | Representation of probabilities and random computations. module Game.LambdaHack.Core.Random -- | The monad of computations with random generator state. type Rnd a = State SMGen a -- | Get a random object within a (inclusive) range with a uniform -- distribution. randomR :: Integral a => (a, a) -> Rnd a -- | Generate random Integral in [0, x] range. randomR0 :: Integral a => a -> Rnd a -- | Generate a random integral value in [0, x] range, where -- x is within Int32. -- -- The limitation to Int32 values is needed to keep it working -- on signed types. In package random, a much more complex -- scheme is used to keep it working for arbitrary fixed number of bits. nextRandom :: forall a. Integral a => a -> SMGen -> (a, SMGen) -- | Get a random Word32 using full range. randomWord32 :: Rnd Word32 -- | Get any element of a list with equal probability. oneOf :: [a] -> Rnd a -- | Generates a random permutation. Naive, but good enough for small -- inputs. shuffle :: Eq a => [a] -> Rnd [a] -- | Code that means the information (e.g., flavour or hidden kind index) -- should be regenerated, because it could not be transferred from -- previous playthrough (it's random in each playthrough or there was no -- previous playthrough). invalidInformationCode :: Word16 -- | Generates a random permutation, except for the existing mapping. shuffleExcept :: Vector Word16 -> Int -> [Word16] -> Rnd [Word16] -- | Gen an element according to a frequency distribution. frequency :: Show a => Frequency a -> Rnd a -- | Fractional chance. type Chance = Rational -- | Give True, with probability determined by the fraction. chance :: Chance -> Rnd Bool -- | Cast dice scaled with current level depth. castDice :: AbsDepth -> AbsDepth -> Dice -> Rnd Int -- | Cast dice scaled with current level depth and return True if -- the results is greater than 50. oddsDice :: AbsDepth -> AbsDepth -> Dice -> Rnd Bool -- | Cast dice, scaled with current level depth, for coordinates. castDiceXY :: AbsDepth -> AbsDepth -> DiceXY -> Rnd (Int, Int) foldrM :: Foldable t => (a -> b -> Rnd b) -> b -> t a -> Rnd b foldlM' :: Foldable t => (b -> a -> Rnd b) -> b -> t a -> Rnd b -- | Randomly choose an item according to the distribution. rollFreq :: Show a => Frequency a -> SMGen -> (a, SMGen) -- | Abilities of items, actors and factions. module Game.LambdaHack.Definition.Ability -- | Actor and faction skills. They are a subset of actor aspects. See -- skillDesc for documentation. data Skill SkMove :: Skill SkMelee :: Skill SkDisplace :: Skill SkAlter :: Skill SkWait :: Skill SkMoveItem :: Skill SkProject :: Skill SkApply :: Skill SkSwimming :: Skill SkFlying :: Skill SkHurtMelee :: Skill SkArmorMelee :: Skill SkArmorRanged :: Skill SkMaxHP :: Skill SkMaxCalm :: Skill SkSpeed :: Skill -- | FOV radius, where 1 means a single tile FOV area SkSight :: Skill SkSmell :: Skill SkShine :: Skill SkNocto :: Skill SkHearing :: Skill SkAggression :: Skill SkOdor :: Skill -- | intended to reflect how many items granting complete invulnerability -- are among organs and equipment; this is not strength of deflection nor -- duration, etc. SkDeflectRanged :: Skill -- | see above SkDeflectMelee :: Skill -- | Strength of particular skills. This is cumulative from actor organs -- and equipment and so pertain to an actor as well as to items. -- -- This representation is sparse, so better than a record when there are -- more item kinds (with few skills) than actors (with many skills), -- especially if the number of skills grows as the engine is developed. -- It's also easier to code and maintain. -- -- The tree is by construction sparse, so the derived equality is -- semantical. data Skills -- | Item flag aspects. data Flag -- | as a projectile, break at target tile, even if no hit; also, at each -- periodic activation a copy is destroyed and all other copies require -- full cooldown (timeout) Fragile :: Flag -- | drop at target tile, even if no hit Lobable :: Flag -- | don't break even when hitting or applying Durable :: Flag -- | AI and UI flag: consider equipping (may or may not have -- EqpSlot, e.g., if the benefit is periodic) Equipable :: Flag -- | AI and UI flag: the item is not meant to harm Benign :: Flag -- | AI and UI flag: don't risk identifying by use; also, can't throw or -- apply if not calm enough; also may be used for UI flavour or AI hints Precious :: Flag -- | the item is an explosion blast particle Blast :: Flag -- | item is a condition (buff or de-buff) of an actor and is displayed as -- such, not activated at death; this differs from belonging to the -- CONDITION group, which doesn't guarantee any behaviour or -- display, but governs removal by items that drop CONDITION Condition :: Flag -- | at most one copy can ever be generated Unique :: Flag -- | once identified, the item is known until savefile deleted MetaGame :: Flag -- | override: the effects on this item are considered minor and so -- possibly not causing identification on use, and so this item will -- identify on pick-up MinorEffects :: Flag -- | override: don't show question marks by weapons in HUD even when -- unidentified item with this flag equipped MinorAspects :: Flag -- | meleeing with the item is permitted and so the item activates when -- meleed with Meleeable :: Flag -- | at most one of any copies without cooldown (timeout) activates each -- turn; the cooldown required after activation is specified in -- Timeout (or is zero); the initial cooldown can also be -- specified as TimerDice in CreateItem effect; -- uniquely, this activation never destroys a copy, unless item is -- fragile; all this happens only for items in equipment or organs; -- kinetic damage is not applied Periodic :: Flag -- | activates when non-projectile actor with this item as equipment or -- organ is under ranged attack; kinetic damage is not applied UnderRanged :: Flag -- | activates when non-projectile actor with this item as equipment or -- organ is under melee attack; kinetic damage is not applied UnderMelee :: Flag -- | These flags correspond to the last cases of Flag and -- addtionally to all the universal circumstances of item activation, -- under which every item activates (even if vacuusly). data ActivationFlag ActivationMeleeable :: ActivationFlag ActivationPeriodic :: ActivationFlag ActivationUnderRanged :: ActivationFlag ActivationUnderMelee :: ActivationFlag -- | From here on, all items affected regardless of their Flag -- content. ActivationProjectile :: ActivationFlag ActivationTrigger :: ActivationFlag ActivationOnSmash :: ActivationFlag ActivationOnCombine :: ActivationFlag ActivationEmbed :: ActivationFlag ActivationConsume :: ActivationFlag newtype Flags Flags :: EnumSet Flag -> Flags [flags] :: Flags -> EnumSet Flag -- | Doctrine of non-leader actors. Apart of determining AI operation, each -- doctrine implies a skill modifier, that is added to the non-leader -- skills defined in fskillsOther field of Player. data Doctrine -- | if enemy nearby, attack, if no items, etc., explore unknown TExplore :: Doctrine -- | always follow leader's target or his position if no target TFollow :: Doctrine -- | follow but don't do any item management nor use TFollowNoItems :: Doctrine -- | only melee and do ranged combat TMeleeAndRanged :: Doctrine -- | only melee (or wait) TMeleeAdjacent :: Doctrine -- | always only wait, even if enemy in melee range TBlock :: Doctrine -- | if enemy nearby, attack, if no items, etc., roam randomly TRoam :: Doctrine -- | find an open and uncrowded area, patrol it according to sight radius -- and fallback temporarily to TRoam when enemy is seen by the -- faction and is within the actor's sight radius TPatrol :: Doctrine -- | AI and UI hints about the role of the item. data EqpSlot EqpSlotMove :: EqpSlot EqpSlotMelee :: EqpSlot EqpSlotDisplace :: EqpSlot EqpSlotAlter :: EqpSlot EqpSlotWait :: EqpSlot EqpSlotMoveItem :: EqpSlot EqpSlotProject :: EqpSlot EqpSlotApply :: EqpSlot EqpSlotSwimming :: EqpSlot EqpSlotFlying :: EqpSlot EqpSlotHurtMelee :: EqpSlot EqpSlotArmorMelee :: EqpSlot EqpSlotArmorRanged :: EqpSlot EqpSlotMaxHP :: EqpSlot EqpSlotSpeed :: EqpSlot EqpSlotSight :: EqpSlot EqpSlotShine :: EqpSlot EqpSlotMiscBonus :: EqpSlot EqpSlotWeaponFast :: EqpSlot EqpSlotWeaponBig :: EqpSlot getSk :: Skill -> Skills -> Int addSk :: Skill -> Int -> Skills -> Skills checkFl :: Flag -> Flags -> Bool skillsToList :: Skills -> [(Skill, Int)] zeroSkills :: Skills addSkills :: Skills -> Skills -> Skills sumScaledSkills :: [(Skills, Int)] -> Skills nameDoctrine :: Doctrine -> Text describeDoctrine :: Doctrine -> Text doctrineSkills :: Doctrine -> Skills blockOnly :: Skills meleeAdjacent :: Skills meleeAndRanged :: Skills ignoreItems :: Skills scaleSkills :: Skills -> Int -> Skills instance GHC.Generics.Generic Game.LambdaHack.Definition.Ability.Skill instance GHC.Enum.Bounded Game.LambdaHack.Definition.Ability.Skill instance GHC.Enum.Enum Game.LambdaHack.Definition.Ability.Skill instance GHC.Classes.Eq Game.LambdaHack.Definition.Ability.Skill instance GHC.Show.Show Game.LambdaHack.Definition.Ability.Skill instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Ability.Skills instance Data.Hashable.Class.Hashable Game.LambdaHack.Definition.Ability.Skills instance GHC.Classes.Ord Game.LambdaHack.Definition.Ability.Skills instance GHC.Classes.Eq Game.LambdaHack.Definition.Ability.Skills instance GHC.Show.Show Game.LambdaHack.Definition.Ability.Skills instance GHC.Generics.Generic Game.LambdaHack.Definition.Ability.Flag instance GHC.Enum.Bounded Game.LambdaHack.Definition.Ability.Flag instance GHC.Enum.Enum Game.LambdaHack.Definition.Ability.Flag instance GHC.Classes.Eq Game.LambdaHack.Definition.Ability.Flag instance GHC.Show.Show Game.LambdaHack.Definition.Ability.Flag instance GHC.Classes.Eq Game.LambdaHack.Definition.Ability.ActivationFlag instance GHC.Show.Show Game.LambdaHack.Definition.Ability.ActivationFlag instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Ability.Flags instance Data.Hashable.Class.Hashable Game.LambdaHack.Definition.Ability.Flags instance GHC.Classes.Ord Game.LambdaHack.Definition.Ability.Flags instance GHC.Classes.Eq Game.LambdaHack.Definition.Ability.Flags instance GHC.Show.Show Game.LambdaHack.Definition.Ability.Flags instance GHC.Generics.Generic Game.LambdaHack.Definition.Ability.Doctrine instance GHC.Enum.Bounded Game.LambdaHack.Definition.Ability.Doctrine instance GHC.Enum.Enum Game.LambdaHack.Definition.Ability.Doctrine instance GHC.Classes.Eq Game.LambdaHack.Definition.Ability.Doctrine instance GHC.Show.Show Game.LambdaHack.Definition.Ability.Doctrine instance GHC.Generics.Generic Game.LambdaHack.Definition.Ability.EqpSlot instance GHC.Enum.Bounded Game.LambdaHack.Definition.Ability.EqpSlot instance GHC.Enum.Enum Game.LambdaHack.Definition.Ability.EqpSlot instance GHC.Classes.Ord Game.LambdaHack.Definition.Ability.EqpSlot instance GHC.Classes.Eq Game.LambdaHack.Definition.Ability.EqpSlot instance GHC.Show.Show Game.LambdaHack.Definition.Ability.EqpSlot instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Ability.EqpSlot instance Data.Hashable.Class.Hashable Game.LambdaHack.Definition.Ability.EqpSlot instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Ability.Doctrine instance Data.Hashable.Class.Hashable Game.LambdaHack.Definition.Ability.Doctrine instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Ability.Flag instance Data.Hashable.Class.Hashable Game.LambdaHack.Definition.Ability.Flag instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Ability.Skill instance Data.Hashable.Class.Hashable Game.LambdaHack.Definition.Ability.Skill -- | Colours and text attributes. module Game.LambdaHack.Definition.Color -- | Colours supported by the major frontends. data Color Black :: Color Red :: Color Green :: Color Brown :: Color Blue :: Color Magenta :: Color Cyan :: Color White :: Color AltWhite :: Color BrBlack :: Color BrRed :: Color BrGreen :: Color BrYellow :: Color BrBlue :: Color BrMagenta :: Color BrCyan :: Color BrWhite :: Color -- | The default colours, to optimize attribute setting. defFG :: Color -- | A helper for the terminal frontends that display bright via bold. isBright :: Color -> Bool -- | Colour sets. Sorted. darkCol :: [Color] -- | Colour sets. Sorted. brightCol :: [Color] -- | Colour sets. Sorted. stdCol :: [Color] -- | Colour sets. Sorted. legalFgCol :: [Color] cVeryBadEvent :: Color cBadEvent :: Color cRisk :: Color cGraveRisk :: Color cVeryGoodEvent :: Color cGoodEvent :: Color cVista :: Color cSleep :: Color cWakeUp :: Color cGreed :: Color cNeutralEvent :: Color cRareNeutralEvent :: Color cIdentification :: Color cMeta :: Color cBoring :: Color cGameOver :: Color cTutorialHint :: Color -- | Translationg to heavily modified Linux console color RGB values. -- -- Warning: SDL frontend sadly duplicates this code. colorToRGB :: Color -> Text -- | Additional map cell highlight, e.g., a colorful square around the cell -- or a colorful background. -- -- Warning: the highlight underscored by the terminal cursor is the -- maximal element of this type present on a screen, so don't add new -- highlights to the end. data Highlight HighlightNone :: Highlight HighlightBackground :: Highlight HighlightGreen :: Highlight HighlightBlue :: Highlight HighlightBrown :: Highlight HighlightCyan :: Highlight HighlightGrey :: Highlight HighlightWhite :: Highlight HighlightMagenta :: Highlight HighlightRed :: Highlight HighlightYellow :: Highlight HighlightYellowAim :: Highlight HighlightRedAim :: Highlight HighlightNoneCursor :: Highlight -- | Text attributes: foreground color and highlight. data Attr Attr :: Color -> Highlight -> Attr -- | foreground colour [fg] :: Attr -> Color -- | highlight [bg] :: Attr -> Highlight highlightToColor :: Highlight -> Color -- | The default attribute, to optimize attribute setting. defAttr :: Attr -- | Character to display, with its attribute. data AttrChar AttrChar :: Attr -> Char -> AttrChar [acAttr] :: AttrChar -> Attr [acChar] :: AttrChar -> Char -- | Optimized representation of AttrChar. newtype AttrCharW32 AttrCharW32 :: Word32 -> AttrCharW32 [attrCharW32] :: AttrCharW32 -> Word32 attrCharToW32 :: AttrChar -> AttrCharW32 attrCharFromW32 :: AttrCharW32 -> AttrChar fgFromW32 :: AttrCharW32 -> Color bgFromW32 :: AttrCharW32 -> Highlight charFromW32 :: AttrCharW32 -> Char attrFromW32 :: AttrCharW32 -> Attr spaceAttrW32 :: AttrCharW32 nbspAttrW32 :: AttrCharW32 spaceCursorAttrW32 :: AttrCharW32 trimmedLineAttrW32 :: AttrCharW32 attrChar2ToW32 :: Color -> Char -> AttrCharW32 attrChar1ToW32 :: Char -> AttrCharW32 instance GHC.Generics.Generic Game.LambdaHack.Definition.Color.Color instance GHC.Enum.Enum Game.LambdaHack.Definition.Color.Color instance GHC.Classes.Ord Game.LambdaHack.Definition.Color.Color instance GHC.Classes.Eq Game.LambdaHack.Definition.Color.Color instance GHC.Read.Read Game.LambdaHack.Definition.Color.Color instance GHC.Show.Show Game.LambdaHack.Definition.Color.Color instance GHC.Enum.Bounded Game.LambdaHack.Definition.Color.Highlight instance GHC.Enum.Enum Game.LambdaHack.Definition.Color.Highlight instance GHC.Classes.Ord Game.LambdaHack.Definition.Color.Highlight instance GHC.Classes.Eq Game.LambdaHack.Definition.Color.Highlight instance GHC.Show.Show Game.LambdaHack.Definition.Color.Highlight instance GHC.Classes.Eq Game.LambdaHack.Definition.Color.Attr instance GHC.Show.Show Game.LambdaHack.Definition.Color.Attr instance GHC.Classes.Eq Game.LambdaHack.Definition.Color.AttrChar instance GHC.Show.Show Game.LambdaHack.Definition.Color.AttrChar instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Color.AttrCharW32 instance GHC.Enum.Enum Game.LambdaHack.Definition.Color.AttrCharW32 instance GHC.Classes.Ord Game.LambdaHack.Definition.Color.AttrCharW32 instance GHC.Classes.Eq Game.LambdaHack.Definition.Color.AttrCharW32 instance GHC.Show.Show Game.LambdaHack.Definition.Color.AttrCharW32 instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Color.Color instance Control.DeepSeq.NFData Game.LambdaHack.Definition.Color.Color -- | Very basic types for content definitions with their internals exposed. module Game.LambdaHack.Definition.DefsInternal newtype GroupName c GroupName :: Text -> GroupName c [fromGroupName] :: GroupName c -> Text -- | This does not need to be 1-1, so should not be used in place of the -- Eq instance, etc. displayGroupName :: GroupName c -> Text -- | Content identifiers for the content type c. data ContentId c toContentId :: Word16 -> ContentId c fromContentId :: ContentId c -> Word16 contentIdIndex :: ContentId c -> Int type ContentSymbol c = Char toContentSymbol :: Char -> ContentSymbol c displayContentSymbol :: ContentSymbol c -> Char instance Control.DeepSeq.NFData (Game.LambdaHack.Definition.DefsInternal.GroupName c) instance Data.Binary.Class.Binary (Game.LambdaHack.Definition.DefsInternal.GroupName c) instance Data.Hashable.Class.Hashable (Game.LambdaHack.Definition.DefsInternal.GroupName c) instance GHC.Classes.Ord (Game.LambdaHack.Definition.DefsInternal.GroupName c) instance GHC.Classes.Eq (Game.LambdaHack.Definition.DefsInternal.GroupName c) instance GHC.Show.Show (Game.LambdaHack.Definition.DefsInternal.GroupName c) instance Data.Binary.Class.Binary (Game.LambdaHack.Definition.DefsInternal.ContentId c) instance Data.Hashable.Class.Hashable (Game.LambdaHack.Definition.DefsInternal.ContentId c) instance GHC.Enum.Enum (Game.LambdaHack.Definition.DefsInternal.ContentId c) instance GHC.Classes.Ord (Game.LambdaHack.Definition.DefsInternal.ContentId c) instance GHC.Classes.Eq (Game.LambdaHack.Definition.DefsInternal.ContentId c) instance GHC.Show.Show (Game.LambdaHack.Definition.DefsInternal.ContentId c) -- | Basic types for content definitions. module Game.LambdaHack.Definition.Defs data GroupName c -- | This does not need to be 1-1, so should not be used in place of the -- Eq instance, etc. displayGroupName :: GroupName c -> Text -- | Content identifiers for the content type c. data ContentId c contentIdIndex :: ContentId c -> Int type ContentSymbol c = Char displayContentSymbol :: ContentSymbol c -> Char -- | X spacial dimension for points and vectors. type X = Int -- | Y xpacial dimension for points and vectors. type Y = Int -- | For each group that the kind belongs to, denoted by a -- GroupName in the first component of a pair, the second -- component of a pair shows how common the kind is within the group. type Freqs c = [(GroupName c, Int)] renameFreqs :: (Text -> Text) -> Freqs c -> Freqs c -- | Rarity on given depths. The first element of the pair is normally in -- (0, 10] interval and, e.g., if there are 20 levels, 0.5 represents the -- first level and 10 the last. Exceptionally, it may be larger than 10, -- meaning appearance in the dungeon is not possible under normal -- circumstances and the value remains constant above the interval bound. type Rarity = [(Double, Int)] linearInterpolation :: Int -> Int -> Rarity -> Int -- | Actor's item stores. data CStore CGround :: CStore COrgan :: CStore CEqp :: CStore CStash :: CStore ppCStore :: CStore -> (Text, Text) ppCStoreIn :: CStore -> Text verbCStore :: CStore -> Text -- | Item slot and lore categories. data SLore SItem :: SLore SOrgan :: SLore STrunk :: SLore SCondition :: SLore SBlast :: SLore SEmbed :: SLore data ItemDialogMode -- | a leader's store MStore :: CStore -> ItemDialogMode -- | leader's organs MOrgans :: ItemDialogMode -- | all party's items MOwned :: ItemDialogMode -- | not items, but determined by leader's items MSkills :: ItemDialogMode -- | not party's items, but all known generalized items MLore :: SLore -> ItemDialogMode -- | places; not items at all, but definitely a lore MPlaces :: ItemDialogMode -- | scenarios; not items at all, but definitely a lore MModes :: ItemDialogMode ppSLore :: SLore -> Text headingSLore :: SLore -> Text ppItemDialogMode :: ItemDialogMode -> (Text, Text) ppItemDialogModeIn :: ItemDialogMode -> Text ppItemDialogModeFrom :: ItemDialogMode -> Text data Direction Forward :: Direction Backward :: Direction instance GHC.Generics.Generic Game.LambdaHack.Definition.Defs.CStore instance GHC.Enum.Bounded Game.LambdaHack.Definition.Defs.CStore instance GHC.Enum.Enum Game.LambdaHack.Definition.Defs.CStore instance GHC.Classes.Ord Game.LambdaHack.Definition.Defs.CStore instance GHC.Classes.Eq Game.LambdaHack.Definition.Defs.CStore instance GHC.Read.Read Game.LambdaHack.Definition.Defs.CStore instance GHC.Show.Show Game.LambdaHack.Definition.Defs.CStore instance GHC.Generics.Generic Game.LambdaHack.Definition.Defs.SLore instance GHC.Enum.Bounded Game.LambdaHack.Definition.Defs.SLore instance GHC.Enum.Enum Game.LambdaHack.Definition.Defs.SLore instance GHC.Classes.Ord Game.LambdaHack.Definition.Defs.SLore instance GHC.Classes.Eq Game.LambdaHack.Definition.Defs.SLore instance GHC.Read.Read Game.LambdaHack.Definition.Defs.SLore instance GHC.Show.Show Game.LambdaHack.Definition.Defs.SLore instance GHC.Generics.Generic Game.LambdaHack.Definition.Defs.ItemDialogMode instance GHC.Classes.Ord Game.LambdaHack.Definition.Defs.ItemDialogMode instance GHC.Classes.Eq Game.LambdaHack.Definition.Defs.ItemDialogMode instance GHC.Read.Read Game.LambdaHack.Definition.Defs.ItemDialogMode instance GHC.Show.Show Game.LambdaHack.Definition.Defs.ItemDialogMode instance GHC.Generics.Generic Game.LambdaHack.Definition.Defs.Direction instance GHC.Classes.Ord Game.LambdaHack.Definition.Defs.Direction instance GHC.Classes.Eq Game.LambdaHack.Definition.Defs.Direction instance GHC.Read.Read Game.LambdaHack.Definition.Defs.Direction instance GHC.Show.Show Game.LambdaHack.Definition.Defs.Direction instance Control.DeepSeq.NFData Game.LambdaHack.Definition.Defs.Direction instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Defs.Direction instance Control.DeepSeq.NFData Game.LambdaHack.Definition.Defs.ItemDialogMode instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Defs.ItemDialogMode instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Defs.SLore instance Control.DeepSeq.NFData Game.LambdaHack.Definition.Defs.SLore instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Defs.CStore instance Control.DeepSeq.NFData Game.LambdaHack.Definition.Defs.CStore -- | Basic operations on 2D points represented as linear offsets. module Game.LambdaHack.Common.Point -- | 2D points in cartesian representation. Coordinates grow to the right -- and down, so that the (0, 0) point is in the top-left corner of the -- screen. Coordinates are never negative (unlike for Vector) and -- the X coordinate never reaches the screen width as read from -- speedupHackXSize. data Point Point :: X -> Y -> Point [px] :: Point -> X [py] :: Point -> Y -- | Enumeration representation of Point. type PointI = Int -- | The distance between two points in the chessboard metric. -- --
--   >>> chessDist (Point 0 0) (Point 0 0)
--   0
--   
--   >>> chessDist (Point (-1) 0) (Point 0 0)
--   1
--   
--   >>> chessDist (Point (-1) 0) (Point (-1) 1)
--   1
--   
--   >>> chessDist (Point (-1) 0) (Point 0 1)
--   1
--   
--   >>> chessDist (Point (-1) 0) (Point 1 1)
--   2
--   
-- --
--   chessDist p1 p2 >= 0
--   
-- --
--   chessDist p1 p2 ^ (2 :: Int) <= euclidDistSq p1 p2
--   
chessDist :: Point -> Point -> Int -- | Squared euclidean distance between two points. euclidDistSq :: Point -> Point -> Int -- | Checks whether two points are adjacent on the map (horizontally, -- vertically or diagonally). adjacent :: Point -> Point -> Bool -- | Bresenham's line algorithm generalized to arbitrary starting -- eps (eps value of 0 gives the standard BLA). Skips -- the source point and goes through the second point to infinity. Gives -- Nothing if the points are equal. The target is given as -- Point, not PointI, to permit aiming out of the -- level, e.g., to get uniform distributions of directions for explosions -- close to the edge of the level. bla :: Int -> Point -> Point -> Maybe [Point] -- | A list of all points on a straight vertical or straight horizontal -- line between two points. Fails if no such line exists. fromTo :: Point -> Point -> [Point] originPoint :: Point -- | Checks that a point belongs to an area. insideP :: (X, Y, X, Y) -> Point -> Bool -- | This is a hack to pass the X size of the dungeon, defined in game -- content, to the Enum instances of Point and -- Vector. This is already slower and has higher allocation than -- hardcoding the value, so passing the value explicitly to a -- generalization of the Enum conversions is out of the -- question. Perhaps this can be done cleanly and efficiently at -- link-time via Backpack, but it's probably not supported yet by GHCJS -- (not verified). For now, we need to be careful never to modify this -- array, except for setting it at program start before it's used for the -- first time. Which is easy, because Point is never mentioned -- in content definitions. The PrimArray has much smaller -- overhead than IORef and reading from it looks cleaner, hence -- its use. speedupHackXSize :: PrimArray X -- | Bresenham's line algorithm generalized to arbitrary starting -- eps (eps value of 0 gives the standard BLA). -- Includes the source point and goes through the target point to -- infinity. blaXY :: Int -> Point -> Point -> [Point] -- | See -- http://roguebasin.roguelikedevelopment.org/index.php/index.php?title=Digital_lines. balancedWord :: Int -> Int -> Int -> [Int] instance GHC.Generics.Generic Game.LambdaHack.Common.Point.Point instance GHC.Classes.Ord Game.LambdaHack.Common.Point.Point instance GHC.Classes.Eq Game.LambdaHack.Common.Point.Point instance GHC.Show.Show Game.LambdaHack.Common.Point.Point instance Data.Binary.Class.Binary Game.LambdaHack.Common.Point.Point instance GHC.Enum.Enum Game.LambdaHack.Common.Point.Point instance Test.QuickCheck.Arbitrary.Arbitrary Game.LambdaHack.Common.Point.Point -- | Basic operations on bounded 2D vectors, with an efficient, but not 1-1 -- and not monotonic Enum instance. module Game.LambdaHack.Common.Vector -- | 2D vectors in cartesian representation. Coordinates grow to the right -- and down, so that the (1, 1) vector points to the bottom-right corner -- of the screen. data Vector Vector :: X -> Y -> Vector [vx] :: Vector -> X [vy] :: Vector -> Y -- | Enumeration representation of Vector. type VectorI = Int -- | Tells if a vector has length 1 in the chessboard metric. isUnit :: Vector -> Bool -- | Reverse an arbirary vector. neg :: Vector -> Vector -- | The lenght of a vector in the chessboard metric, where diagonal moves -- cost 1. chessDistVector :: Vector -> Int -- | Squared euclidean distance between two vectors. euclidDistSqVector :: Vector -> Vector -> Int -- | Vectors of all unit moves in the chessboard metric, clockwise, -- starting north-west. moves :: [Vector] -- | Vectors of all cardinal direction unit moves, clockwise, starting -- north. movesCardinal :: [Vector] movesCardinalI :: [VectorI] -- | Vectors of all diagonal direction unit moves, clockwise, starting -- north. movesDiagonal :: [Vector] movesDiagonalI :: [VectorI] compassText :: Vector -> Text -- | All (8 at most) closest neighbours of a point within an area. vicinityBounded :: X -> Y -> Point -> [Point] vicinityUnsafe :: Point -> [Point] -- | All (4 at most) cardinal direction neighbours of a point within an -- area. vicinityCardinal :: X -> Y -> Point -> [Point] vicinityCardinalUnsafe :: Point -> [Point] squareUnsafeSet :: Point -> EnumSet Point -- | Translate a point by a vector. shift :: Point -> Vector -> Point -- | Translate a point by a vector, but only if the result fits in an area. shiftBounded :: X -> Y -> Point -> Vector -> Point -- | A list of points that a list of vectors leads to. trajectoryToPath :: Point -> [Vector] -> [Point] -- | A list of points that a list of vectors leads to, bounded by level -- size. trajectoryToPathBounded :: X -> Y -> Point -> [Vector] -> [Point] -- | The vector between the second point and the first. We have -- --
--   shift pos1 (pos2 `vectorToFrom` pos1) == pos2
--   
-- -- The arguments are in the same order as in the underlying scalar -- subtraction. vectorToFrom :: Point -> Point -> Vector computeTrajectory :: Int -> Int -> Int -> [Point] -> ([Vector], (Speed, Int)) type RadianAngle = Double -- | Rotate a vector by the given angle (expressed in radians) -- counterclockwise and return a unit vector approximately in the -- resulting direction. rotate :: RadianAngle -> Vector -> Vector -- | Given two distinct positions, determine the direction (a unit vector) -- in which one should move from the first in order to get closer to the -- second. Ignores obstacles. Of several equally good directions (in the -- chessboard metric) it picks one of those that visually (in the -- euclidean metric) maximally align with the vector between the two -- points. towards :: Point -> Point -> Vector longMoveTexts :: [Text] movesSquare :: [VectorI] -- | A list of vectors between a list of points. pathToTrajectory :: [Point] -> [Vector] -- | Given a vector of arbitrary non-zero length, produce a unit vector -- that points in the same direction (in the chessboard metric). Of -- several equally good directions it picks one of those that visually -- (in the euclidean metric) maximally align with the original vector. normalize :: Double -> Double -> Vector normalizeVector :: Vector -> Vector instance GHC.Generics.Generic Game.LambdaHack.Common.Vector.Vector instance GHC.Classes.Ord Game.LambdaHack.Common.Vector.Vector instance GHC.Classes.Eq Game.LambdaHack.Common.Vector.Vector instance GHC.Read.Read Game.LambdaHack.Common.Vector.Vector instance GHC.Show.Show Game.LambdaHack.Common.Vector.Vector instance Data.Binary.Class.Binary Game.LambdaHack.Common.Vector.Vector instance GHC.Enum.Enum Game.LambdaHack.Common.Vector.Vector instance Control.DeepSeq.NFData Game.LambdaHack.Common.Vector.Vector -- | Abstract identifiers for the main types in the engine. This is -- imported by modules that don't need to know the internal structure of -- the types. As a side effect, this prevents mutual dependencies among -- modules. module Game.LambdaHack.Common.Types -- | A unique identifier of an item in the dungeon. data ItemId -- | A unique identifier of a faction in a game. data FactionId -- | Abstract level identifiers. data LevelId -- | A unique identifier of an actor in the dungeon. data ActorId -- | Item container type. data Container CFloor :: LevelId -> Point -> Container CEmbed :: LevelId -> Point -> Container CActor :: ActorId -> CStore -> Container -- | for bootstrapping actor bodies CTrunk :: FactionId -> LevelId -> Point -> Container instance Data.Binary.Class.Binary Game.LambdaHack.Common.Types.ItemId instance GHC.Enum.Enum Game.LambdaHack.Common.Types.ItemId instance GHC.Classes.Ord Game.LambdaHack.Common.Types.ItemId instance GHC.Classes.Eq Game.LambdaHack.Common.Types.ItemId instance GHC.Show.Show Game.LambdaHack.Common.Types.ItemId instance Data.Binary.Class.Binary Game.LambdaHack.Common.Types.FactionId instance Data.Hashable.Class.Hashable Game.LambdaHack.Common.Types.FactionId instance GHC.Enum.Enum Game.LambdaHack.Common.Types.FactionId instance GHC.Classes.Ord Game.LambdaHack.Common.Types.FactionId instance GHC.Classes.Eq Game.LambdaHack.Common.Types.FactionId instance GHC.Show.Show Game.LambdaHack.Common.Types.FactionId instance Data.Binary.Class.Binary Game.LambdaHack.Common.Types.LevelId instance Data.Hashable.Class.Hashable Game.LambdaHack.Common.Types.LevelId instance GHC.Classes.Ord Game.LambdaHack.Common.Types.LevelId instance GHC.Classes.Eq Game.LambdaHack.Common.Types.LevelId instance GHC.Show.Show Game.LambdaHack.Common.Types.LevelId instance Data.Binary.Class.Binary Game.LambdaHack.Common.Types.ActorId instance GHC.Enum.Enum Game.LambdaHack.Common.Types.ActorId instance GHC.Classes.Ord Game.LambdaHack.Common.Types.ActorId instance GHC.Classes.Eq Game.LambdaHack.Common.Types.ActorId instance GHC.Show.Show Game.LambdaHack.Common.Types.ActorId instance GHC.Generics.Generic Game.LambdaHack.Common.Types.Container instance GHC.Classes.Ord Game.LambdaHack.Common.Types.Container instance GHC.Classes.Eq Game.LambdaHack.Common.Types.Container instance GHC.Show.Show Game.LambdaHack.Common.Types.Container instance Data.Binary.Class.Binary Game.LambdaHack.Common.Types.Container instance GHC.Enum.Enum Game.LambdaHack.Common.Types.LevelId -- | Actors perceiving other actors and the dungeon level. -- -- Visibility works according to KISS. Everything that player sees is -- real. There are no unmarked hidden tiles and only solid tiles can be -- marked, so there are no invisible walls and to pass through an -- illusory wall, you have to use a turn bumping into it first. Only -- tiles marked with Suspect can turn out to be another tile. (So, if all -- tiles are marked with Suspect, the player knows nothing for sure, but -- this should be avoided, because searching becomes too time-consuming.) -- Each actor sees adjacent tiles, even when blind, so adjacent tiles are -- known, so the actor can decide accurately whether to pass thorugh or -- alter, etc. -- -- Items are always real and visible. Actors are real, but can be -- invisible. Invisible actors in walls can't be hit, but are hinted at -- when altering the tile, so the player can flee or block. Invisible -- actors in open space can be hit. module Game.LambdaHack.Common.Perception -- | Visible positions. newtype PerVisible PerVisible :: EnumSet Point -> PerVisible [pvisible] :: PerVisible -> EnumSet Point -- | Smelled positions. newtype PerSmelled PerSmelled :: EnumSet Point -> PerSmelled [psmelled] :: PerSmelled -> EnumSet Point -- | The type representing the perception of a faction on a level. data Perception Perception :: PerVisible -> PerSmelled -> Perception [psight] :: Perception -> PerVisible [psmell] :: Perception -> PerSmelled -- | Perception of a single faction, indexed by level identifier. type PerLid = EnumMap LevelId Perception -- | Perception indexed by faction identifier. This can't be added to -- FactionDict, because clients can't see it for other factions. type PerFid = EnumMap FactionId PerLid -- | The set of tiles visible by at least one hero. totalVisible :: Perception -> EnumSet Point -- | The set of tiles smelt by at least one hero. totalSmelled :: Perception -> EnumSet Point emptyPer :: Perception nullPer :: Perception -> Bool addPer :: Perception -> Perception -> Perception diffPer :: Perception -> Perception -> Perception instance Data.Binary.Class.Binary Game.LambdaHack.Common.Perception.PerVisible instance GHC.Classes.Eq Game.LambdaHack.Common.Perception.PerVisible instance GHC.Show.Show Game.LambdaHack.Common.Perception.PerVisible instance Data.Binary.Class.Binary Game.LambdaHack.Common.Perception.PerSmelled instance GHC.Classes.Eq Game.LambdaHack.Common.Perception.PerSmelled instance GHC.Show.Show Game.LambdaHack.Common.Perception.PerSmelled instance GHC.Generics.Generic Game.LambdaHack.Common.Perception.Perception instance GHC.Classes.Eq Game.LambdaHack.Common.Perception.Perception instance GHC.Show.Show Game.LambdaHack.Common.Perception.Perception instance Data.Binary.Class.Binary Game.LambdaHack.Common.Perception.Perception -- | UI screen coordinates. module Game.LambdaHack.Client.UI.PointUI -- | UI screen coordinates, independent of whether square or monospace -- fonts are being placed on the screen (though square fonts are never -- placed on odd coordinates). These are not game map coordinates, becuse -- UI is larger and more fine-grained than just the game map. data PointUI PointUI :: Int -> Int -> PointUI -- | Coordinates of the big square fonts. These are not game map -- coordinates, because the latter are offset by mapStartY and -- represented by Point. -- -- However, confusingly, Point is also used for square font -- glyph coordinates, though exclusively in context of rendered frames to -- be sent to a frontend, namely PointArray.Array, which is -- indexed by Point and is a vector, and so traditionally -- indexed starting from zero and not from minus one, as would be needed -- for consistency. data PointSquare PointSquare :: Int -> Int -> PointSquare squareToUI :: PointSquare -> PointUI uiToSquare :: PointUI -> PointSquare squareToMap :: PointSquare -> Point mapToSquare :: Point -> PointSquare -- | The row where the dungeon map starts, both in PointUI and -- PointSquare coordinates. mapStartY :: Int instance GHC.Classes.Eq Game.LambdaHack.Client.UI.PointUI.PointUI instance GHC.Show.Show Game.LambdaHack.Client.UI.PointUI.PointUI instance GHC.Classes.Eq Game.LambdaHack.Client.UI.PointUI.PointSquare instance GHC.Show.Show Game.LambdaHack.Client.UI.PointUI.PointSquare -- | Screen overlays. module Game.LambdaHack.Client.UI.Overlay -- | Three types of fonts used in the UI. Overlays (layers, more or less) -- in proportional font are overwritten by layers in square font, which -- are overwritten by layers in mono font. All overlays overwrite the -- rendering of the game map, which is the underlying basic UI frame, -- comprised of square font glyps. -- -- This type needs to be kept abstract to ensure that frontend-enforced -- or user config-enforced font assignments in FontSetup (e.g., -- stating that the supposedly proportional font is overriden to be the -- square font) can't be ignored. Otherwise a programmer could use -- arbirary DisplayFont, instead of the one taken from -- FontSetup, and so, e.g., calculating the width of an overlay so -- constructed in order to decide where another overlay can start would -- be inconsistent what what font is really eventually used when -- rendering. -- -- Note that the order of constructors has limited effect, but it -- illustrates how overwriting is explicitly implemented in frontends -- that support all fonts. data DisplayFont isPropFont :: DisplayFont -> Bool isSquareFont :: DisplayFont -> Bool isMonoFont :: DisplayFont -> Bool textSize :: DisplayFont -> [a] -> Int data FontSetup FontSetup :: DisplayFont -> DisplayFont -> DisplayFont -> FontSetup [squareFont] :: FontSetup -> DisplayFont [monoFont] :: FontSetup -> DisplayFont [propFont] :: FontSetup -> DisplayFont multiFontSetup :: FontSetup singleFontSetup :: FontSetup -- | String of colourful text. End of line characters permitted. type AttrString = [AttrCharW32] blankAttrString :: Int -> AttrString textToAS :: Text -> AttrString textFgToAS :: Color -> Text -> AttrString stringToAS :: String -> AttrString (<+:>) :: AttrString -> AttrString -> AttrString infixr 6 <+:> (<\:>) :: AttrString -> AttrString -> AttrString infixr 6 <\:> -- | Line of colourful text. End of line characters forbidden. Trailing -- White space forbidden. data AttrLine attrLine :: AttrLine -> AttrString emptyAttrLine :: AttrLine attrStringToAL :: AttrString -> AttrLine firstParagraph :: AttrString -> AttrLine textToAL :: Text -> AttrLine textFgToAL :: Color -> Text -> AttrLine stringToAL :: String -> AttrLine linesAttr :: AttrString -> [AttrLine] -- | Split a string into lines. Avoid breaking the line at a character -- other than space. Remove the spaces on which lines are broken, keep -- other spaces. In expensive assertions mode (dev debug mode) fail at -- trailing spaces, but keep leading spaces, e.g., to make distance from -- a text in another font. Newlines are respected. -- -- Note that we only split wrt White space, nothing else, and -- the width, in the first argument, is calculated in characters, not in -- UI (mono font) coordinates, so that taking and dropping characters is -- performed correctly. splitAttrString :: Int -> Int -> AttrString -> [AttrLine] indentSplitAttrString :: DisplayFont -> Int -> AttrString -> [AttrLine] -- | A series of screen lines with start positions at which they should be -- overlayed over the base frame or a blank screen, depending on context. -- The position point is represented as in integer that is an index into -- the frame character array. The lines either fit the width of the -- screen or are intended for truncation when displayed. The start -- positions of lines may fall outside the length of the screen, too, -- unlike in SingleFrame. Then they are simply not shown. type Overlay = [(PointUI, AttrLine)] xytranslateOverlay :: Int -> Int -> Overlay -> Overlay xtranslateOverlay :: Int -> Overlay -> Overlay ytranslateOverlay :: Int -> Overlay -> Overlay offsetOverlay :: [AttrLine] -> Overlay offsetOverlayX :: [(Int, AttrLine)] -> Overlay typesetXY :: (Int, Int) -> [AttrLine] -> Overlay updateLine :: Int -> (Int -> AttrString -> AttrString) -> Overlay -> Overlay rectangleOfSpaces :: Int -> Int -> Overlay maxYofOverlay :: Overlay -> Int labDescOverlay :: DisplayFont -> Int -> AttrString -> (Overlay, Overlay) nonbreakableRev :: [String] isPrefixOfNonbreakable :: AttrString -> Bool breakAtSpace :: AttrString -> (AttrString, AttrString) splitAttrPhrase :: Int -> Int -> AttrLine -> [AttrLine] instance GHC.Enum.Enum Game.LambdaHack.Client.UI.Overlay.DisplayFont instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Overlay.DisplayFont instance GHC.Show.Show Game.LambdaHack.Client.UI.Overlay.DisplayFont instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Overlay.AttrLine instance GHC.Show.Show Game.LambdaHack.Client.UI.Overlay.AttrLine -- | Game messages displayed on top of the screen for the player to read -- and then saved to player history. module Game.LambdaHack.Client.UI.Msg -- | The type of a single game message. data Msg class MsgShared a toMsgShared :: MsgShared a => [(String, Color)] -> a -> Text -> Msg toMsgDistinct :: [(String, Color)] -> MsgClassDistinct -> Text -> Text -> Msg data MsgClassShowAndSave MsgBookKeeping :: MsgClassShowAndSave MsgStatusWakeup :: MsgClassShowAndSave MsgStatusStopUs :: MsgClassShowAndSave MsgStatusStopThem :: MsgClassShowAndSave MsgItemCreation :: MsgClassShowAndSave MsgItemRuination :: MsgClassShowAndSave MsgDeathVictory :: MsgClassShowAndSave MsgDeathDeafeat :: MsgClassShowAndSave MsgDeathBoring :: MsgClassShowAndSave MsgRiskOfDeath :: MsgClassShowAndSave MsgPointmanSwap :: MsgClassShowAndSave MsgFactionIntel :: MsgClassShowAndSave MsgFinalOutcome :: MsgClassShowAndSave MsgPlotExposition :: MsgClassShowAndSave MsgBackdropInfo :: MsgClassShowAndSave MsgTerrainReveal :: MsgClassShowAndSave MsgItemDiscovery :: MsgClassShowAndSave MsgSpottedActor :: MsgClassShowAndSave MsgItemMovement :: MsgClassShowAndSave MsgActionMajor :: MsgClassShowAndSave MsgActionMinor :: MsgClassShowAndSave MsgEffectMajor :: MsgClassShowAndSave MsgEffectMedium :: MsgClassShowAndSave MsgEffectMinor :: MsgClassShowAndSave MsgMiscellanous :: MsgClassShowAndSave MsgHeardOutside :: MsgClassShowAndSave MsgHeardNearby :: MsgClassShowAndSave MsgHeardFaraway :: MsgClassShowAndSave MsgBackdropFocus :: MsgClassShowAndSave MsgActionWarning :: MsgClassShowAndSave MsgRangedMightyWe :: MsgClassShowAndSave MsgRangedMightyUs :: MsgClassShowAndSave MsgRangedOthers :: MsgClassShowAndSave MsgRangedNormalUs :: MsgClassShowAndSave MsgGoodMiscEvent :: MsgClassShowAndSave MsgBadMiscEvent :: MsgClassShowAndSave MsgNeutralEvent :: MsgClassShowAndSave MsgSpecialEvent :: MsgClassShowAndSave MsgMeleeMightyWe :: MsgClassShowAndSave MsgMeleeMightyUs :: MsgClassShowAndSave MsgMeleeComplexWe :: MsgClassShowAndSave MsgMeleeComplexUs :: MsgClassShowAndSave MsgMeleeOthers :: MsgClassShowAndSave MsgMeleeNormalUs :: MsgClassShowAndSave MsgActionComplete :: MsgClassShowAndSave MsgAtFeetMajor :: MsgClassShowAndSave MsgAtFeetMinor :: MsgClassShowAndSave MsgTutorialHint :: MsgClassShowAndSave data MsgClassShow MsgPromptGeneric :: MsgClassShow MsgPromptFocus :: MsgClassShow MsgPromptMention :: MsgClassShow MsgPromptModify :: MsgClassShow MsgPromptActors :: MsgClassShow MsgPromptItems :: MsgClassShow MsgPromptAction :: MsgClassShow MsgActionAlert :: MsgClassShow MsgSpottedThreat :: MsgClassShow data MsgClassSave MsgInnerWorkSpam :: MsgClassSave MsgNumericReport :: MsgClassSave data MsgClassIgnore MsgMacroOperation :: MsgClassIgnore MsgRunStopReason :: MsgClassIgnore MsgStopPlayback :: MsgClassIgnore data MsgClassDistinct MsgSpottedItem :: MsgClassDistinct MsgStatusSleep :: MsgClassDistinct MsgStatusGoodUs :: MsgClassDistinct MsgStatusBadUs :: MsgClassDistinct MsgStatusOthers :: MsgClassDistinct MsgStatusBenign :: MsgClassDistinct MsgStatusWarning :: MsgClassDistinct MsgStatusLongerUs :: MsgClassDistinct MsgStatusLongThem :: MsgClassDistinct data MsgClass interruptsRunning :: MsgClass -> Bool disturbsResting :: MsgClass -> Bool -- | The set of messages, with repetitions, to show at the screen at once. data Report -- | Test if the list of non-whitespace messages is empty. nullVisibleReport :: Report -> Bool -- | Add a message to the start of report. consReport :: Msg -> Report -> Report -- | Render a report as a (possibly very long) list of AttrString. renderReport :: Bool -> Report -> [AttrString] anyInReport :: (MsgClass -> Bool) -> Report -> Bool -- | The history of reports. This is a ring buffer of the given length -- containing old archived history and two most recent reports stored -- separately. data History newReport :: History -> Report -- | Empty history of the given maximal length. emptyHistory :: Int -> History -- | Add a message to the new report of history, eliminating a possible -- duplicate and noting its existence in the result. addToReport :: Set Msg -> Bool -> Bool -> History -> Msg -> Time -> (Set Msg, History, Bool) -- | Add a newline to end of the new report of history, unless empty. addEolToNewReport :: History -> History -- | Archive old report to history, filtering out messages with 0 -- duplicates and prompts. Set up new report with a new timestamp. archiveReport :: History -> History lengthHistory :: History -> Int -- | Render history as many lines of text. New report is not rendered. It's -- expected to be empty when history is shown. renderHistory :: History -> [AttrString] type UAttrString = Vector Word32 uToAttrString :: UAttrString -> AttrString attrStringToU :: AttrString -> UAttrString toMsg :: [(String, Color)] -> MsgPrototype -> Msg data MsgPrototype tripleFromProto :: MsgPrototype -> (Text, Text, MsgClass) scrapsRepeats :: MsgClass -> Bool isTutorialHint :: MsgClass -> Bool msgColor :: MsgClass -> Color data RepMsgNK -- | If only one of the message components is non-empty and non-whitespace, -- but its count is zero, the message is considered empty. nullRepMsgNK :: RepMsgNK -> Bool -- | Empty set of messages. emptyReport :: Report renderRepetition :: (AttrString, Int) -> AttrString scrapRepetitionSingle :: (AttrString, Int) -> [(AttrString, Int)] -> [(AttrString, Int)] -> (Bool, [(AttrString, Int)], [(AttrString, Int)]) scrapRepetition :: History -> Maybe History renderTimeReport :: Time -> Report -> [AttrString] instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Msg.MsgClassShowAndSave instance GHC.Enum.Bounded Game.LambdaHack.Client.UI.Msg.MsgClassShowAndSave instance GHC.Enum.Enum Game.LambdaHack.Client.UI.Msg.MsgClassShowAndSave instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Msg.MsgClassShowAndSave instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Msg.MsgClassShowAndSave instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.MsgClassShowAndSave instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Msg.MsgClassShow instance GHC.Enum.Bounded Game.LambdaHack.Client.UI.Msg.MsgClassShow instance GHC.Enum.Enum Game.LambdaHack.Client.UI.Msg.MsgClassShow instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Msg.MsgClassShow instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Msg.MsgClassShow instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.MsgClassShow instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Msg.MsgClassSave instance GHC.Enum.Bounded Game.LambdaHack.Client.UI.Msg.MsgClassSave instance GHC.Enum.Enum Game.LambdaHack.Client.UI.Msg.MsgClassSave instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Msg.MsgClassSave instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Msg.MsgClassSave instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.MsgClassSave instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Msg.MsgClassIgnore instance GHC.Enum.Bounded Game.LambdaHack.Client.UI.Msg.MsgClassIgnore instance GHC.Enum.Enum Game.LambdaHack.Client.UI.Msg.MsgClassIgnore instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Msg.MsgClassIgnore instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Msg.MsgClassIgnore instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.MsgClassIgnore instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Msg.MsgClassDistinct instance GHC.Enum.Bounded Game.LambdaHack.Client.UI.Msg.MsgClassDistinct instance GHC.Enum.Enum Game.LambdaHack.Client.UI.Msg.MsgClassDistinct instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Msg.MsgClassDistinct instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Msg.MsgClassDistinct instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.MsgClassDistinct instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Msg.MsgClass instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Msg.MsgClass instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Msg.MsgClass instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.MsgClass instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Msg.Msg instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Msg.Msg instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Msg.Msg instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.Msg instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Msg.RepMsgNK instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.RepMsgNK instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.Report instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.Report instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Msg.History instance GHC.Show.Show Game.LambdaHack.Client.UI.Msg.History instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.History instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.RepMsgNK instance Game.LambdaHack.Client.UI.Msg.MsgShared Game.LambdaHack.Client.UI.Msg.MsgClassShowAndSave instance Game.LambdaHack.Client.UI.Msg.MsgShared Game.LambdaHack.Client.UI.Msg.MsgClassShow instance Game.LambdaHack.Client.UI.Msg.MsgShared Game.LambdaHack.Client.UI.Msg.MsgClassSave instance Game.LambdaHack.Client.UI.Msg.MsgShared Game.LambdaHack.Client.UI.Msg.MsgClassIgnore instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.Msg instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.MsgClass instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.MsgClassDistinct instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.MsgClassIgnore instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.MsgClassSave instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.MsgClassShow instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Msg.MsgClassShowAndSave -- | Frontend-independent keyboard input operations. module Game.LambdaHack.Client.UI.Key -- | Frontend-independent datatype to represent keys. data Key Esc :: Key Return :: Key Space :: Key Tab :: Key BackTab :: Key BackSpace :: Key PgUp :: Key PgDn :: Key Left :: Key Right :: Key Up :: Key Down :: Key End :: Key Begin :: Key Insert :: Key Delete :: Key PrintScreen :: Key Home :: Key -- | a keypad key for a character (digits and operators) KP :: Char -> Key -- | a single printable character Char :: Char -> Key -- | function key Fun :: Int -> Key -- | left mouse button pressed LeftButtonPress :: Key -- | middle mouse button pressed MiddleButtonPress :: Key -- | right mouse button pressed RightButtonPress :: Key -- | left mouse button released LeftButtonRelease :: Key -- | middle mouse button released MiddleButtonRelease :: Key -- | right mouse button released RightButtonRelease :: Key -- | mouse wheel rotated north WheelNorth :: Key -- | mouse wheel rotated south WheelSouth :: Key -- | an unknown key, registered to warn the user Unknown :: String -> Key DeadKey :: Key -- | Our own encoding of modifiers. data Modifier NoModifier :: Modifier ControlShift :: Modifier AltShift :: Modifier Shift :: Modifier Control :: Modifier Alt :: Modifier -- | Key and modifier. data KM KM :: Modifier -> Key -> KM [modifier] :: KM -> Modifier [key] :: KM -> Key -- | Key, modifier and position of mouse pointer. data KMP KMP :: KM -> PointUI -> KMP [kmpKeyMod] :: KMP -> KM [kmpPointer] :: KMP -> PointUI -- | Common and terse names for keys. showKey :: Key -> String -- | Show a key with a modifier, if any. showKM :: KM -> String escKM :: KM controlEscKM :: KM spaceKM :: KM safeSpaceKM :: KM undefinedKM :: KM returnKM :: KM pgupKM :: KM pgdnKM :: KM wheelNorthKM :: KM wheelSouthKM :: KM upKM :: KM downKM :: KM leftKM :: KM rightKM :: KM homeKM :: KM endKM :: KM backspaceKM :: KM controlP :: KM leftButtonReleaseKM :: KM middleButtonReleaseKM :: KM rightButtonReleaseKM :: KM dirAllKey :: Bool -> Bool -> [Key] -- | Configurable event handler for the direction keys. Used for directed -- commands such as close door. handleDir :: [Key] -> KM -> Maybe Vector -- | Binding of both sets of movement keys, vi and laptop. moveBinding :: Bool -> Bool -> (Vector -> a) -> (Vector -> a) -> [(KM, a)] mkKM :: String -> KM mkChar :: Char -> KM -- | Translate key from a GTK string description to our internal key type. -- To be used, in particular, for the command bindings and macros in the -- config file. -- -- See https://github.com/twobob/gtk-/blob/master/gdk/keynames.txt keyTranslate :: String -> Key -- | Translate key from a Web API string description -- (https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key#Key_values) -- to our internal key type. To be used in web frontends. The argument -- says whether Shift is pressed. keyTranslateWeb :: String -> Bool -> Key dirMoveNoModifier :: Bool -> Bool -> [Key] dirRunNoModifier :: Bool -> Bool -> [Key] dirRunControl :: [Key] dirRunShift :: [Key] dirKeypadKey :: [Key] dirKeypadShiftChar :: [Char] dirKeypadShiftKey :: [Key] dirLeftHandKey :: [Key] dirLeftHandShiftKey :: [Key] dirViChar :: [Char] dirViKey :: [Key] dirViShiftKey :: [Key] instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Key.Key instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Key.Key instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Key.Key instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Key.Modifier instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Key.Modifier instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Key.Modifier instance GHC.Show.Show Game.LambdaHack.Client.UI.Key.Modifier instance GHC.Generics.Generic Game.LambdaHack.Client.UI.Key.KM instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Key.KM instance GHC.Classes.Ord Game.LambdaHack.Client.UI.Key.KM instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Key.KM instance Control.DeepSeq.NFData Game.LambdaHack.Client.UI.Key.KM instance GHC.Show.Show Game.LambdaHack.Client.UI.Key.KM instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Key.Modifier instance Control.DeepSeq.NFData Game.LambdaHack.Client.UI.Key.Modifier instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.Key.Key instance Control.DeepSeq.NFData Game.LambdaHack.Client.UI.Key.Key -- | Rectangular areas of levels and their basic operations. module Game.LambdaHack.Common.Area -- | The type of areas. The bottom left and the top right points. data Area -- | Checks if it's an area with at least one field. toArea :: (X, Y, X, Y) -> Maybe Area fromArea :: Area -> (X, Y, X, Y) spanArea :: Area -> (Point, X, Y) trivialArea :: Point -> Area isTrivialArea :: Area -> Bool -- | Checks that a point belongs to an area. inside :: Area -> Point -> Bool -- | Shrink the given area on all fours sides by the amount. shrink :: Area -> Maybe Area expand :: Area -> Area middlePoint :: Area -> Point areaInnerBorder :: Area -> [Point] sumAreas :: Area -> Area -> Area punindex :: X -> Int -> Point instance GHC.Classes.Eq Game.LambdaHack.Common.Area.Area instance GHC.Show.Show Game.LambdaHack.Common.Area.Area instance Data.Binary.Class.Binary Game.LambdaHack.Common.Area.Area -- | Per-actor analytics of personal feats. module Game.LambdaHack.Common.Analytics -- | Summary analytics data for each faction. type FactionAnalytics = EnumMap FactionId Analytics -- | Analytics data for each live actor. type ActorAnalytics = EnumMap ActorId Analytics -- | Statistics of possible and actual generation of items for each lore -- kind. type GenerationAnalytics = EnumMap SLore (EnumMap ItemId Int) type KillMap = EnumMap FactionId (EnumMap ItemId Int) -- | Statistics of past events concerning an actor. newtype Analytics Analytics :: EnumMap KillHow KillMap -> Analytics [akillCounts] :: Analytics -> EnumMap KillHow KillMap -- | Labels of individual kill count analytics. data KillHow KillKineticMelee :: KillHow KillKineticRanged :: KillHow KillKineticBlast :: KillHow KillKineticPush :: KillHow KillOtherMelee :: KillHow KillOtherRanged :: KillHow KillOtherBlast :: KillHow KillOtherPush :: KillHow KillActorLaunch :: KillHow KillTileLaunch :: KillHow KillDropLaunch :: KillHow KillCatch :: KillHow emptyAnalytics :: Analytics addFactionKill :: FactionId -> KillHow -> FactionId -> ItemId -> FactionAnalytics -> FactionAnalytics addActorKill :: ActorId -> KillHow -> FactionId -> ItemId -> ActorAnalytics -> ActorAnalytics addKill :: KillHow -> FactionId -> ItemId -> Maybe Analytics -> Analytics instance GHC.Generics.Generic Game.LambdaHack.Common.Analytics.KillHow instance GHC.Enum.Enum Game.LambdaHack.Common.Analytics.KillHow instance GHC.Classes.Eq Game.LambdaHack.Common.Analytics.KillHow instance GHC.Show.Show Game.LambdaHack.Common.Analytics.KillHow instance Data.Binary.Class.Binary Game.LambdaHack.Common.Analytics.Analytics instance GHC.Classes.Eq Game.LambdaHack.Common.Analytics.Analytics instance GHC.Show.Show Game.LambdaHack.Common.Analytics.Analytics instance Data.Binary.Class.Binary Game.LambdaHack.Common.Analytics.KillHow -- | A game requires the engine provided by the library, perhaps -- customized, and game content, defined completely afresh for the -- particular game. The possible kinds of content are fixed in the -- library and all defined within the library source code directory. On -- the other hand, game content, is defined in the directory hosting the -- particular game definition. -- -- Content of a given kind is just a list of content items. After the -- list is verified and the data preprocessed, it's held in the -- ContentData datatype. module Game.LambdaHack.Definition.ContentData -- | Verified and preprocessed content data of a particular kind. data ContentData c validateRarity :: Rarity -> [Text] validFreqs :: Freqs a -> Bool emptyContentData :: ContentData a makeContentData :: Show c => String -> (c -> Text) -> (c -> Freqs c) -> (c -> [Text]) -> ([c] -> ContentData c -> [Text]) -> [c] -> [GroupName c] -> [GroupName c] -> ContentData c -- | Content element at given id. okind :: ContentData a -> ContentId a -> a omemberGroup :: ContentData a -> GroupName a -> Bool oexistsGroup :: ContentData a -> GroupName a -> Bool oisSingletonGroup :: ContentData a -> GroupName a -> Bool -- | The id of the unique member of a singleton content group. ouniqGroup :: Show a => ContentData a -> GroupName a -> ContentId a -- | Pick a random id belonging to a group and satisfying a predicate. opick :: Show a => ContentData a -> GroupName a -> (a -> Bool) -> Rnd (Maybe (ContentId a)) -- | Fold strictly over all content a. ofoldlWithKey' :: ContentData a -> (b -> ContentId a -> a -> b) -> b -> b -- | Fold over the given group only. ofoldlGroup' :: ContentData a -> GroupName a -> (b -> Int -> ContentId a -> a -> b) -> b -> b omapVector :: ContentData a -> (a -> b) -> Vector b oimapVector :: ContentData a -> (ContentId a -> a -> b) -> Vector b -- | Size of content a. olength :: ContentData a -> Int -- | Arrays, based on Data.Vector.Unboxed, indexed by Point. module Game.LambdaHack.Common.PointArray class (Ord c, Eq (UnboxRep c), Ord (UnboxRep c), Bounded (UnboxRep c), Binary (UnboxRep c), Unbox (UnboxRep c)) => UnboxRepClass c where { type family UnboxRep c; type UnboxRep c = c; } toUnboxRepUnsafe :: UnboxRepClass c => c -> UnboxRep c fromUnboxRep :: UnboxRepClass c => UnboxRep c -> c -- | Arrays indexed by Point. data Array c Array :: X -> Y -> Vector (UnboxRep c) -> Array c [axsize] :: Array c -> X [aysize] :: Array c -> Y [avector] :: Array c -> Vector (UnboxRep c) empty :: UnboxRepClass c => Array c -- | Array lookup. (!) :: UnboxRepClass c => Array c -> Point -> c accessI :: UnboxRepClass c => Array c -> Int -> UnboxRep c -- | Construct an array updated with the association list. (//) :: UnboxRepClass c => Array c -> [(Point, c)] -> Array c -- | Create an array from a replicated element. replicateA :: UnboxRepClass c => X -> Y -> c -> Array c unfoldrNA :: UnboxRepClass c => X -> Y -> (b -> (c, b)) -> b -> Array c -- | Fold right over an array. foldrA :: UnboxRepClass c => (c -> a -> a) -> a -> Array c -> a -- | Fold right strictly over an array. foldrA' :: UnboxRepClass c => (c -> a -> a) -> a -> Array c -> a -- | Fold left strictly over an array. foldlA' :: UnboxRepClass c => (a -> c -> a) -> a -> Array c -> a -- | Fold left strictly over an array (function applied to each element and -- its index). ifoldlA' :: UnboxRepClass c => (a -> Point -> c -> a) -> a -> Array c -> a -- | Fold right strictly over an array (function applied to each element -- and its index). ifoldrA' :: UnboxRepClass c => (Point -> c -> a -> a) -> a -> Array c -> a -- | Fold monadically strictly over an array. foldMA' :: (Monad m, UnboxRepClass c) => (a -> c -> m a) -> a -> Array c -> m a -- | Map over an array. mapA :: (UnboxRepClass c, UnboxRepClass d) => (c -> d) -> Array c -> Array d -- | Map over an array (function applied to each element and its index). imapA :: (UnboxRepClass c, UnboxRepClass d) => (Point -> c -> d) -> Array c -> Array d -- | Map monadically over an array (function applied to each element and -- its index) and ignore the results. imapMA_ :: (Monad m, UnboxRepClass c) => (Point -> c -> m ()) -> Array c -> m () -- | Yield the point coordinates of all the minimum elements of the array. -- The array may not be empty. minIndexesA :: UnboxRepClass c => Array c -> [Point] -- | Yield the point coordinates of the first maximum element of the array. -- The array may not be empty. maxIndexA :: UnboxRepClass c => Array c -> Point -- | Yield the point coordinates of the first maximum element of the array. -- The array may not be empty. maxIndexByA :: UnboxRepClass c => (c -> c -> Ordering) -> Array c -> Point -- | Yield the point coordinates of the last maximum element of the array. -- The array may not be empty. maxLastIndexA :: UnboxRepClass c => Array c -> Point toListA :: UnboxRepClass c => Array c -> [c] toUnboxRep :: UnboxRepClass c => c -> UnboxRep c instance Game.LambdaHack.Common.PointArray.UnboxRepClass c => GHC.Classes.Eq (Game.LambdaHack.Common.PointArray.Array c) instance GHC.Show.Show (Game.LambdaHack.Common.PointArray.Array c) instance Game.LambdaHack.Common.PointArray.UnboxRepClass c => Data.Binary.Class.Binary (Game.LambdaHack.Common.PointArray.Array c) instance Game.LambdaHack.Common.PointArray.UnboxRepClass GHC.Types.Bool instance Game.LambdaHack.Common.PointArray.UnboxRepClass GHC.Word.Word8 instance Game.LambdaHack.Common.PointArray.UnboxRepClass (Game.LambdaHack.Definition.DefsInternal.ContentId k) instance Game.LambdaHack.Common.PointArray.UnboxRepClass Game.LambdaHack.Definition.Color.AttrCharW32 -- | Breadth first search algorithm. module Game.LambdaHack.Client.Bfs -- | Weighted distance between points along shortest paths. data BfsDistance -- | State of legality of moves between adjacent points. data MoveLegal MoveBlocked :: MoveLegal MoveToOpen :: MoveLegal MoveToClosed :: MoveLegal MoveToUnknown :: MoveLegal subtractBfsDistance :: BfsDistance -> BfsDistance -> Int -- | The minimal distance value assigned to paths that don't enter any -- unknown tiles. minKnownBfs :: BfsDistance -- | The distance value that denotes no legal path between points, either -- due to blocked tiles or pathfinding aborted at earlier tiles, e.g., -- due to unknown tiles. apartBfs :: BfsDistance -- | Maximum value of the type. maxBfsDistance :: BfsDistance -- | Create and fill a BFS array for the given level. Unsafe array -- operations are OK here, because the intermediate values of the vector -- don't leak anywhere outside nor are kept unevaluated and so they can't -- be overwritten by the unsafe side-effect. -- -- When computing move cost, we assume doors openable at no cost, because -- other actors use them, too, so the cost is shared and the extra -- visiblity is valuable, too. We treat unknown tiles specially. Whether -- suspect tiles are considered openable depends on -- smarkSuspect. -- -- Instead of a BFS queue (list) we use the two tabs (arrays), for (JS) -- speed. fillBfs :: Array Word8 -> Word8 -> Point -> (PrimArray PointI, PrimArray PointI) -> Array BfsDistance data AndPath AndPath :: Point -> [Point] -> Point -> Int -> AndPath [pathSource] :: AndPath -> Point [pathList] :: AndPath -> [Point] [pathGoal] :: AndPath -> Point [pathLen] :: AndPath -> Int -- | Find a path, without the source position, with the smallest length. -- The eps coefficient determines which direction (of the -- closest directions available) that path should prefer, where 0 means -- north-west and 1 means north. The path tries hard to avoid actors and -- tries to avoid tiles that need altering and ambient light. Actors are -- avoided only close to the start of the path, because elsewhere they -- are likely to move before they are reached. Even projectiles are -- avoided, which sometimes has the effect of choosing a safer route -- (regardless if the projectiles are friendly fire or not). -- -- An unwelcome side effect of avoiding actors is that friends will -- sometimes avoid displacing and instead perform two separate moves, -- wasting 1 turn in total (only if they had opposed direction of their -- goals; unlikely). But in corridors they will still displace and -- elsewhere this scenario was quite rare already. findPathBfs :: EnumSet Point -> Array Word8 -> (PointI -> Bool) -> Point -> Point -> Int -> Array BfsDistance -> Maybe AndPath -- | Access a BFS array and interpret the looked up distance value. accessBfs :: Array BfsDistance -> Point -> Maybe Int succBfsDistance :: BfsDistance -> BfsDistance predBfsDistance :: BfsDistance -> BfsDistance -- | The distance value that denotes that path search was aborted at this -- tile due to too large actual distance and that the tile was unknown. -- It is also a true distance value for this tile. abortedUnknownBfs :: BfsDistance maskBfs :: BfsDistance -> BfsDistance distanceBfs :: BfsDistance -> Maybe Int instance Data.Bits.Bits Game.LambdaHack.Client.Bfs.BfsDistance instance GHC.Classes.Ord Game.LambdaHack.Client.Bfs.BfsDistance instance GHC.Classes.Eq Game.LambdaHack.Client.Bfs.BfsDistance instance GHC.Show.Show Game.LambdaHack.Client.Bfs.BfsDistance instance GHC.Classes.Eq Game.LambdaHack.Client.Bfs.MoveLegal instance GHC.Generics.Generic Game.LambdaHack.Client.Bfs.AndPath instance GHC.Show.Show Game.LambdaHack.Client.Bfs.AndPath instance Data.Binary.Class.Binary Game.LambdaHack.Client.Bfs.AndPath instance Game.LambdaHack.Common.PointArray.UnboxRepClass Game.LambdaHack.Client.Bfs.BfsDistance -- | The appearance of in-game items, as communicated to the player. module Game.LambdaHack.Definition.Flavour -- | The type of item flavours. data Flavour -- | Turn a colour set into a flavour set. zipPlain :: [Color] -> [Flavour] -- | Turn a colour set into a flavour set. zipFancy :: [Color] -> [Flavour] -- | Turn a colour set into a flavour set. zipLiquid :: [Color] -> [Flavour] -- | Turn a colour set into a flavour set. zipGlassPlain :: [Color] -> [Flavour] -- | Turn a colour set into a flavour set. zipGlassFancy :: [Color] -> [Flavour] -- | Turn a colour set into a flavour set. zipStory :: [Color] -> [Flavour] dummyFlavour :: Flavour stdFlavList :: [Flavour] -- | Get the underlying base colour of a flavour. flavourToColor :: Flavour -> Color -- | Construct the full name of a flavour. flavourToName :: Flavour -> Text -- | Human-readable names for item colors. The plain set. colorToPlainName :: Color -> Text -- | Human-readable names for item colors. The fancy set. colorToFancyName :: Color -> Text -- | Simple names for team colors (bright colours preferred). colorToTeamName :: Color -> Text data FancyName -- | Human-readable names for item colors. The liquid set. colorToLiquidName :: Color -> Text -- | Human-readable names for item colors. The plain glass set. colorToGlassPlainName :: Color -> Text -- | Human-readable names for item colors. The fancy glass set. colorToGlassFancyName :: Color -> Text instance GHC.Generics.Generic Game.LambdaHack.Definition.Flavour.FancyName instance GHC.Enum.Bounded Game.LambdaHack.Definition.Flavour.FancyName instance GHC.Enum.Enum Game.LambdaHack.Definition.Flavour.FancyName instance GHC.Classes.Ord Game.LambdaHack.Definition.Flavour.FancyName instance GHC.Classes.Eq Game.LambdaHack.Definition.Flavour.FancyName instance GHC.Show.Show Game.LambdaHack.Definition.Flavour.FancyName instance GHC.Generics.Generic Game.LambdaHack.Definition.Flavour.Flavour instance GHC.Classes.Ord Game.LambdaHack.Definition.Flavour.Flavour instance GHC.Classes.Eq Game.LambdaHack.Definition.Flavour.Flavour instance GHC.Show.Show Game.LambdaHack.Definition.Flavour.Flavour instance GHC.Enum.Enum Game.LambdaHack.Definition.Flavour.Flavour instance Data.Binary.Class.Binary Game.LambdaHack.Definition.Flavour.Flavour -- | The type of kinds of weapons, treasure, organs, blasts, etc. module Game.LambdaHack.Content.ItemKind pattern CONDITION :: GroupName ItemKind pattern COMMON_ITEM :: GroupName ItemKind pattern S_BONUS_HP :: GroupName ItemKind pattern S_BRACED :: GroupName ItemKind pattern S_ASLEEP :: GroupName ItemKind pattern S_IMPRESSED :: GroupName ItemKind pattern S_CURRENCY :: GroupName ItemKind pattern MOBILE :: GroupName ItemKind pattern CRAWL_ITEM :: GroupName ItemKind pattern TREASURE :: GroupName ItemKind pattern ANY_SCROLL :: GroupName ItemKind pattern ANY_GLASS :: GroupName ItemKind pattern ANY_POTION :: GroupName ItemKind pattern ANY_FLASK :: GroupName ItemKind pattern EXPLOSIVE :: GroupName ItemKind pattern ANY_JEWELRY :: GroupName ItemKind pattern S_SINGLE_SPARK :: GroupName ItemKind pattern S_SPARK :: GroupName ItemKind pattern S_FRAGRANCE :: GroupName ItemKind pattern HORROR :: GroupName ItemKind pattern VALUABLE :: GroupName ItemKind pattern UNREPORTED_INVENTORY :: GroupName ItemKind pattern AQUATIC :: GroupName ItemKind -- | Item properties that are fixed for a given kind of items. Of these, -- aspects and effects are jointly called item powers. Note that this -- type is mutually recursive with Effect and Aspect. data ItemKind ItemKind :: ContentSymbol ItemKind -> Text -> Freqs ItemKind -> [Flavour] -> Dice -> Rarity -> Text -> Int -> Dice -> [Aspect] -> [Effect] -> [(GroupName ItemKind, CStore)] -> Text -> ItemKind -- | map symbol [isymbol] :: ItemKind -> ContentSymbol ItemKind -- | generic name; is pluralized if needed [iname] :: ItemKind -> Text -- | frequency within groups [ifreq] :: ItemKind -> Freqs ItemKind -- | possible flavours [iflavour] :: ItemKind -> [Flavour] -- | created in that quantity [icount] :: ItemKind -> Dice -- | rarity on given depths [irarity] :: ItemKind -> Rarity -- | the verb for hitting [iverbHit] :: ItemKind -> Text -- | weight in grams [iweight] :: ItemKind -> Int -- | basic kinetic damage [idamage] :: ItemKind -> Dice -- | affect the actor continuously [iaspects] :: ItemKind -> [Aspect] -- | cause the effects when triggered [ieffects] :: ItemKind -> [Effect] -- | accompanying organs and equipment [ikit] :: ItemKind -> [(GroupName ItemKind, CStore)] -- | description [idesc] :: ItemKind -> Text makeData :: ItemSymbolsUsedInEngine -> [ItemKind] -> [GroupName ItemKind] -> [GroupName ItemKind] -> ContentData ItemKind -- | Aspects of items. Aspect AddSkill is additive (starting at 0) -- for all items wielded by an actor and it affects the actor. The others -- affect only the item in question, not the actor carrying it, and so -- are not additive in any sense. data Aspect -- | specifies the cooldown before an item may be applied again; if a copy -- of an item is applied manually (not via periodic activation), all -- effects on a single copy of the item are disabled until the copy -- recharges for the given time expressed in game turns; all copies -- recharge concurrently Timeout :: Dice -> Aspect -- | bonus to a skill; in content, avoid boosting skills such as SkApply -- via permanent equipment, to avoid micromanagement through swapping -- items among party members before each skill use AddSkill :: Skill -> Dice -> Aspect -- | item feature SetFlag :: Flag -> Aspect -- | extra label of the item; it's not pluralized ELabel :: Text -> Aspect -- | parameters modifying a throw ToThrow :: ThrowMod -> Aspect -- | until identified, presents as this unique kind PresentAs :: GroupName ItemKind -> Aspect -- | AI and UI flag that leaks item intended use EqpSlot :: EqpSlot -> Aspect -- | if level-scaled dice roll > 50, pick the former aspects, otherwise -- the latter Odds :: Dice -> [Aspect] -> [Aspect] -> Aspect -- | Effects of items. Can be invoked by the item wielder to affect another -- actor or the wielder himself. -- -- Various effects of an item kind are all groupped in one list, at the -- cost of conditionals, sequences, etc., to ensure brevity and -- simplicity of content definitions. Most effects fire regardless of -- activation kind (the only exceptions are OnSmash and -- OnCombine effects) so the deviations, handled via the -- conditionals, are rare and the definitions remain simple. Whether an -- item can be activated in any particular way, OTOH, is specified via -- simple flags elsewhere, again, by default, assuming that most -- activations are possible for all. data Effect -- | burn with this damage Burn :: Dice -> Effect -- | explode producing this group of blasts Explode :: GroupName ItemKind -> Effect -- | modify HP of the actor by this amount RefillHP :: Int -> Effect -- | modify Calm of the actor by this amount RefillCalm :: Int -> Effect -- | change actor's allegiance Dominate :: Effect -- | make actor susceptible to domination Impress :: Effect -- | put actor to sleep, also calming him PutToSleep :: Effect -- | make the actor yell/yawn, waking him and others up Yell :: Effect -- | summon the given number of actors of this group Summon :: GroupName ItemKind -> Dice -> Effect -- | ascend to another level of the dungeon Ascend :: Bool -> Effect -- | escape from the dungeon Escape :: Effect -- | paralyze for this many game clips Paralyze :: Dice -> Effect -- | paralyze for this many game clips due to water ParalyzeInWater :: Dice -> Effect -- | give actor this many extra tenths of actor move InsertMove :: Dice -> Effect -- | teleport actor across rougly this distance Teleport :: Dice -> Effect -- | create an item of the group and insert into the store with the given -- random timer; it cardinality not specified, roll it CreateItem :: Maybe Int -> CStore -> GroupName ItemKind -> TimerDice -> Effect -- | destroy some items of the group from the store; see below about Ints DestroyItem :: Int -> Int -> CStore -> GroupName ItemKind -> Effect -- | ConsumeItems toUse toDestroy uses items matching -- toUse (destroys non-durable, without invoking OnSmash -- effects; applies normal effects of durable, without destroying them; -- the same behaviour as when transforming terrain using items) and -- destroys items matching toDestroy, invoking no effects, -- regardless of durability; the items are taken from CGround -- (but not from CEqp), preferring non-durable (since durable -- can harm when used and may be more vauable when destroyed); if not all -- required items are present, no item are destroyed; if an item belongs -- to many groups in the sum of toUse and toDestroy, it -- counts for all (otherwise, some orders of destroying would succeed, -- while others would not); even if item durable, as many copies are -- needed as specified, not just one applied many times; items are first -- destroyed and then, if any copies left, applied ConsumeItems :: [(Int, GroupName ItemKind)] -> [(Int, GroupName ItemKind)] -> Effect -- | make the actor drop items of the given group from the given store; the -- first integer says how many item kinds to drop, the second, how many -- copies of each kind to drop; for non-organs, beware of not dropping -- all kinds, or cluttering store with rubbish becomes beneficial DropItem :: Int -> Int -> CStore -> GroupName ItemKind -> Effect -- | reduce the cooldown period of this number of discharged items in the -- victim's equipment and organs by this dice of game clips; if the -- result is negative, set to 0, instantly recharging the item; starts -- with weapons with highest raw damage in equipment, then among organs, -- then non-weapons in equipment and among organs; beware of exploiting -- for healing periodic items Recharge :: Int -> Dice -> Effect -- | increase the cooldown period of this number of fully recharged items -- in the victim's equipment and organs by this dice of game clips; -- starts with weapons with highest raw damage in equipment, then among -- organs, then non-weapons in equipment and among organs; beware of -- exploiting for hunger inducing and similar organs Discharge :: Int -> Dice -> Effect -- | get a suitable (i.e., numerous enough) non-unique common item stack on -- the floor and polymorph it to a stack of random common items, with -- current depth coefficient PolyItem :: Effect -- | get a suitable (i.e., with any random aspects) single item (even -- unique) on the floor and change the random bonuses of the items -- randomly, with maximal depth coefficient RerollItem :: Effect -- | exactly duplicate a single non-unique, non-valuable item on the floor DupItem :: Effect -- | find a suitable (i.e., not identified) item, starting from the floor, -- and identify it Identify :: Effect -- | detect something on the map in the given radius Detect :: DetectKind -> Int -> Effect -- | send an actor flying (push or pull, depending) SendFlying :: ThrowMod -> Effect -- | push an actor PushActor :: ThrowMod -> Effect -- | pull an actor PullActor :: ThrowMod -> Effect -- | remove all smell on the level ApplyPerfume :: Effect -- | try to trigger a single random effect of the list AtMostOneOf :: [Effect] -> Effect -- | trigger, with equal probability, one of the effects that don't end -- with UseDud OneOf :: [Effect] -> Effect -- | trigger the effect when item smashed (not when applied nor meleed) OnSmash :: Effect -> Effect -- | trigger the effect only when the actor explicitly desires to combine -- items or otherwise subtly tinker with an item or a tile, e.g., craft -- items from other items in a workshop; in particular, don't trigger the -- effects when entering a tile; trigger exclusively the effects when -- activating walkable terrain OnCombine :: Effect -> Effect -- | apply the effect to the user, not the victim OnUser :: Effect -> Effect -- | nothing happens, UseDud, no description NopEffect :: Effect -- | only fire second effect if first activated AndEffect :: Effect -> Effect -> Effect -- | only fire second effect if first not activated OrEffect :: Effect -> Effect -> Effect -- | fire all effects in order; always suceed SeqEffect :: [Effect] -> Effect -- | if condition not met, fail without a message; better avoided, since AI -- can't value it well When :: Condition -> Effect -> Effect -- | if condition met, fail without a message; better avoided, since AI -- can't value it well Unless :: Condition -> Effect -> Effect -- | conditional effect; better avoided, since AI can't value it well IfThenElse :: Condition -> Effect -> Effect -> Effect -- | a sentence with the actor causing the effect as subject, the given -- texts as the verb and the ending of the sentence (that may be ignored -- when the message is cited, e.g., as heard by someone) that is emitted -- when an activation causes an item to expire; no spam is emitted if a -- projectile; the ending is appended without a space in-between VerbNoLonger :: Text -> Text -> Effect -- | as VerbNoLonger but that is emitted whenever the item is -- activated; VerbMsg :: Text -> Text -> Effect -- | as VerbMsg, but a failed effect (returns UseId) VerbMsgFail :: Text -> Text -> Effect data Condition HpLeq :: Int -> Condition HpGeq :: Int -> Condition CalmLeq :: Int -> Condition CalmGeq :: Int -> Condition TriggeredBy :: ActivationFlag -> Condition data DetectKind DetectAll :: DetectKind DetectActor :: DetectKind DetectLoot :: DetectKind DetectExit :: DetectKind DetectHidden :: DetectKind DetectEmbed :: DetectKind DetectStash :: DetectKind -- | Specification of how to randomly roll a timer at item creation to -- obtain a fixed timer for the item's lifetime. data TimerDice -- | Parameters modifying a throw of a projectile or flight of pushed -- actor. Not additive and don't start at 0. data ThrowMod ThrowMod :: Int -> Int -> Int -> ThrowMod -- | fly with this percentage of base throw speed [throwVelocity] :: ThrowMod -> Int -- | fly for this percentage of 2 turns [throwLinger] :: ThrowMod -> Int -- | start flight with this many HP [throwHP] :: ThrowMod -> Int data ItemSymbolsUsedInEngine ItemSymbolsUsedInEngine :: ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ContentSymbol ItemKind -> ItemSymbolsUsedInEngine [rsymbolProjectile] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolLight] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolTool] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolSpecial] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolGold] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolNecklace] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolRing] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolPotion] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolFlask] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolScroll] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolTorsoArmor] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolMiscArmor] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolClothes] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolShield] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolPolearm] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolEdged] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolHafted] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolWand] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind [rsymbolFood] :: ItemSymbolsUsedInEngine -> ContentSymbol ItemKind emptyItemSymbolsUsedInEngine :: ItemSymbolsUsedInEngine boostItemKindList :: SMGen -> [ItemKind] -> [ItemKind] -- | Whether the effect has a chance of exhibiting any potentially -- noticeable behaviour, except when the item is destroyed or combined. -- We assume at least one of OneOf effects must be noticeable. forApplyEffect :: Effect -> Bool -- | Whether a non-nested effect always applies raw damage. forDamageEffect :: Effect -> Bool -- | Whether an item is damaging. Such items may trigger embedded items and -- may collide with bursting items mid-air. isDamagingKind :: ItemKind -> Bool strengthOnCombine :: ItemKind -> [Effect] strengthOnSmash :: ItemKind -> [Effect] getDropOrgans :: ItemKind -> [GroupName ItemKind] getMandatoryPresentAsFromKind :: ItemKind -> Maybe (GroupName ItemKind) isEffEscape :: Effect -> Bool isEffEscapeOrAscend :: Effect -> Bool timeoutAspect :: Aspect -> Bool orEffect :: Effect -> Bool onSmashEffect :: Effect -> Bool onCombineEffect :: Effect -> Bool alwaysDudEffect :: Effect -> Bool damageUsefulness :: ItemKind -> Double verbMsgNoLonger :: Text -> Effect verbMsgLess :: Text -> Effect toVelocity :: Int -> Aspect toLinger :: Int -> Aspect timerNone :: TimerDice isTimerNone :: TimerDice -> Bool foldTimer :: a -> (Dice -> a) -> (Dice -> a) -> TimerDice -> a toOrganBad :: GroupName ItemKind -> Dice -> Effect toOrganGood :: GroupName ItemKind -> Dice -> Effect toOrganNoTimer :: GroupName ItemKind -> Effect -- | Catch invalid item kind definitions. validateSingle :: ItemSymbolsUsedInEngine -> ItemKind -> [Text] boostItemKind :: ItemKind -> ItemKind onSmashOrCombineEffect :: Effect -> Bool -- | Validate all item kinds. validateAll :: [ItemKind] -> ContentData ItemKind -> [Text] validateDups :: ItemKind -> Aspect -> [Text] validateDamage :: Dice -> [Text] mandatoryGroups :: [GroupName ItemKind] mandatoryGroupsSingleton :: [GroupName ItemKind] instance GHC.Classes.Eq Game.LambdaHack.Content.ItemKind.Condition instance GHC.Show.Show Game.LambdaHack.Content.ItemKind.Condition instance GHC.Classes.Eq Game.LambdaHack.Content.ItemKind.DetectKind instance GHC.Show.Show Game.LambdaHack.Content.ItemKind.DetectKind instance GHC.Classes.Eq Game.LambdaHack.Content.ItemKind.TimerDice instance GHC.Generics.Generic Game.LambdaHack.Content.ItemKind.ThrowMod instance GHC.Classes.Ord Game.LambdaHack.Content.ItemKind.ThrowMod instance GHC.Classes.Eq Game.LambdaHack.Content.ItemKind.ThrowMod instance GHC.Show.Show Game.LambdaHack.Content.ItemKind.ThrowMod instance GHC.Classes.Eq Game.LambdaHack.Content.ItemKind.Effect instance GHC.Show.Show Game.LambdaHack.Content.ItemKind.Effect instance GHC.Show.Show Game.LambdaHack.Content.ItemKind.ItemKind instance GHC.Classes.Eq Game.LambdaHack.Content.ItemKind.Aspect instance GHC.Show.Show Game.LambdaHack.Content.ItemKind.Aspect instance Data.Binary.Class.Binary Game.LambdaHack.Content.ItemKind.ThrowMod instance Data.Hashable.Class.Hashable Game.LambdaHack.Content.ItemKind.ThrowMod instance GHC.Show.Show Game.LambdaHack.Content.ItemKind.TimerDice -- | The type of tile kinds. Every terrain tile in the game is an -- instantiated tile kind. module Game.LambdaHack.Content.TileKind pattern S_UNKNOWN_SPACE :: GroupName TileKind pattern S_UNKNOWN_OUTER_FENCE :: GroupName TileKind pattern S_BASIC_OUTER_FENCE :: GroupName TileKind pattern AQUATIC :: GroupName TileKind -- | The type of kinds of terrain tiles. See Tile.hs for -- explanation of the absence of a corresponding type Tile that -- would hold particular concrete tiles in the dungeon. Note that tile -- names (and any other content names) should not be plural (that would -- lead to "a stairs"), so "road with cobblestones" is fine, but "granite -- cobblestones" is wrong. -- -- Tile kind for unknown space has the minimal ContentId index. -- The talter for unknown space is 1 and no other tile -- kind has that value. data TileKind TileKind :: Char -> Text -> Freqs TileKind -> Color -> Color -> Word8 -> [Feature] -> TileKind -- | map symbol [tsymbol] :: TileKind -> Char -- | short description [tname] :: TileKind -> Text -- | frequency within groups [tfreq] :: TileKind -> Freqs TileKind -- | map color [tcolor] :: TileKind -> Color -- | map color when not in FOV [tcolor2] :: TileKind -> Color -- | minimal skill needed to activate embeds and, in case of big actors not -- standing on the tile, to alter the tile in any way [talter] :: TileKind -> Word8 -- | properties; order matters [tfeature] :: TileKind -> [Feature] -- | Marks whether projectiles are permitted to trigger the tile -- transformation action. data ProjectileTriggers ProjYes :: ProjectileTriggers ProjNo :: ProjectileTriggers -- | All possible terrain tile features. data Feature -- | initially an item of this group is embedded; we assume the item has -- effects and is supposed to be triggered Embed :: GroupName ItemKind -> Feature -- | goes from a closed to closed or open tile when altered OpenTo :: GroupName TileKind -> Feature -- | goes from an open to open or closed tile when altered CloseTo :: GroupName TileKind -> Feature -- | alters tile, but does not change walkability ChangeTo :: GroupName TileKind -> Feature -- | alters tile, as before, using up all listed items from the ground and -- equipment; the list never empty; for simplicity, such tiles are never -- taken into account when pathfinding OpenWith :: ProjectileTriggers -> [(Int, GroupName ItemKind)] -> GroupName TileKind -> Feature CloseWith :: ProjectileTriggers -> [(Int, GroupName ItemKind)] -> GroupName TileKind -> Feature ChangeWith :: ProjectileTriggers -> [(Int, GroupName ItemKind)] -> GroupName TileKind -> Feature -- | when hidden, looks as the unique tile of the group HideAs :: GroupName TileKind -> Feature -- | when generating, may be transformed to the unique tile of the group BuildAs :: GroupName TileKind -> Feature -- | when generating in opening, can be revealed to belong to the group RevealAs :: GroupName TileKind -> Feature -- | when generating in solid wall, can be revealed to belong to the group ObscureAs :: GroupName TileKind -> Feature -- | actors can walk through Walkable :: Feature -- | actors can see through Clear :: Feature -- | is not lit with an ambient light Dark :: Feature -- | initial items often generated there OftenItem :: Feature -- | initial items very often generated there VeryOftenItem :: Feature -- | initial actors often generated there OftenActor :: Feature -- | no items ever generated there NoItem :: Feature -- | no actors ever generated there NoActor :: Feature -- | even if otherwise uninteresting, taken into account for triggering by -- AI ConsideredByAI :: Feature -- | used for visible trails throughout the level Trail :: Feature -- | in place normal legend and in override, don't roll a tile kind only -- once per place, but roll for each position; one non-spicy (according -- to frequencies of non-spicy) and at most one spicy (according to their -- frequencies) is rolled per place and then, once for each position, one -- of the two is semi-randomly chosen (according to their individual -- frequencies only) Spice :: Feature makeData :: [TileKind] -> [GroupName TileKind] -> [GroupName TileKind] -> ContentData TileKind isUknownSpace :: ContentId TileKind -> Bool unknownId :: ContentId TileKind isSuspectKind :: TileKind -> Bool isOpenableKind :: TileKind -> Bool isClosableKind :: TileKind -> Bool talterForStairs :: Word8 floorSymbol :: Char -- | Validate a single tile kind. validateSingle :: TileKind -> [Text] -- | Validate all tile kinds. -- -- We don't check it any more, but if tiles look the same on the map -- (symbol and color), their substantial features should be the same, -- too, unless there is a good reason they shouldn't. Otherwise the -- player has to inspect manually all the tiles with this look to see if -- any is special. This tends to be tedious. Note that tiles may freely -- differ wrt text blurb, dungeon generation rules, AI preferences, etc., -- whithout causing the tedium. validateAll :: [TileKind] -> ContentData TileKind -> [Text] validateDups :: TileKind -> Feature -> [Text] mandatoryGroups :: [GroupName TileKind] mandatoryGroupsSingleton :: [GroupName TileKind] instance GHC.Classes.Eq Game.LambdaHack.Content.TileKind.ProjectileTriggers instance GHC.Show.Show Game.LambdaHack.Content.TileKind.ProjectileTriggers instance GHC.Show.Show Game.LambdaHack.Content.TileKind.TileKind instance GHC.Classes.Eq Game.LambdaHack.Content.TileKind.Feature instance GHC.Show.Show Game.LambdaHack.Content.TileKind.Feature -- | The type of place kinds. Every room in the game is an instantiated -- place kind. module Game.LambdaHack.Content.PlaceKind -- | Parameters for the generation of small areas within a dungeon level. data PlaceKind PlaceKind :: Char -> Text -> Freqs PlaceKind -> Rarity -> Cover -> Fence -> [Text] -> EnumMap Char (GroupName TileKind) -> EnumMap Char (GroupName TileKind) -> PlaceKind -- | a symbol [psymbol] :: PlaceKind -> Char -- | short description, singular or plural [pname] :: PlaceKind -> Text -- | frequency within groups [pfreq] :: PlaceKind -> Freqs PlaceKind -- | rarity on given depths [prarity] :: PlaceKind -> Rarity -- | how to fill whole place using the corner [pcover] :: PlaceKind -> Cover -- | whether to fence place with solid border [pfence] :: PlaceKind -> Fence -- | plan of the top-left corner of the place [ptopLeft] :: PlaceKind -> [Text] -- | dark legend [plegendDark] :: PlaceKind -> EnumMap Char (GroupName TileKind) -- | lit legend [plegendLit] :: PlaceKind -> EnumMap Char (GroupName TileKind) makeData :: ContentData TileKind -> [PlaceKind] -> [GroupName PlaceKind] -> [GroupName PlaceKind] -> ContentData PlaceKind -- | A method of filling the whole area (except for CVerbatim and CMirror, -- which are just placed in the middle of the area) by transforming a -- given corner. data Cover -- | reflect every other corner, overlapping 1 row and column CAlternate :: Cover -- | fill symmetrically 4 corners and stretch their borders CStretch :: Cover -- | tile separately and symmetrically quarters of the place CReflect :: Cover -- | just build the given interior, without filling the area CVerbatim :: Cover -- | build the given interior in one of 4 mirrored variants CMirror :: Cover -- | The choice of a fence type for the place. data Fence -- | put a solid wall fence around the place FWall :: Fence -- | leave an empty space, like the room's floor FFloor :: Fence -- | leave an empty space, like the cave's ground FGround :: Fence -- | skip the fence and fill all with the place proper FNone :: Fence -- | Places are rooms and other dungeon features, their names can be seen -- on a level map by aiming at a position that is an entry to the place -- (an individual entrance point, an approach area around the place or a -- phantom entry not on the map, but only used for statistics to witness -- the place exists). Entries are proxies for initial places created on -- the level (which may be otherwise eradicated by burrowing the walls, -- etc.) and so used for dungeon statistics. The statistics are presented -- in the Dashboard/displace place lore menu. data PlaceEntry PEntry :: ContentId PlaceKind -> PlaceEntry PAround :: ContentId PlaceKind -> PlaceEntry PExists :: ContentId PlaceKind -> PlaceEntry deadEndId :: ContentId PlaceKind overridePlaceKind :: [(Char, GroupName TileKind)] -> PlaceKind -> PlaceKind override2PlaceKind :: [(Char, GroupName TileKind)] -> [(Char, GroupName TileKind)] -> PlaceKind -> PlaceKind -- | Catch invalid place kind definitions. In particular, verify that the -- top-left corner map is rectangular and not empty. validateSingle :: ContentData TileKind -> PlaceKind -> [Text] -- | Validate all place kinds. validateAll :: [PlaceKind] -> ContentData PlaceKind -> [Text] instance GHC.Classes.Eq Game.LambdaHack.Content.PlaceKind.Cover instance GHC.Show.Show Game.LambdaHack.Content.PlaceKind.Cover instance GHC.Classes.Eq Game.LambdaHack.Content.PlaceKind.Fence instance GHC.Show.Show Game.LambdaHack.Content.PlaceKind.Fence instance GHC.Show.Show Game.LambdaHack.Content.PlaceKind.PlaceKind instance GHC.Generics.Generic Game.LambdaHack.Content.PlaceKind.PlaceEntry instance GHC.Classes.Eq Game.LambdaHack.Content.PlaceKind.PlaceEntry instance GHC.Show.Show Game.LambdaHack.Content.PlaceKind.PlaceEntry instance Data.Binary.Class.Binary Game.LambdaHack.Content.PlaceKind.PlaceEntry -- | The type of game rules and assorted game data. module Game.LambdaHack.Content.RuleKind -- | The type of game rules and assorted game data. data RuleContent RuleContent :: String -> X -> Y -> Version -> FilePath -> (String, Config) -> Int -> Int -> FilePath -> Int -> [Text] -> ItemSymbolsUsedInEngine -> RuleContent -- | title of the game (not lib) [rtitle] :: RuleContent -> String -- | maximum level width; for now, keep equal to ScreenContent.rwidth [rWidthMax] :: RuleContent -> X -- | maximum level height; for now, keep equal to ScreenContent.rheight - 3 [rHeightMax] :: RuleContent -> Y -- | version of the game [rexeVersion] :: RuleContent -> Version -- | name of the UI config file [rcfgUIName] :: RuleContent -> FilePath -- | the default UI settings config file [rcfgUIDefault] :: RuleContent -> (String, Config) -- | game saved that often (not on browser) [rwriteSaveClips] :: RuleContent -> Int -- | server switches leader level that often [rleadLevelClips] :: RuleContent -> Int -- | name of the scores file [rscoresFile] :: RuleContent -> FilePath -- | what is a close distance between actors [rnearby] :: RuleContent -> Int -- | words that can't be dropped from stair name as it goes through levels [rstairWordCarried] :: RuleContent -> [Text] -- | item symbols treated specially in engine [ritemSymbols] :: RuleContent -> ItemSymbolsUsedInEngine emptyRuleContent :: RuleContent makeData :: RuleContent -> RuleContent -- | Catch invalid rule kind definitions. validateSingle :: RuleContent -> [Text] -- | The type of cave kinds. Every level in the game is an instantiated -- cave kind. module Game.LambdaHack.Content.CaveKind pattern DEFAULT_RANDOM :: GroupName CaveKind -- | Parameters for the generation of dungeon levels. Warning: for -- efficiency, avoid embedded items in any of the common tiles. data CaveKind CaveKind :: Char -> Text -> Freqs CaveKind -> X -> Y -> DiceXY -> DiceXY -> DiceXY -> Dice -> Dice -> Rational -> Rational -> Chance -> Chance -> Int -> Int -> Freqs ItemKind -> Dice -> Freqs ItemKind -> Freqs PlaceKind -> Bool -> Bool -> GroupName TileKind -> GroupName TileKind -> GroupName TileKind -> GroupName TileKind -> GroupName TileKind -> GroupName TileKind -> GroupName TileKind -> GroupName TileKind -> GroupName TileKind -> Bool -> Int -> Dice -> Freqs PlaceKind -> Freqs PlaceKind -> Freqs PlaceKind -> [Int] -> Text -> CaveKind -- | a symbol [csymbol] :: CaveKind -> Char -- | short description [cname] :: CaveKind -> Text -- | frequency within groups [cfreq] :: CaveKind -> Freqs CaveKind -- | minimal X size of the whole cave [cXminSize] :: CaveKind -> X -- | minimal Y size of the whole cave [cYminSize] :: CaveKind -> Y -- | size of a map cell holding a place [ccellSize] :: CaveKind -> DiceXY -- | minimal size of places; for merging [cminPlaceSize] :: CaveKind -> DiceXY -- | maximal size of places; for growing [cmaxPlaceSize] :: CaveKind -> DiceXY -- | the odds a place is dark (level-scaled dice roll > 50) [cdarkOdds] :: CaveKind -> Dice -- | the odds the cave is dark (level-scaled dice roll > 50) [cnightOdds] :: CaveKind -> Dice -- | a proportion of extra connections [cauxConnects] :: CaveKind -> Rational -- | at most this proportion of rooms may be void [cmaxVoid] :: CaveKind -> Rational -- | the chance of a door in an opening [cdoorChance] :: CaveKind -> Chance -- | if there's a door, is it open? [copenChance] :: CaveKind -> Chance -- | if not open, hidden one in n times [chidden] :: CaveKind -> Int -- | the lower, the more monsters spawn [cactorCoeff] :: CaveKind -> Int -- | actor groups to consider [cactorFreq] :: CaveKind -> Freqs ItemKind -- | number of initial items in the cave [citemNum] :: CaveKind -> Dice -- | item groups to consider; note that the groups are flattened; e.g., if -- an item is moved to another included group with the same weight, the -- outcome doesn't change [citemFreq] :: CaveKind -> Freqs ItemKind -- | place groups to consider [cplaceFreq] :: CaveKind -> Freqs PlaceKind -- | are passable default tiles permitted [cpassable] :: CaveKind -> Bool -- | waste of time for AI to explore [labyrinth] :: CaveKind -> Bool -- | the default cave tile [cdefTile] :: CaveKind -> GroupName TileKind -- | the dark cave corridor tile [cdarkCorTile] :: CaveKind -> GroupName TileKind -- | the lit cave corridor tile [clitCorTile] :: CaveKind -> GroupName TileKind -- | the tile used for FWall fence [cwallTile] :: CaveKind -> GroupName TileKind -- | tile used for the fence corners [ccornerTile] :: CaveKind -> GroupName TileKind -- | the outer fence N wall [cfenceTileN] :: CaveKind -> GroupName TileKind -- | the outer fence E wall [cfenceTileE] :: CaveKind -> GroupName TileKind -- | the outer fence S wall [cfenceTileS] :: CaveKind -> GroupName TileKind -- | the outer fence W wall [cfenceTileW] :: CaveKind -> GroupName TileKind -- | are places touching fence banned [cfenceApart] :: CaveKind -> Bool -- | minimal distance between stairs [cminStairDist] :: CaveKind -> Int -- | maximum number of stairs [cmaxStairsNum] :: CaveKind -> Dice -- | escape groups, if any [cescapeFreq] :: CaveKind -> Freqs PlaceKind -- | place groups for created stairs [cstairFreq] :: CaveKind -> Freqs PlaceKind -- | extra groups for inherited [cstairAllowed] :: CaveKind -> Freqs PlaceKind -- | which faction starting positions to skip [cskip] :: CaveKind -> [Int] -- | full cave description [cdesc] :: CaveKind -> Text makeData :: [CaveKind] -> [GroupName CaveKind] -> [GroupName CaveKind] -> ContentData CaveKind -- | Catch caves with not enough space for all the places. Check the size -- of the cave descriptions to make sure they fit on screen. Etc. validateSingle :: CaveKind -> [Text] -- | Validate all cave kinds. Note that names don't have to be unique: we -- can have several variants of a cave with a given name. validateAll :: [CaveKind] -> ContentData CaveKind -> [Text] mandatoryGroups :: [GroupName CaveKind] instance GHC.Show.Show Game.LambdaHack.Content.CaveKind.CaveKind -- | The type of kinds of game modes. module Game.LambdaHack.Content.ModeKind pattern CAMPAIGN_SCENARIO :: GroupName ModeKind pattern INSERT_COIN :: GroupName ModeKind pattern NO_CONFIRMS :: GroupName ModeKind -- | Game mode specification. data ModeKind ModeKind :: Char -> Text -> Freqs ModeKind -> Bool -> Roster -> Caves -> [(Outcome, Text)] -> Text -> Text -> Text -> Text -> ModeKind -- | a symbol [msymbol] :: ModeKind -> Char -- | short description [mname] :: ModeKind -> Text -- | frequency within groups [mfreq] :: ModeKind -> Freqs ModeKind -- | whether to show tutorial messages, etc. [mtutorial] :: ModeKind -> Bool -- | players taking part in the game [mroster] :: ModeKind -> Roster -- | arena of the game [mcaves] :: ModeKind -> Caves -- | messages displayed at each particular game ends; if message empty, the -- screen is skipped [mendMsg] :: ModeKind -> [(Outcome, Text)] -- | rules note [mrules] :: ModeKind -> Text -- | description [mdesc] :: ModeKind -> Text -- | why/when the mode should be played [mreason] :: ModeKind -> Text -- | hints in case player faces difficulties [mhint] :: ModeKind -> Text makeData :: [ModeKind] -> [GroupName ModeKind] -> [GroupName ModeKind] -> ContentData ModeKind -- | Requested cave groups for particular level intervals. type Caves = [([Int], [GroupName CaveKind])] -- | The specification of players for the game mode. data Roster Roster :: [(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)])] -> [(Text, Text)] -> [(Text, Text)] -> Roster -- | players in the particular team and levels, numbers and groups of their -- initial members [rosterList] :: Roster -> [(Player, Maybe TeamContinuity, [(Int, Dice, GroupName ItemKind)])] -- | the initial enmity matrix [rosterEnemy] :: Roster -> [(Text, Text)] -- | the initial aliance matrix [rosterAlly] :: Roster -> [(Text, Text)] -- | Team continuity index. Starting with 1, lower than 100. newtype TeamContinuity TeamContinuity :: Int -> TeamContinuity -- | Outcome of a game. data Outcome -- | the player escaped the dungeon alive Escape :: Outcome -- | the player won by eliminating all rivals Conquer :: Outcome -- | the faction lost the game in another way Defeated :: Outcome -- | the faction was eliminated Killed :: Outcome -- | game is restarted; the quitter quit Restart :: Outcome -- | game is supended Camping :: Outcome -- | Conditional polynomial representing score calculation for this player. type HiCondPoly = [HiSummand] type HiSummand = (HiPolynomial, [Outcome]) type HiPolynomial = [(HiIndeterminant, Double)] data HiIndeterminant HiConst :: HiIndeterminant HiLoot :: HiIndeterminant HiSprint :: HiIndeterminant HiBlitz :: HiIndeterminant HiSurvival :: HiIndeterminant HiKill :: HiIndeterminant HiLoss :: HiIndeterminant -- | Properties of a particular player. data Player Player :: Text -> [GroupName ItemKind] -> Skills -> Bool -> Bool -> HiCondPoly -> Bool -> Doctrine -> Maybe AutoLeader -> Bool -> Bool -> Player -- | name of the player [fname] :: Player -> Text -- | names of actor groups that may naturally fall under player's control, -- e.g., upon spawning or summoning [fgroups] :: Player -> [GroupName ItemKind] -- | fixed skill modifiers to the non-leader actors; also summed with -- skills implied by fdoctrine (which is not fixed) [fskillsOther] :: Player -> Skills -- | the player can escape the dungeon [fcanEscape] :: Player -> Bool -- | the faction declared killed if no actors [fneverEmpty] :: Player -> Bool -- | score polynomial for the player [fhiCondPoly] :: Player -> HiCondPoly -- | whether actors have gender [fhasGender] :: Player -> Bool -- | non-leaders behave according to this doctrine; can be changed during -- the game [fdoctrine] :: Player -> Doctrine -- | whether the faction can have a leader and what's its switching mode; [fleaderMode] :: Player -> Maybe AutoLeader -- | does the faction have a UI client (for control or passive observation) [fhasUI] :: Player -> Bool -- | is the faction under AI control [funderAI] :: Player -> Bool data AutoLeader AutoLeader :: Bool -> Bool -> AutoLeader -- | leader switching between levels is automatically done by the server -- and client is not permitted to change to leaders from other levels -- (the frequency of leader level switching done by the server is -- controlled by RuleKind.rleadLevelClips); if the flag is -- False, server still does a subset of the automatic switching, -- e.g., when the old leader dies and no other actor of the faction -- resides on his level, but the client (particularly UI) is expected to -- do changes as well [autoDungeon] :: AutoLeader -> Bool -- | client is discouraged from leader switching (e.g., because non-leader -- actors have the same skills as leader); server is guaranteed to switch -- leader within a level very rarely, e.g., when the old leader dies; if -- the flag is False, server still does a subset of the -- automatic switching, but the client is expected to do more, because -- it's advantageous for that kind of a faction [autoLevel] :: AutoLeader -> Bool teamExplorer :: TeamContinuity victoryOutcomes :: [Outcome] deafeatOutcomes :: [Outcome] nameOutcomePast :: Outcome -> Text nameOutcomeVerb :: Outcome -> Text endMessageOutcome :: Outcome -> Text screensave :: AutoLeader -> ModeKind -> ModeKind -- | Catch invalid game mode kind definitions. validateSingle :: ModeKind -> [Text] -- | Validate game mode kinds together. validateAll :: [ModeKind] -> ContentData ModeKind -> [Text] -- | Checks, in particular, that there is at least one faction with -- fneverEmpty or the game would get stuck as soon as the dungeon is -- devoid of actors. validateSingleRoster :: Caves -> Roster -> [Text] validateSinglePlayer :: Player -> [Text] mandatoryGroups :: [GroupName ModeKind] instance GHC.Generics.Generic Game.LambdaHack.Content.ModeKind.TeamContinuity instance GHC.Enum.Enum Game.LambdaHack.Content.ModeKind.TeamContinuity instance GHC.Classes.Ord Game.LambdaHack.Content.ModeKind.TeamContinuity instance GHC.Classes.Eq Game.LambdaHack.Content.ModeKind.TeamContinuity instance GHC.Show.Show Game.LambdaHack.Content.ModeKind.TeamContinuity instance GHC.Generics.Generic Game.LambdaHack.Content.ModeKind.Outcome instance GHC.Enum.Bounded Game.LambdaHack.Content.ModeKind.Outcome instance GHC.Enum.Enum Game.LambdaHack.Content.ModeKind.Outcome instance GHC.Classes.Ord Game.LambdaHack.Content.ModeKind.Outcome instance GHC.Classes.Eq Game.LambdaHack.Content.ModeKind.Outcome instance GHC.Show.Show Game.LambdaHack.Content.ModeKind.Outcome instance GHC.Generics.Generic Game.LambdaHack.Content.ModeKind.HiIndeterminant instance GHC.Classes.Eq Game.LambdaHack.Content.ModeKind.HiIndeterminant instance GHC.Show.Show Game.LambdaHack.Content.ModeKind.HiIndeterminant instance GHC.Generics.Generic Game.LambdaHack.Content.ModeKind.AutoLeader instance GHC.Classes.Eq Game.LambdaHack.Content.ModeKind.AutoLeader instance GHC.Show.Show Game.LambdaHack.Content.ModeKind.AutoLeader instance GHC.Generics.Generic Game.LambdaHack.Content.ModeKind.Player instance GHC.Classes.Eq Game.LambdaHack.Content.ModeKind.Player instance GHC.Show.Show Game.LambdaHack.Content.ModeKind.Player instance GHC.Show.Show Game.LambdaHack.Content.ModeKind.Roster instance GHC.Show.Show Game.LambdaHack.Content.ModeKind.ModeKind instance Data.Binary.Class.Binary Game.LambdaHack.Content.ModeKind.Player instance Data.Binary.Class.Binary Game.LambdaHack.Content.ModeKind.AutoLeader instance Data.Binary.Class.Binary Game.LambdaHack.Content.ModeKind.HiIndeterminant instance Data.Binary.Class.Binary Game.LambdaHack.Content.ModeKind.Outcome instance Data.Binary.Class.Binary Game.LambdaHack.Content.ModeKind.TeamContinuity -- | The type of item aspects and its operations. module Game.LambdaHack.Common.ItemAspect -- | Record of skills conferred by an item as well as of item flags and -- other item aspects. data AspectRecord AspectRecord :: Int -> Skills -> Flags -> Text -> ThrowMod -> Maybe (GroupName ItemKind) -> Maybe EqpSlot -> AspectRecord [aTimeout] :: AspectRecord -> Int [aSkills] :: AspectRecord -> Skills [aFlags] :: AspectRecord -> Flags [aELabel] :: AspectRecord -> Text [aToThrow] :: AspectRecord -> ThrowMod [aPresentAs] :: AspectRecord -> Maybe (GroupName ItemKind) [aEqpSlot] :: AspectRecord -> Maybe EqpSlot -- | Partial information about an item, deduced from its item kind. These -- are assigned to each ItemKind. The kmConst flag says -- whether the item's aspect record is constant rather than random or -- dependent on item creation dungeon level. data KindMean KindMean :: Bool -> AspectRecord -> KindMean -- | whether the item doesn't need second identification [kmConst] :: KindMean -> Bool -- | mean value of item's possible aspect records [kmMean] :: KindMean -> AspectRecord emptyAspectRecord :: AspectRecord addMeanAspect :: AspectRecord -> Aspect -> AspectRecord castAspect :: AbsDepth -> AbsDepth -> AspectRecord -> Aspect -> Rnd AspectRecord aspectsRandom :: [Aspect] -> Bool aspectRecordToList :: AspectRecord -> [Aspect] rollAspectRecord :: [Aspect] -> AbsDepth -> AbsDepth -> Rnd AspectRecord getSkill :: Skill -> AspectRecord -> Int checkFlag :: Flag -> AspectRecord -> Bool meanAspect :: ItemKind -> AspectRecord onlyMinorEffects :: AspectRecord -> ItemKind -> Bool itemTrajectory :: AspectRecord -> ItemKind -> [Point] -> ([Vector], (Speed, Int)) totalRange :: AspectRecord -> ItemKind -> Int isHumanTrinket :: ItemKind -> Bool goesIntoEqp :: AspectRecord -> Bool loreFromMode :: ItemDialogMode -> SLore loreFromContainer :: AspectRecord -> Container -> SLore ceilingMeanDice :: Dice -> Int instance GHC.Generics.Generic Game.LambdaHack.Common.ItemAspect.AspectRecord instance GHC.Classes.Ord Game.LambdaHack.Common.ItemAspect.AspectRecord instance GHC.Classes.Eq Game.LambdaHack.Common.ItemAspect.AspectRecord instance GHC.Show.Show Game.LambdaHack.Common.ItemAspect.AspectRecord instance GHC.Classes.Ord Game.LambdaHack.Common.ItemAspect.KindMean instance GHC.Classes.Eq Game.LambdaHack.Common.ItemAspect.KindMean instance GHC.Show.Show Game.LambdaHack.Common.ItemAspect.KindMean instance Data.Hashable.Class.Hashable Game.LambdaHack.Common.ItemAspect.AspectRecord instance Data.Binary.Class.Binary Game.LambdaHack.Common.ItemAspect.AspectRecord -- | General content types and operations. module Game.LambdaHack.Common.Kind -- | Verified and preprocessed content data of a particular kind. data ContentData c -- | Operations for all content types, gathered together. data COps COps :: ContentData CaveKind -> ContentData ItemKind -> ContentData ModeKind -> ContentData PlaceKind -> RuleContent -> ContentData TileKind -> ItemSpeedup -> TileSpeedup -> COps [cocave] :: COps -> ContentData CaveKind [coitem] :: COps -> ContentData ItemKind [comode] :: COps -> ContentData ModeKind [coplace] :: COps -> ContentData PlaceKind [corule] :: COps -> RuleContent [cotile] :: COps -> ContentData TileKind [coItemSpeedup] :: COps -> ItemSpeedup [coTileSpeedup] :: COps -> TileSpeedup emptyCOps :: COps -- | Map from an item kind identifier to the mean aspect value for the -- kind. data ItemSpeedup emptyItemSpeedup :: ItemSpeedup getKindMean :: ContentId ItemKind -> ItemSpeedup -> KindMean speedupItem :: ContentData ItemKind -> ItemSpeedup -- | A lot of tabulated maps from tile kind identifier to a property of the -- tile kind. data TileSpeedup TileSpeedup :: Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Bool -> Tab Word8 -> Tab Word8 -> TileSpeedup [isClearTab] :: TileSpeedup -> Tab Bool [isLitTab] :: TileSpeedup -> Tab Bool [isHideoutTab] :: TileSpeedup -> Tab Bool [isWalkableTab] :: TileSpeedup -> Tab Bool [isDoorTab] :: TileSpeedup -> Tab Bool [isOpenableTab] :: TileSpeedup -> Tab Bool [isClosableTab] :: TileSpeedup -> Tab Bool [isChangableTab] :: TileSpeedup -> Tab Bool [isModifiableWithTab] :: TileSpeedup -> Tab Bool [isSuspectTab] :: TileSpeedup -> Tab Bool [isHideAsTab] :: TileSpeedup -> Tab Bool [consideredByAITab] :: TileSpeedup -> Tab Bool [isVeryOftenItemTab] :: TileSpeedup -> Tab Bool [isCommonItemTab] :: TileSpeedup -> Tab Bool [isOftenActorTab] :: TileSpeedup -> Tab Bool [isNoItemTab] :: TileSpeedup -> Tab Bool [isNoActorTab] :: TileSpeedup -> Tab Bool [isEasyOpenTab] :: TileSpeedup -> Tab Bool [isEmbedTab] :: TileSpeedup -> Tab Bool [isAquaticTab] :: TileSpeedup -> Tab Bool [alterMinSkillTab] :: TileSpeedup -> Tab Word8 [alterMinWalkTab] :: TileSpeedup -> Tab Word8 -- | A map morally indexed by ContentId TileKind. newtype Tab a Tab :: Vector a -> Tab a emptyTileSpeedup :: TileSpeedup emptyTab :: Unbox a => Tab a -- | Content element at given id. okind :: ContentData a -> ContentId a -> a omemberGroup :: ContentData a -> GroupName a -> Bool oisSingletonGroup :: ContentData a -> GroupName a -> Bool -- | The id of the unique member of a singleton content group. ouniqGroup :: Show a => ContentData a -> GroupName a -> ContentId a -- | Pick a random id belonging to a group and satisfying a predicate. opick :: Show a => ContentData a -> GroupName a -> (a -> Bool) -> Rnd (Maybe (ContentId a)) -- | Fold strictly over all content a. ofoldlWithKey' :: ContentData a -> (b -> ContentId a -> a -> b) -> b -> b -- | Fold over the given group only. ofoldlGroup' :: ContentData a -> GroupName a -> (b -> Int -> ContentId a -> a -> b) -> b -> b omapVector :: ContentData a -> (a -> b) -> Vector b oimapVector :: ContentData a -> (ContentId a -> a -> b) -> Vector b -- | Size of content a. olength :: ContentData a -> Int linearInterpolation :: Int -> Int -> Rarity -> Int instance GHC.Show.Show Game.LambdaHack.Common.Kind.COps instance GHC.Classes.Eq Game.LambdaHack.Common.Kind.COps -- | Saving and restoring game state, used by both server and clients. module Game.LambdaHack.Common.Save type ChanSave a = MVar (Maybe a) saveToChan :: ChanSave a -> a -> IO () wrapInSaves :: Binary a => COps -> (a -> FilePath) -> (ChanSave a -> IO ()) -> IO () -- | Restore a saved game, if it exists. Initialize directory structure and -- copy over data files, if needed. restoreGame :: Binary a => RuleContent -> ClientOptions -> FilePath -> IO (Maybe a) compatibleVersion :: Version -> Version -> Bool delayPrint :: Text -> IO () saveNameCli :: RuleContent -> FactionId -> String saveNameSer :: RuleContent -> String bkpAllSaves :: RuleContent -> ClientOptions -> IO Bool -- | Repeatedly save serialized snapshots of current state. -- -- Running with -N2 ca reduce Max pause from 0.2s to -- 0.01s and bytes copied during GC 10-fold, but framerate nor -- the frequency of not making a backup save are unaffected (at standard -- backup settings), even with null frontend, because saving takes so few -- resources. So, generally, backup save settings are relevant only due -- to latency impact on very slow computers or in JS. loopSave :: Binary a => COps -> (a -> FilePath) -> ChanSave a -> IO () -- | Factions taking part in the game, e.g., a hero faction, a monster -- faction and an animal faction. module Game.LambdaHack.Common.Faction -- | All factions in the game, indexed by faction identifier. type FactionDict = EnumMap FactionId Faction -- | The faction datatype. data Faction Faction :: Text -> Color -> Player -> Maybe TeamContinuity -> [(Int, Int, GroupName ItemKind)] -> Dipl -> Maybe Status -> Maybe ActorId -> Maybe (LevelId, Point) -> EnumMap (ContentId ItemKind) Int -> EnumMap (ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int)) -> Faction -- | individual name [gname] :: Faction -> Text -- | color of actors or their frames [gcolor] :: Faction -> Color -- | the player spec for this faction [gplayer] :: Faction -> Player -- | identity of this faction across games and scenarios [gteamCont] :: Faction -> Maybe TeamContinuity -- | initial actors [ginitial] :: Faction -> [(Int, Int, GroupName ItemKind)] -- | diplomatic standing [gdipl] :: Faction -> Dipl -- | cause of game end/exit [gquit] :: Faction -> Maybe Status -- | the leader of the faction; don't use in place of sleader on clients [_gleader] :: Faction -> Maybe ActorId -- | level and position of faction's shared inventory stash [gstash] :: Faction -> Maybe (LevelId, Point) -- | members killed [gvictims] :: Faction -> EnumMap (ContentId ItemKind) Int -- | members killed in the past, by game mode and difficulty level [gvictimsD] :: Faction -> EnumMap (ContentId ModeKind) (IntMap (EnumMap (ContentId ItemKind) Int)) -- | Diplomacy states. Higher overwrite lower in case of asymmetric -- content. data Diplomacy Unknown :: Diplomacy Neutral :: Diplomacy Alliance :: Diplomacy War :: Diplomacy -- | Current game status. data Status Status :: Outcome -> Int -> Maybe (GroupName ModeKind) -> Status -- | current game outcome [stOutcome] :: Status -> Outcome -- | depth of the final encounter [stDepth] :: Status -> Int -- | new game group to start, if any [stNewGame] :: Status -> Maybe (GroupName ModeKind) -- | The difficulty level influencess HP of either the human player or the -- AI. The challenges restrict some abilities of the human player only. data Challenge Challenge :: Int -> Bool -> Bool -> Bool -> Bool -> Challenge -- | game difficulty level (HP bonus or malus) [cdiff] :: Challenge -> Int -- | cold fish challenge (no healing from enemies) [cfish] :: Challenge -> Bool -- | ready goods challenge (crafting disabled) [cgoods] :: Challenge -> Bool -- | lone wolf challenge (only one starting character) [cwolf] :: Challenge -> Bool -- | finder keeper challenge (ranged attacks disabled) [ckeeper] :: Challenge -> Bool tshowChallenge :: Challenge -> Text gleader :: Faction -> Maybe ActorId -- | Tell whether the faction consists of summoned horrors only. -- -- Horror player is special, for summoned actors that don't belong to any -- of the main players of a given game. E.g., animals summoned during a -- skirmish game between two hero factions land in the horror faction. In -- every game, either all factions for which summoning items exist should -- be present or a horror player should be added to host them. isHorrorFact :: Faction -> Bool noRunWithMulti :: Faction -> Bool isAIFact :: Faction -> Bool autoDungeonLevel :: Faction -> (Bool, Bool) automatePlayer :: Bool -> Player -> Player -- | Check if factions are at war. Assumes symmetry. isFoe :: FactionId -> Faction -> FactionId -> Bool -- | Check if factions are allied or are the same faction. Assumes -- symmetry. isFriend :: FactionId -> Faction -> FactionId -> Bool difficultyBound :: Int difficultyDefault :: Int difficultyCoeff :: Int -> Int difficultyInverse :: Int -> Int defaultChallenge :: Challenge possibleActorFactions :: ItemKind -> FactionDict -> [(FactionId, Faction)] ppContainer :: FactionDict -> Container -> Text type Dipl = EnumMap FactionId Diplomacy instance GHC.Generics.Generic Game.LambdaHack.Common.Faction.Diplomacy instance GHC.Enum.Enum Game.LambdaHack.Common.Faction.Diplomacy instance GHC.Classes.Eq Game.LambdaHack.Common.Faction.Diplomacy instance GHC.Show.Show Game.LambdaHack.Common.Faction.Diplomacy instance GHC.Generics.Generic Game.LambdaHack.Common.Faction.Status instance GHC.Classes.Ord Game.LambdaHack.Common.Faction.Status instance GHC.Classes.Eq Game.LambdaHack.Common.Faction.Status instance GHC.Show.Show Game.LambdaHack.Common.Faction.Status instance GHC.Generics.Generic Game.LambdaHack.Common.Faction.Faction instance GHC.Classes.Eq Game.LambdaHack.Common.Faction.Faction instance GHC.Show.Show Game.LambdaHack.Common.Faction.Faction instance GHC.Generics.Generic Game.LambdaHack.Common.Faction.Challenge instance GHC.Classes.Ord Game.LambdaHack.Common.Faction.Challenge instance GHC.Classes.Eq Game.LambdaHack.Common.Faction.Challenge instance GHC.Show.Show Game.LambdaHack.Common.Faction.Challenge instance Data.Binary.Class.Binary Game.LambdaHack.Common.Faction.Challenge instance Data.Binary.Class.Binary Game.LambdaHack.Common.Faction.Faction instance Data.Binary.Class.Binary Game.LambdaHack.Common.Faction.Status instance Data.Binary.Class.Binary Game.LambdaHack.Common.Faction.Diplomacy -- | High score table operations. module Game.LambdaHack.Common.HighScore -- | The list of scores, in decreasing order. data ScoreTable -- | A dictionary from game mode IDs to scores tables. type ScoreDict = EnumMap (ContentId ModeKind) ScoreTable -- | Empty score table empty :: ScoreDict -- | Register a new score in a score table. register :: ScoreTable -> Int -> Int -> Time -> Status -> POSIXTime -> Challenge -> Text -> EnumMap (ContentId ItemKind) Int -> EnumMap (ContentId ItemKind) Int -> HiCondPoly -> (Bool, (ScoreTable, Int)) -- | Show a single high score, from the given ranking in the high score -- table. showScore :: TimeZone -> Int -> ScoreRecord -> [Text] showAward :: Int -> ScoreTable -> Int -> Text -> Text getTable :: ContentId ModeKind -> ScoreDict -> ScoreTable unTable :: ScoreTable -> [ScoreRecord] getRecord :: Int -> ScoreTable -> ScoreRecord getStatus :: ScoreRecord -> Status getDate :: ScoreRecord -> POSIXTime -- | A single score record. Records are ordered in the highscore table, -- from the best to the worst, in lexicographic ordering wrt the fields -- below. data ScoreRecord -- | Insert a new score into the table, Return new table and the ranking. -- Make sure the table doesn't grow too large. insertPos :: ScoreRecord -> ScoreTable -> (ScoreTable, Int) instance GHC.Generics.Generic Game.LambdaHack.Common.HighScore.ScoreRecord instance GHC.Classes.Ord Game.LambdaHack.Common.HighScore.ScoreRecord instance GHC.Classes.Eq Game.LambdaHack.Common.HighScore.ScoreRecord instance Data.Binary.Class.Binary Game.LambdaHack.Common.HighScore.ScoreTable instance GHC.Classes.Eq Game.LambdaHack.Common.HighScore.ScoreTable instance GHC.Show.Show Game.LambdaHack.Common.HighScore.ScoreTable instance Data.Binary.Class.Binary Game.LambdaHack.Common.HighScore.ScoreRecord -- | Abstract syntax of requests. -- -- See -- https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture. module Game.LambdaHack.Client.Request -- | Requests sent by AI clients to the server. If faction leader is to be -- changed, it's included as the second component. type RequestAI = (ReqAI, Maybe ActorId) -- | Possible forms of requests sent by AI clients. data ReqAI ReqAINop :: ReqAI ReqAITimed :: RequestTimed -> ReqAI -- | Requests sent by UI clients to the server. If faction leader is to be -- changed, it's included as the second component. type RequestUI = (ReqUI, Maybe ActorId) -- | Possible forms of requests sent by UI clients. data ReqUI ReqUINop :: ReqUI ReqUITimed :: RequestTimed -> ReqUI ReqUIGameRestart :: GroupName ModeKind -> Challenge -> ReqUI ReqUIGameDropAndExit :: ReqUI ReqUIGameSaveAndExit :: ReqUI ReqUIGameSave :: ReqUI ReqUIDoctrine :: Doctrine -> ReqUI ReqUIAutomate :: ReqUI -- | Requests that take game time. data RequestTimed ReqMove :: Vector -> RequestTimed ReqMelee :: ActorId -> ItemId -> CStore -> RequestTimed ReqDisplace :: ActorId -> RequestTimed ReqAlter :: Point -> RequestTimed ReqWait :: RequestTimed ReqWait10 :: RequestTimed ReqYell :: RequestTimed ReqMoveItems :: [(ItemId, Int, CStore, CStore)] -> RequestTimed ReqProject :: Point -> Int -> ItemId -> CStore -> RequestTimed ReqApply :: ItemId -> CStore -> RequestTimed instance GHC.Show.Show Game.LambdaHack.Client.Request.RequestTimed instance GHC.Show.Show Game.LambdaHack.Client.Request.ReqUI instance GHC.Show.Show Game.LambdaHack.Client.Request.ReqAI -- | Abstract syntax of human player commands. module Game.LambdaHack.Client.UI.HumanCmd data CmdCategory CmdDashboard :: CmdCategory CmdItemMenu :: CmdCategory CmdMove :: CmdCategory CmdItem :: CmdCategory CmdAim :: CmdCategory CmdMeta :: CmdCategory CmdMouse :: CmdCategory CmdInternal :: CmdCategory CmdDebug :: CmdCategory CmdMinimal :: CmdCategory categoryDescription :: CmdCategory -> Text -- | Symbolic representation of areas of the screen used to define the -- meaning of mouse button presses relative to where the mouse points to. data CmdArea CaMessage :: CmdArea CaMapLeader :: CmdArea CaMapParty :: CmdArea CaMap :: CmdArea CaLevelNumber :: CmdArea CaArenaName :: CmdArea CaPercentSeen :: CmdArea CaXhairDesc :: CmdArea CaSelected :: CmdArea CaCalmGauge :: CmdArea CaCalmValue :: CmdArea CaHPGauge :: CmdArea CaHPValue :: CmdArea CaLeaderDesc :: CmdArea areaDescription :: CmdArea -> Text -- | This triple of command categories, description and the command term -- itself defines the meaning of a human command as entered via a -- keypress, mouse click or chosen from a menu. type CmdTriple = ([CmdCategory], Text, HumanCmd) data AimModeCmd AimModeCmd :: HumanCmd -> HumanCmd -> AimModeCmd [exploration] :: AimModeCmd -> HumanCmd [aiming] :: AimModeCmd -> HumanCmd -- | Abstract syntax of human player commands. data HumanCmd Macro :: [String] -> HumanCmd ByArea :: [(CmdArea, HumanCmd)] -> HumanCmd ByAimMode :: AimModeCmd -> HumanCmd ComposeIfLocal :: HumanCmd -> HumanCmd -> HumanCmd ComposeUnlessError :: HumanCmd -> HumanCmd -> HumanCmd Compose2ndLocal :: HumanCmd -> HumanCmd -> HumanCmd LoopOnNothing :: HumanCmd -> HumanCmd ExecuteIfClear :: HumanCmd -> HumanCmd Wait :: HumanCmd Wait10 :: HumanCmd Yell :: HumanCmd MoveDir :: Vector -> HumanCmd RunDir :: Vector -> HumanCmd RunOnceAhead :: HumanCmd MoveOnceToXhair :: HumanCmd RunOnceToXhair :: HumanCmd ContinueToXhair :: HumanCmd MoveItem :: [CStore] -> CStore -> Maybe Text -> Bool -> HumanCmd Project :: HumanCmd Apply :: HumanCmd AlterDir :: HumanCmd AlterWithPointer :: HumanCmd CloseDir :: HumanCmd Help :: HumanCmd Hint :: HumanCmd ItemMenu :: HumanCmd MainMenu :: HumanCmd MainMenuAutoOn :: HumanCmd MainMenuAutoOff :: HumanCmd Dashboard :: HumanCmd GameTutorialToggle :: HumanCmd GameDifficultyIncr :: HumanCmd GameFishToggle :: HumanCmd GameGoodsToggle :: HumanCmd GameWolfToggle :: HumanCmd GameKeeperToggle :: HumanCmd GameScenarioIncr :: HumanCmd GameRestart :: HumanCmd GameQuit :: HumanCmd GameDrop :: HumanCmd GameExit :: HumanCmd GameSave :: HumanCmd Doctrine :: HumanCmd Automate :: HumanCmd AutomateToggle :: HumanCmd AutomateBack :: HumanCmd ChooseItem :: ItemDialogMode -> HumanCmd ChooseItemMenu :: ItemDialogMode -> HumanCmd ChooseItemProject :: [TriggerItem] -> HumanCmd ChooseItemApply :: [TriggerItem] -> HumanCmd PickLeader :: Int -> HumanCmd PickLeaderWithPointer :: HumanCmd PointmanCycle :: Direction -> HumanCmd PointmanCycleLevel :: Direction -> HumanCmd SelectActor :: HumanCmd SelectNone :: HumanCmd SelectWithPointer :: HumanCmd Repeat :: Int -> HumanCmd RepeatLast :: Int -> HumanCmd Record :: HumanCmd AllHistory :: HumanCmd LastHistory :: HumanCmd MarkVision :: HumanCmd MarkSmell :: HumanCmd MarkSuspect :: HumanCmd MarkAnim :: HumanCmd OverrideTut :: HumanCmd SettingsMenu :: HumanCmd ChallengeMenu :: HumanCmd PrintScreen :: HumanCmd Cancel :: HumanCmd Accept :: HumanCmd DetailCycle :: HumanCmd ClearTargetIfItemClear :: HumanCmd ItemClear :: HumanCmd MoveXhair :: Vector -> Int -> HumanCmd AimTgt :: HumanCmd AimFloor :: HumanCmd AimEnemy :: HumanCmd AimItem :: HumanCmd AimAscend :: Int -> HumanCmd EpsIncr :: Direction -> HumanCmd XhairUnknown :: HumanCmd XhairItem :: HumanCmd XhairStair :: Bool -> HumanCmd XhairPointerFloor :: HumanCmd XhairPointerMute :: HumanCmd XhairPointerEnemy :: HumanCmd AimPointerFloor :: HumanCmd AimPointerEnemy :: HumanCmd -- | Description of how item manipulation is triggered and communicated to -- the player. data TriggerItem TriggerItem :: Part -> Part -> [ContentSymbol ItemKind] -> TriggerItem [tiverb] :: TriggerItem -> Part [tiobject] :: TriggerItem -> Part [tisymbols] :: TriggerItem -> [ContentSymbol ItemKind] instance GHC.Generics.Generic Game.LambdaHack.Client.UI.HumanCmd.CmdCategory instance GHC.Classes.Eq Game.LambdaHack.Client.UI.HumanCmd.CmdCategory instance GHC.Read.Read Game.LambdaHack.Client.UI.HumanCmd.CmdCategory instance GHC.Show.Show Game.LambdaHack.Client.UI.HumanCmd.CmdCategory instance GHC.Generics.Generic Game.LambdaHack.Client.UI.HumanCmd.CmdArea instance GHC.Classes.Ord Game.LambdaHack.Client.UI.HumanCmd.CmdArea instance GHC.Classes.Eq Game.LambdaHack.Client.UI.HumanCmd.CmdArea instance GHC.Read.Read Game.LambdaHack.Client.UI.HumanCmd.CmdArea instance GHC.Show.Show Game.LambdaHack.Client.UI.HumanCmd.CmdArea instance GHC.Generics.Generic Game.LambdaHack.Client.UI.HumanCmd.TriggerItem instance GHC.Classes.Ord Game.LambdaHack.Client.UI.HumanCmd.TriggerItem instance GHC.Classes.Eq Game.LambdaHack.Client.UI.HumanCmd.TriggerItem instance GHC.Show.Show Game.LambdaHack.Client.UI.HumanCmd.TriggerItem instance GHC.Generics.Generic Game.LambdaHack.Client.UI.HumanCmd.AimModeCmd instance GHC.Classes.Ord Game.LambdaHack.Client.UI.HumanCmd.AimModeCmd instance GHC.Classes.Eq Game.LambdaHack.Client.UI.HumanCmd.AimModeCmd instance GHC.Read.Read Game.LambdaHack.Client.UI.HumanCmd.AimModeCmd instance GHC.Show.Show Game.LambdaHack.Client.UI.HumanCmd.AimModeCmd instance GHC.Generics.Generic Game.LambdaHack.Client.UI.HumanCmd.HumanCmd instance GHC.Classes.Ord Game.LambdaHack.Client.UI.HumanCmd.HumanCmd instance GHC.Classes.Eq Game.LambdaHack.Client.UI.HumanCmd.HumanCmd instance GHC.Read.Read Game.LambdaHack.Client.UI.HumanCmd.HumanCmd instance GHC.Show.Show Game.LambdaHack.Client.UI.HumanCmd.HumanCmd instance Control.DeepSeq.NFData Game.LambdaHack.Client.UI.HumanCmd.AimModeCmd instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.HumanCmd.AimModeCmd instance Control.DeepSeq.NFData Game.LambdaHack.Client.UI.HumanCmd.HumanCmd instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.HumanCmd.HumanCmd instance GHC.Read.Read Game.LambdaHack.Client.UI.HumanCmd.TriggerItem instance Control.DeepSeq.NFData Game.LambdaHack.Client.UI.HumanCmd.TriggerItem instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.HumanCmd.TriggerItem instance Control.DeepSeq.NFData Game.LambdaHack.Client.UI.HumanCmd.CmdArea instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.HumanCmd.CmdArea instance Control.DeepSeq.NFData Game.LambdaHack.Client.UI.HumanCmd.CmdCategory instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.HumanCmd.CmdCategory -- | UI client options specified in the config file. module Game.LambdaHack.Client.UI.UIOptions -- | Options that affect the UI of the client, specified in the config -- file. More documentation is in the default config file. data UIOptions UIOptions :: [(KM, CmdTriple)] -> [(Int, (Text, Text))] -> Bool -> Bool -> Text -> Double -> FullscreenMode -> Int -> X -> Int -> Double -> Bool -> [String] -> [(Text, FontDefinition)] -> [(Text, FontSet)] -> [(String, Color)] -> UIOptions [uCommands] :: UIOptions -> [(KM, CmdTriple)] [uHeroNames] :: UIOptions -> [(Int, (Text, Text))] [uVi] :: UIOptions -> Bool [uLeftHand] :: UIOptions -> Bool [uChosenFontset] :: UIOptions -> Text [uAllFontsScale] :: UIOptions -> Double [uFullscreenMode] :: UIOptions -> FullscreenMode [uhpWarningPercent] :: UIOptions -> Int [uMsgWrapColumn] :: UIOptions -> X [uHistoryMax] :: UIOptions -> Int [uMaxFps] :: UIOptions -> Double [uNoAnim] :: UIOptions -> Bool [uOverrideCmdline] :: UIOptions -> [String] [uFonts] :: UIOptions -> [(Text, FontDefinition)] [uFontsets] :: UIOptions -> [(Text, FontSet)] [uMessageColors] :: UIOptions -> [(String, Color)] instance GHC.Generics.Generic Game.LambdaHack.Client.UI.UIOptions.UIOptions instance GHC.Show.Show Game.LambdaHack.Client.UI.UIOptions.UIOptions instance Control.DeepSeq.NFData Game.LambdaHack.Client.UI.UIOptions.UIOptions instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.UIOptions.UIOptions -- | UI client options. module Game.LambdaHack.Client.UI.UIOptionsParse -- | Read and parse UI config file. mkUIOptions :: RuleContent -> ClientOptions -> IO UIOptions -- | Modify client options with UI options. applyUIOptions :: COps -> UIOptions -> ClientOptions -> ClientOptions configError :: String -> a readError :: Read a => String -> a parseConfig :: Config -> UIOptions -- | The type of definitions of key-command mappings to be used for the UI -- and shorthands for specifying command triples in the content files. module Game.LambdaHack.Client.UI.Content.Input -- | Key-command mappings to be specified in content and used for the UI. newtype InputContentRaw InputContentRaw :: [(KM, CmdTriple)] -> InputContentRaw -- | Bindings and other information about human player commands. data InputContent InputContent :: Map KM CmdTriple -> [(KM, CmdTriple)] -> Map HumanCmd [KM] -> InputContent -- | binding of keys to commands [bcmdMap] :: InputContent -> Map KM CmdTriple -- | the properly ordered list of commands for the help menu [bcmdList] :: InputContent -> [(KM, CmdTriple)] -- | and from commands to their keys [brevMap] :: InputContent -> Map HumanCmd [KM] -- | Create binding of keys to movement and other standard commands, as -- well as commands defined in the config file. makeData :: Maybe UIOptions -> InputContentRaw -> InputContent evalKeyDef :: (String, CmdTriple) -> (KM, CmdTriple) addCmdCategory :: CmdCategory -> CmdTriple -> CmdTriple replaceDesc :: Text -> CmdTriple -> CmdTriple moveItemTriple :: [CStore] -> CStore -> Part -> Bool -> CmdTriple repeatTriple :: Int -> [CmdCategory] -> CmdTriple repeatLastTriple :: Int -> [CmdCategory] -> CmdTriple mouseLMB :: HumanCmd -> Text -> CmdTriple mouseMMB :: CmdTriple mouseMMBMute :: CmdTriple mouseRMB :: CmdTriple goToCmd :: HumanCmd runToAllCmd :: HumanCmd autoexploreCmd :: HumanCmd autoexplore25Cmd :: HumanCmd aimFlingCmd :: HumanCmd projectI :: [TriggerItem] -> CmdTriple projectA :: [TriggerItem] -> CmdTriple -- | flingTs - list containing one flingable projectile >>> -- flingTs [TriggerItem {tiverb = Text "fling", tiobject = Text "in-range -- projectile", tisymbols = ""}] -- -- I question the value of that test. But would Bob Martin like it on the -- grounds it's like double-bookkeeping? flingTs :: [TriggerItem] applyIK :: [TriggerItem] -> CmdTriple applyI :: [TriggerItem] -> CmdTriple grabItems :: Text -> CmdTriple dropItems :: Text -> CmdTriple descIs :: [TriggerItem] -> Text defaultHeroSelect :: Int -> (String, CmdTriple) macroRun25 :: [String] memberCycle :: Direction -> [CmdCategory] -> CmdTriple memberCycleLevel :: Direction -> [CmdCategory] -> CmdTriple replaceCmd :: HumanCmd -> CmdTriple -> CmdTriple projectICmd :: [TriggerItem] -> HumanCmd grabCmd :: HumanCmd dropCmd :: HumanCmd -- | The default game key-command mapping to be used for UI. Can be -- overridden via macros in the config file. module Client.UI.Content.Input -- | Description of default key-command bindings. -- -- In addition to these commands, mouse and keys have a standard meaning -- when navigating various menus. standardKeysAndMouse :: InputContentRaw applyTs :: [TriggerItem] -- | The type of definitions of screen layout and features. module Game.LambdaHack.Client.UI.Content.Screen -- | Screen layout and features definition. data ScreenContent ScreenContent :: X -> Y -> String -> ([String], [[String]]) -> EnumMap (ContentSymbol ItemKind) Text -> [(FilePath, ByteString)] -> ScreenContent -- | screen width [rwidth] :: ScreenContent -> X -- | screen height [rheight] :: ScreenContent -> Y -- | an extra blurb line for the main menu [rwebAddress] :: ScreenContent -> String -- | the intro screen (first help screen) text and the rest of the manual [rintroScreen] :: ScreenContent -> ([String], [[String]]) -- | verbs to use for apply actions [rapplyVerbMap] :: ScreenContent -> EnumMap (ContentSymbol ItemKind) Text -- | embedded game-supplied font files [rFontFiles] :: ScreenContent -> [(FilePath, ByteString)] makeData :: ScreenContent -> ScreenContent -- | Catch invalid rule kind definitions. validateSingle :: ScreenContent -> [Text] -- | Screen frames. -- -- Note that PointArray.Array here represents a screen frame and -- so screen positions are denoted by Point, contrary to the -- convention that Point refers to game map coordinates, as -- outlined in description of PointSquare that should normally be -- used in that role. module Game.LambdaHack.Client.UI.Frame -- | Color mode for the display. data ColorMode -- | normal, with full colours ColorFull :: ColorMode -- | black and white only ColorBW :: ColorMode type FrameST s = Mutable Vector s Word32 -> ST s () -- | Efficiently composable representation of an operation on a frame, that -- is, on a mutable vector. When the composite operation is eventually -- performed, the vector is frozen to become a SingleFrame. newtype FrameForall FrameForall :: (forall s. FrameST s) -> FrameForall [unFrameForall] :: FrameForall -> forall s. FrameST s -- | Action that results in a base frame, to be modified further. newtype FrameBase FrameBase :: (forall s. ST s (Mutable Vector s Word32)) -> FrameBase [unFrameBase] :: FrameBase -> forall s. ST s (Mutable Vector s Word32) -- | A frame, that is, a base frame and all its modifications. type Frame = ((FrameBase, FrameForall), (OverlaySpace, OverlaySpace, OverlaySpace)) -- | Components of a frame, before it's decided if the first can be -- overwritten in-place or needs to be copied. type PreFrame3 = (PreFrame, (OverlaySpace, OverlaySpace, OverlaySpace)) -- | Sequence of screen frames, including delays. Potentially based on a -- single base frame. type PreFrames3 = [Maybe PreFrame3] -- | A simpler variant of PreFrame3. type PreFrame = (Vector Word32, FrameForall) -- | A simpler variant of PreFrames3. type PreFrames = [Maybe PreFrame] -- | A frame that is padded to fill the whole screen with optional overlays -- to display in proportional, square and monospace fonts. -- -- Note that we don't provide a list of color-highlighed box positions to -- be drawn separately, because overlays need to obscure not only map, -- but the highlights as well, so highlights need to be included earlier. -- -- See the description of PointSquare for explanation of why -- screen coordinates in singleArray are Point even -- though they should be PointSquare. data SingleFrame SingleFrame :: Array AttrCharW32 -> OverlaySpace -> OverlaySpace -> OverlaySpace -> SingleFrame [singleArray] :: SingleFrame -> Array AttrCharW32 [singlePropOverlay] :: SingleFrame -> OverlaySpace [singleSquareOverlay] :: SingleFrame -> OverlaySpace [singleMonoOverlay] :: SingleFrame -> OverlaySpace type OverlaySpace = [(PointUI, AttrString)] blankSingleFrame :: ScreenContent -> SingleFrame -- | Truncate the overlay: for each line, if it's too long, it's truncated -- and if there are too many lines, excess is dropped and warning is -- appended. The width, in the second argument, is calculated in -- characters, not in UI (mono font) coordinates, so that taking and -- dropping characters is performed correctly. truncateOverlay :: Bool -> Int -> Int -> Bool -> Int -> Bool -> Overlay -> OverlaySpace -- | Overlays either the game map only or the whole empty screen frame. We -- assume the lines of the overlay are not too long nor too many. overlayFrame :: Int -> OverlaySpace -> PreFrame -> PreFrame -- | Add a space at the message end, for display overlayed over the level -- map. Also trim (do not wrap!) too long lines. Also add many spaces -- when under longer lines. truncateAttrLine :: Bool -> Int -> Int -> AttrLine -> AttrString instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Frame.ColorMode instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Frame.SingleFrame instance GHC.Show.Show Game.LambdaHack.Client.UI.Frame.SingleFrame -- | Screen frames and animations. module Game.LambdaHack.Client.UI.Frontend.Common -- | Raw frontend definition. The minimal closed set of values that need to -- depend on the specifics of the chosen frontend. data RawFrontend RawFrontend :: (SingleFrame -> IO ()) -> IO () -> MVar () -> TQueue KMP -> IO () -> ScreenContent -> RawFrontend [fdisplay] :: RawFrontend -> SingleFrame -> IO () [fshutdown] :: RawFrontend -> IO () [fshowNow] :: RawFrontend -> MVar () [fchanKey] :: RawFrontend -> TQueue KMP [fprintScreen] :: RawFrontend -> IO () [fcoscreen] :: RawFrontend -> ScreenContent -- | Start up a frontend on a bound thread. -- -- In fact, it is started on the very main thread, via a hack, because -- apparently some SDL backends are not thread-safe -- (https://wiki.libsdl.org/FAQDevelopment; "this should only be -- run in the thread that initialized the video subsystem, and for extra -- safety, you should consider only doing those things on the main thread -- in any case") and at least the newer OS X obtusely requires the main -- thread, see -- https://github.com/AllureOfTheStars/Allure/issues/79 In case -- any other exotic architecture requires the main thread, we make the -- hack the default for all (on frontends that require a bound thread, -- e.g., SLD2). startupBound :: (MVar RawFrontend -> IO ()) -> IO RawFrontend createRawFrontend :: ScreenContent -> (SingleFrame -> IO ()) -> IO () -> IO RawFrontend -- | Empty the keyboard channel. resetChanKey :: TQueue KMP -> IO () saveKMP :: RawFrontend -> Modifier -> Key -> PointUI -> IO () -- | Translates modifiers to our own encoding. modifierTranslate :: Bool -> Bool -> Bool -> Bool -> Modifier -- | Line terminal text frontend based on stdin/stdout, intended for -- logging tests, but may be used on a teletype terminal, or with -- keyboard and printer. module Game.LambdaHack.Client.UI.Frontend.Teletype -- | Set up the frontend input and output. startup :: ScreenContent -> IO RawFrontend -- | The name of the frontend. frontendName :: String -- | Text frontend based on SDL2. module Game.LambdaHack.Client.UI.Frontend.Sdl -- | Set up and start the main loop providing input and output. -- -- Because of Windows and OS X, SDL2 needs to be on a bound thread, so we -- can't avoid the communication overhead of bound threads. startup :: ScreenContent -> ClientOptions -> IO RawFrontend -- | The name of the frontend. frontendName :: String type FontAtlas = EnumMap AttrCharW32 Texture -- | Session data maintained by the frontend. data FrontendSession FrontendSession :: Window -> Renderer -> Font -> Int -> Bool -> Maybe Font -> Maybe Font -> Maybe Font -> IORef FontAtlas -> IORef FontAtlas -> IORef Texture -> IORef Texture -> IORef SingleFrame -> IORef Bool -> IORef Bool -> MVar SingleFrame -> MVar () -> FrontendSession [swindow] :: FrontendSession -> Window [srenderer] :: FrontendSession -> Renderer [squareFont] :: FrontendSession -> Font [squareFontSize] :: FrontendSession -> Int [mapFontIsBitmap] :: FrontendSession -> Bool [spropFont] :: FrontendSession -> Maybe Font [sboldFont] :: FrontendSession -> Maybe Font [smonoFont] :: FrontendSession -> Maybe Font [squareAtlas] :: FrontendSession -> IORef FontAtlas [smonoAtlas] :: FrontendSession -> IORef FontAtlas [sbasicTexture] :: FrontendSession -> IORef Texture [stexture] :: FrontendSession -> IORef Texture [spreviousFrame] :: FrontendSession -> IORef SingleFrame [sforcedShutdown] :: FrontendSession -> IORef Bool [scontinueSdlLoop] :: FrontendSession -> IORef Bool [sframeQueue] :: FrontendSession -> MVar SingleFrame [sframeDrawn] :: FrontendSession -> MVar () startupFun :: ScreenContent -> ClientOptions -> MVar RawFrontend -> IO () shutdown :: FrontendSession -> IO () forceShutdown :: FrontendSession -> IO () -- | Add a frame to be drawn. display :: FrontendSession -> SingleFrame -> IO () drawFrame :: ScreenContent -> ClientOptions -> FrontendSession -> SingleFrame -> IO () printScreen :: FrontendSession -> IO () -- | Translates modifiers to our own encoding. modTranslate :: KeyModifier -> Modifier keyTranslate :: Bool -> Keycode -> Key colorToRGBA :: Color -> V4 Word8 -- | Text frontend based on ANSI (via ansi-terminal). module Game.LambdaHack.Client.UI.Frontend.ANSI -- | Starts the main program loop using the frontend input and output. startup :: ScreenContent -> IO RawFrontend -- | The name of the frontend. frontendName :: String -- | Display game data on the screen and receive user input using one of -- the available raw frontends and derived operations. module Game.LambdaHack.Client.UI.Frontend -- | The instructions sent by clients to the raw frontend, indexed by the -- returned value. data FrontReq :: Type -> Type -- | Show a frame. [FrontFrame] :: Frame -> FrontReq () -- | Perform an explicit delay of the given length. [FrontDelay] :: Int -> FrontReq () -- | Flush frames, display a frame and ask for a keypress. [FrontKey] :: [KM] -> Frame -> FrontReq KMP -- | Tell if a keypress is pending. [FrontPressed] :: FrontReq Bool -- | Discard a single key in the queue, if any. [FrontDiscardKey] :: FrontReq () -- | Discard all keys in the queue. [FrontResetKeys] :: FrontReq () -- | Shut the frontend down. [FrontShutdown] :: FrontReq () -- | Take screenshot. [FrontPrintScreen] :: FrontReq () -- | Connection channel between a frontend and a client. Frontend acts as a -- server, serving keys, etc., when given frames to display. newtype ChanFrontend ChanFrontend :: (forall a. FrontReq a -> IO a) -> ChanFrontend -- | Initialize the frontend chosen by the player via client options. chanFrontendIO :: ScreenContent -> ClientOptions -> IO ChanFrontend -- | The name of the chosen frontend. frontendName :: ClientOptions -> String -- | Machinery allocated for an individual frontend at its startup, -- unchanged for its lifetime. data FrontSetup getKey :: FrontSetup -> RawFrontend -> [KM] -> Frame -> IO KMP fchanFrontend :: FrontSetup -> RawFrontend -> ChanFrontend display :: RawFrontend -> Frame -> IO () defaultMaxFps :: Double microInSec :: Int frameTimeoutThread :: Int -> MVar Int -> RawFrontend -> IO () lazyStartup :: ScreenContent -> IO RawFrontend nullStartup :: ScreenContent -> IO RawFrontend seqFrame :: SingleFrame -> IO () -- | General content types and operations. module Game.LambdaHack.Client.UI.ContentClientUI -- | Operations for all content types, gathered together. data CCUI CCUI :: InputContent -> ScreenContent -> CCUI [coinput] :: CCUI -> InputContent [coscreen] :: CCUI -> ScreenContent emptyCCUI :: CCUI -- | Screen frames and animations. module Game.LambdaHack.Client.UI.Animation -- | Animation is a list of frame modifications to play one by one, where -- each modification if a map from positions to level map symbols. data Animation -- | Render animations on top of a screen frame. -- -- Located in this module to keep Animation abstract. renderAnim :: Int -> PreFrame -> Animation -> PreFrames -- | Empty animation with a frame of delay, to be used to momentarily -- display something for the player to see, e.g., the aiming line when -- swerving it. Don't use this if there are multi-line messages on the -- screen, because the text blinking is going to be distracting. pushAndDelay :: Animation -- | Attack animation. A part of it also reused for self-damage and -- healing. twirlSplash :: (Point, Point) -> Color -> Color -> Animation -- | Short attack animation. twirlSplashShort :: (Point, Point) -> Color -> Color -> Animation -- | Attack that hits through a block. blockHit :: (Point, Point) -> Color -> Color -> Animation -- | Attack that is blocked. blockMiss :: (Point, Point) -> Animation -- | Attack that is subtle (e.g., damage dice 0). subtleHit :: (Point, Point) -> Animation -- | Death animation for an organic body. deathBody :: Point -> Animation -- | Death animation for an organic body, short version (e.g., for -- enemies). shortDeathBody :: Point -> Animation -- | Mark actor location animation. actorX :: Point -> Animation -- | Actor teleport animation. teleport :: (Point, Point) -> Animation -- | Terrain feature vanishing animation. vanish :: Point -> Animation -- | Swap-places animation, both hostile and friendly. swapPlaces :: (Point, Point) -> Animation fadeout :: ScreenContent -> Bool -> Int -> Rnd Animation blank :: Maybe AttrCharW32 cSym :: Color -> Char -> Maybe AttrCharW32 mapPosToOffset :: (Point, AttrCharW32) -> (PointUI, AttrString) mzipSingleton :: Point -> Maybe AttrCharW32 -> OverlaySpace mzipPairs :: (Point, Point) -> (Maybe AttrCharW32, Maybe AttrCharW32) -> OverlaySpace instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Animation.Animation instance GHC.Show.Show Game.LambdaHack.Client.UI.Animation.Animation -- | The default screen layout and features definition. module Client.UI.Content.Screen -- | Description of default screen layout and features. standardLayoutAndFeatures :: ScreenContent -- | Weapons, treasure and all the other items in the game. module Game.LambdaHack.Common.Item -- | Game items in actor possesion or strewn around the dungeon. The -- information contained in this time is available to the player from the -- moment the item is first seen and is never mutated. -- -- Some items are not created identified (IdentityCovered). Then -- they are presented as having a template kind that is really not their -- own, though usually close. Full kind information about item's kind is -- available through the ItemKindIx index once the item is -- identified and full information about the value of item's aspect -- record is available elsewhere (both IdentityObvious and -- IdentityCovered items may or may not need identification of -- their aspect record). data Item Item :: ItemIdentity -> Maybe FactionId -> Flavour -> Item -- | the kind of the item, or an indirection [jkind] :: Item -> ItemIdentity -- | the faction that created the item, if any [jfid] :: Item -> Maybe FactionId -- | flavour, always the real one, it's not hidden; people may not -- recognize shape, but they remember colour and old vs fancy look [jflavour] :: Item -> Flavour -- | Either the explicit obvious kind of the item or the kind it's hidden -- under, with the details covered under the index indirection. data ItemIdentity IdentityObvious :: ContentId ItemKind -> ItemIdentity IdentityCovered :: ItemKindIx -> ContentId ItemKind -> ItemIdentity -- | An index of the kind identifier of an item. Clients have partial -- knowledge how these idexes map to kind ids. They gain knowledge by -- identifying items. The indexes and kind identifiers are 1-1. data ItemKindIx -- | The secret part of the information about an item. If a faction knows -- the aspect record of the item, this is the complete secret -- information. Items that don't need second identification (the -- kmConst flag is set) may be identified or not and both cases -- are OK (their display flavour will differ and that may be the point). data ItemDisco ItemDiscoFull :: AspectRecord -> ItemDisco ItemDiscoMean :: KindMean -> ItemDisco -- | Full information about an item. data ItemFull ItemFull :: Item -> ContentId ItemKind -> ItemKind -> ItemDisco -> Bool -> ItemFull [itemBase] :: ItemFull -> Item [itemKindId] :: ItemFull -> ContentId ItemKind [itemKind] :: ItemFull -> ItemKind [itemDisco] :: ItemFull -> ItemDisco [itemSuspect] :: ItemFull -> Bool type ItemFullKit = (ItemFull, ItemQuant) -- | The map of item kind indexes to item kind ids. The full map, as known -- by the server, is 1-1. Because it's sparse and changes, we don't -- represent it as an (unboxed) vector, until it becomes a bottleneck (if -- ever, likely on JS, where only vectors are fast). type DiscoveryKind = EnumMap ItemKindIx (ContentId ItemKind) -- | The map of item ids to item aspect record. The full map is known by -- the server. type DiscoveryAspect = EnumMap ItemId AspectRecord -- | The map of item kind indexes to identifiers of items that have that -- kind. Used to update data about items when their kinds become known, -- e.g., AI item use benefit data. type ItemIxMap = EnumMap ItemKindIx (EnumSet ItemId) -- | The fields are, in order: 1. whether the item should be kept in -- equipment (not in stash) 2. the total benefit from picking the item up -- (to use or to put in equipment) 3. the benefit of applying the item to -- self 4. the (usually negative, for him) value of hitting a foe in -- melee with it 5. the (usually negative, for him) value of flinging the -- item at an opponent data Benefit Benefit :: Bool -> Double -> Double -> Double -> Double -> Benefit [benInEqp] :: Benefit -> Bool [benPickup] :: Benefit -> Double [benApply] :: Benefit -> Double [benMelee] :: Benefit -> Double [benFling] :: Benefit -> Double type DiscoveryBenefit = EnumMap ItemId Benefit -- | The absolute level's local time at which an item's copy becomes -- operational again. Even if item is not identified and so its timeout -- unknown, it's enough to compare this to the local level time to learn -- whether an item is recharged. -- -- This schema causes timeout jumps for items in stash, but timeout is -- reset when items move, so this is a minor problem. Global time can't -- be used even only for items in stash, or exploit would be possible -- when an actor on a desolate level waits to recharge items for actors -- on a busy level. It's probably impossible to avoid such exploits or, -- otherwise, timeout jumps, particularly for faction where many actors -- move on many levels and so an item in stash is not used by a single -- actor at a time. data ItemTimer type ItemTimers = [ItemTimer] -- | Number of items in a bag, together with recharging timer, in case of -- items that need recharging, exists only temporarily or auto-activate -- at regular intervals. Data invariant: the length of the timer should -- be less or equal to the number of items. type ItemQuant = (Int, ItemTimers) -- | A bag of items, e.g., one of the stores of an actor or the items on a -- particular floor position or embedded in a particular map tile. type ItemBag = EnumMap ItemId ItemQuant -- | All items in the dungeon (including those carried by actors), indexed -- by item identifier. type ItemDict = EnumMap ItemId Item toItemKindIx :: Word16 -> ItemKindIx quantSingle :: ItemQuant itemToFull6 :: COps -> DiscoveryKind -> DiscoveryAspect -> ItemId -> Item -> ItemFull aspectRecordFull :: ItemFull -> AspectRecord strongestSlot :: DiscoveryBenefit -> EqpSlot -> [(ItemId, ItemFullKit)] -> [(Int, (ItemId, ItemFullKit))] itemTimerZero :: ItemTimer createItemTimer :: Time -> Delta Time -> ItemTimer shiftItemTimer :: Delta Time -> ItemTimer -> ItemTimer deltaOfItemTimer :: Time -> ItemTimer -> Delta Time charging :: Time -> ItemTimer -> Bool ncharges :: Time -> ItemQuant -> Int hasCharge :: Time -> ItemQuant -> Bool strongestMelee :: Bool -> Maybe DiscoveryBenefit -> Time -> [(ItemId, ItemFullKit)] -> [(Double, Bool, Int, Int, ItemId, ItemFullKit)] unknownMeleeBonus :: [ItemFull] -> Bool unknownSpeedBonus :: [ItemFull] -> Bool conditionMeleeBonus :: [ItemFullKit] -> Int conditionSpeedBonus :: [ItemFullKit] -> Int -- | Damage calculation. The armor and hurt skills are additive. They can't -- be multiplicative, because then 100% armor would minimize damage -- regardless of even 200% hurt skill. However, additive skills make the -- relative effectiveness of weapons dependent on the enemy, so even with -- -100% hurt skill a kinetic weapon can't be removed from the list, -- because an enemy may have negative armor skill. This is bad, but also -- KISS. armorHurtCalculation :: Bool -> Skills -> Skills -> Int mergeItemQuant :: ItemQuant -> ItemQuant -> ItemQuant listToolsToConsume :: [(ItemId, ItemFullKit)] -> [(ItemId, ItemFullKit)] -> [((CStore, Bool), (ItemId, ItemFullKit))] subtractIidfromGrps :: (EnumMap CStore ItemBag, [(CStore, (ItemId, ItemFull))], [(Bool, Int, GroupName ItemKind)]) -> ((CStore, Bool), (ItemId, ItemFullKit)) -> (EnumMap CStore ItemBag, [(CStore, (ItemId, ItemFull))], [(Bool, Int, GroupName ItemKind)]) valueAtEqpSlot :: EqpSlot -> AspectRecord -> Int unknownAspect :: (Aspect -> [Dice]) -> ItemFull -> Bool countIidConsumed :: ItemFullKit -> [(Bool, Int, GroupName ItemKind)] -> (Int, Int, [(Bool, Int, GroupName ItemKind)]) instance Data.Binary.Class.Binary Game.LambdaHack.Common.Item.ItemKindIx instance Data.Hashable.Class.Hashable Game.LambdaHack.Common.Item.ItemKindIx instance GHC.Ix.Ix Game.LambdaHack.Common.Item.ItemKindIx instance GHC.Enum.Enum Game.LambdaHack.Common.Item.ItemKindIx instance GHC.Classes.Ord Game.LambdaHack.Common.Item.ItemKindIx instance GHC.Classes.Eq Game.LambdaHack.Common.Item.ItemKindIx instance GHC.Show.Show Game.LambdaHack.Common.Item.ItemKindIx instance GHC.Generics.Generic Game.LambdaHack.Common.Item.ItemIdentity instance GHC.Classes.Eq Game.LambdaHack.Common.Item.ItemIdentity instance GHC.Show.Show Game.LambdaHack.Common.Item.ItemIdentity instance GHC.Generics.Generic Game.LambdaHack.Common.Item.Item instance GHC.Classes.Eq Game.LambdaHack.Common.Item.Item instance GHC.Show.Show Game.LambdaHack.Common.Item.Item instance GHC.Classes.Eq Game.LambdaHack.Common.Item.ItemDisco instance GHC.Classes.Ord Game.LambdaHack.Common.Item.ItemDisco instance GHC.Show.Show Game.LambdaHack.Common.Item.ItemDisco instance GHC.Show.Show Game.LambdaHack.Common.Item.ItemFull instance GHC.Generics.Generic Game.LambdaHack.Common.Item.Benefit instance GHC.Show.Show Game.LambdaHack.Common.Item.Benefit instance Data.Binary.Class.Binary Game.LambdaHack.Common.Item.ItemTimer instance GHC.Classes.Eq Game.LambdaHack.Common.Item.ItemTimer instance GHC.Show.Show Game.LambdaHack.Common.Item.ItemTimer instance Data.Binary.Class.Binary Game.LambdaHack.Common.Item.Benefit instance Data.Binary.Class.Binary Game.LambdaHack.Common.Item.Item instance Data.Hashable.Class.Hashable Game.LambdaHack.Common.Item.ItemIdentity instance Data.Binary.Class.Binary Game.LambdaHack.Common.Item.ItemIdentity -- | Operations concerning dungeon level tiles. -- -- Unlike for many other content types, there is no type Tile, -- of particular concrete tiles in the dungeon, corresponding to -- TileKind (the type of kinds of terrain tiles). This is because -- the tiles are too numerous and there's not enough storage space for a -- well-rounded Tile type, on one hand, and on the other hand, -- tiles are accessed too often in performance critical code to try to -- compress their representation and/or recompute them. Instead, of -- defining a Tile type, we express various properties of -- concrete tiles by arrays or sparse EnumMaps, as appropriate. -- -- Actors at normal speed (2 m/s) take one turn to move one tile (1 m by -- 1 m). module Game.LambdaHack.Common.Tile speedupTile :: Bool -> ContentData TileKind -> TileSpeedup -- | Whether a tile does not block vision. Essential for efficiency of -- FOV, hence tabulated. isClear :: TileSpeedup -> ContentId TileKind -> Bool -- | Whether a tile has ambient light --- is lit on its own. Essential for -- efficiency of Perception, hence tabulated. isLit :: TileSpeedup -> ContentId TileKind -> Bool -- | Whether a tile is a good hideout: walkable and dark. isHideout :: TileSpeedup -> ContentId TileKind -> Bool -- | Whether actors can walk into a tile. Essential for efficiency of -- pathfinding, hence tabulated. isWalkable :: TileSpeedup -> ContentId TileKind -> Bool -- | Whether a tile is a door, open or closed. Essential for efficiency of -- pathfinding, hence tabulated. isDoor :: TileSpeedup -> ContentId TileKind -> Bool -- | Whether a tile is changable. isChangable :: TileSpeedup -> ContentId TileKind -> Bool -- | Whether a tile is suspect. Essential for efficiency of pathfinding, -- hence tabulated. isSuspect :: TileSpeedup -> ContentId TileKind -> Bool isHideAs :: TileSpeedup -> ContentId TileKind -> Bool consideredByAI :: TileSpeedup -> ContentId TileKind -> Bool -- | Whether one can easily explore a tile, possibly finding a treasure, -- either spawned there or dropped there by a (dying from poison) foe. -- Doors can't be explorable since revealing a secret tile should not -- change it's explorable status. Also, door explorable status should not -- depend on whether they are open or not, so that a foe opening a door -- doesn't force us to backtrack to explore it. Still, a foe that digs -- through a wall will affect our exploration counter and if content lets -- walls contain threasure, such backtraking makes sense. isExplorable :: TileSpeedup -> ContentId TileKind -> Bool isVeryOftenItem :: TileSpeedup -> ContentId TileKind -> Bool isCommonItem :: TileSpeedup -> ContentId TileKind -> Bool isOftenActor :: TileSpeedup -> ContentId TileKind -> Bool isNoItem :: TileSpeedup -> ContentId TileKind -> Bool isNoActor :: TileSpeedup -> ContentId TileKind -> Bool -- | Whether a tile kind (specified by its id) has an OpenTo -- feature or is walkable even without opening. isEasyOpen :: TileSpeedup -> ContentId TileKind -> Bool isEmbed :: TileSpeedup -> ContentId TileKind -> Bool isAquatic :: TileSpeedup -> ContentId TileKind -> Bool alterMinSkill :: TileSpeedup -> ContentId TileKind -> Int alterMinWalk :: TileSpeedup -> ContentId TileKind -> Int -- | Whether a tile kind has the given feature. kindHasFeature :: Feature -> TileKind -> Bool openTo :: ContentData TileKind -> ContentId TileKind -> Rnd (ContentId TileKind) closeTo :: ContentData TileKind -> ContentId TileKind -> Rnd (ContentId TileKind) embeddedItems :: ContentData TileKind -> ContentId TileKind -> [GroupName ItemKind] revealAs :: ContentData TileKind -> ContentId TileKind -> Rnd (ContentId TileKind) obscureAs :: ContentData TileKind -> ContentId TileKind -> Rnd (ContentId TileKind) hideAs :: ContentData TileKind -> ContentId TileKind -> Maybe (ContentId TileKind) buildAs :: ContentData TileKind -> ContentId TileKind -> ContentId TileKind isEasyOpenKind :: TileKind -> Bool -- | Whether a tile kind (specified by its id) has an OpenTo -- feature. isOpenable :: TileSpeedup -> ContentId TileKind -> Bool -- | Whether a tile kind (specified by its id) has a CloseTo -- feature. isClosable :: TileSpeedup -> ContentId TileKind -> Bool isModifiable :: TileSpeedup -> ContentId TileKind -> Bool data TileAction EmbedAction :: (ItemId, ItemQuant) -> TileAction ToAction :: GroupName TileKind -> TileAction WithAction :: [(Int, GroupName ItemKind)] -> GroupName TileKind -> TileAction parseTileAction :: Bool -> Bool -> [(ItemKind, (ItemId, ItemQuant))] -> Feature -> Maybe TileAction createTab :: Unbox a => ContentData TileKind -> (TileKind -> a) -> Tab a createTabWithKey :: Unbox a => ContentData TileKind -> (ContentId TileKind -> TileKind -> a) -> Tab a accessTab :: Unbox a => Tab a -> ContentId TileKind -> a alterMinSkillKind :: ContentId TileKind -> TileKind -> Word8 alterMinWalkKind :: ContentId TileKind -> TileKind -> Word8 instance GHC.Show.Show Game.LambdaHack.Common.Tile.TileAction -- | Possible causes of failure of request. module Game.LambdaHack.Common.ReqFailure -- | Possible causes of failure of request. data ReqFailure MoveUnskilled :: ReqFailure MoveUnskilledAsleep :: ReqFailure MoveNothing :: ReqFailure MeleeUnskilled :: ReqFailure MeleeSelf :: ReqFailure MeleeDistant :: ReqFailure MeleeNotWeapon :: ReqFailure DisplaceUnskilled :: ReqFailure DisplaceDistant :: ReqFailure DisplaceAccess :: ReqFailure DisplaceMultiple :: ReqFailure DisplaceDying :: ReqFailure DisplaceBraced :: ReqFailure DisplaceImmobile :: ReqFailure DisplaceSupported :: ReqFailure AlterUnskilled :: ReqFailure AlterUnwalked :: ReqFailure AlterDistant :: ReqFailure AlterBlockActor :: ReqFailure AlterBlockItem :: ReqFailure AlterNothing :: ReqFailure CloseDistant :: ReqFailure CloseClosed :: ReqFailure CloseNothing :: ReqFailure CloseNonClosable :: ReqFailure WaitUnskilled :: ReqFailure YellUnskilled :: ReqFailure MoveItemUnskilled :: ReqFailure EqpOverfull :: ReqFailure EqpStackFull :: ReqFailure ApplyUnskilled :: ReqFailure ApplyFood :: ReqFailure ApplyRead :: ReqFailure ApplyPeriodic :: ReqFailure ApplyOutOfReach :: ReqFailure ApplyCharging :: ReqFailure ApplyNoEffects :: ReqFailure ItemNothing :: ReqFailure ItemNotCalm :: ReqFailure ItemOverStash :: ReqFailure NotCalmPrecious :: ReqFailure ProjectUnskilled :: ReqFailure ProjectAimOnself :: ReqFailure ProjectBlockTerrain :: ReqFailure ProjectBlockActor :: ReqFailure ProjectLobable :: ReqFailure ProjectOutOfReach :: ReqFailure ProjectFinderKeeper :: ReqFailure NoChangeDunLeader :: ReqFailure impossibleReqFailure :: ReqFailure -> Bool showReqFailure :: ReqFailure -> Text permittedPrecious :: Bool -> Bool -> ItemFull -> Either ReqFailure Bool permittedProject :: Bool -> Int -> Bool -> ItemFull -> Either ReqFailure Bool permittedProjectAI :: Int -> Bool -> ItemFull -> Bool permittedApply :: RuleContent -> Time -> Int -> Bool -> Maybe CStore -> ItemFull -> ItemQuant -> Either ReqFailure Bool instance GHC.Classes.Eq Game.LambdaHack.Common.ReqFailure.ReqFailure instance GHC.Show.Show Game.LambdaHack.Common.ReqFailure.ReqFailure -- | Inhabited dungeon levels and the operations to query and change them -- as the game progresses. module Game.LambdaHack.Common.Level -- | The complete dungeon is a map from level identifiers to levels. type Dungeon = EnumMap LevelId Level dungeonBounds :: Dungeon -> (LevelId, LevelId) -- | Levels in the current branch, one level up (or down) from the current. ascendInBranch :: Dungeon -> Bool -> LevelId -> [LevelId] -- | Compute the level identifier and stair position on the new level, -- after a level change. -- -- We assume there is never a staircase up and down at the same position. whereTo :: LevelId -> Point -> Bool -> Dungeon -> [(LevelId, Point)] -- | Items located on map tiles. type ItemFloor = EnumMap Point ItemBag -- | Big actors located on map tiles. type BigActorMap = EnumMap Point ActorId -- | Collections of projectiles located on map tiles. type ProjectileMap = EnumMap Point [ActorId] -- | Tile kinds on the map. type TileMap = Array (ContentId TileKind) -- | Current smell on map tiles. type SmellMap = EnumMap Point Time -- | A view on single, inhabited dungeon level. Remembered fields -- carry a subset of the info in the client copies of levels. data Level Level :: ContentId CaveKind -> AbsDepth -> ItemFloor -> ItemFloor -> BigActorMap -> ProjectileMap -> TileMap -> EntryMap -> Area -> SmellMap -> ([Point], [Point]) -> [Point] -> Int -> Int -> Time -> Bool -> Level -- | the kind of cave the level is an instance of [lkind] :: Level -> ContentId CaveKind -- | absolute depth of the level [ldepth] :: Level -> AbsDepth -- | remembered items lying on the floor [lfloor] :: Level -> ItemFloor -- | remembered items embedded in the tile [lembed] :: Level -> ItemFloor -- | seen big (non-projectile) actors at positions on the level; could be -- recomputed at resume, but small enough [lbig] :: Level -> BigActorMap -- | seen projectiles at positions on the level; could be recomputed at -- resume [lproj] :: Level -> ProjectileMap -- | remembered level map [ltile] :: Level -> TileMap -- | room entrances on the level [lentry] :: Level -> EntryMap -- | area of the level [larea] :: Level -> Area -- | remembered smells on the level [lsmell] :: Level -> SmellMap -- | positions of (up, down) stairs [lstair] :: Level -> ([Point], [Point]) -- | positions of IK.Escape tiles [lescape] :: Level -> [Point] -- | currently remembered clear tiles [lseen] :: Level -> Int -- | total number of explorable tiles [lexpl] :: Level -> Int -- | local time on the level (possibly frozen) [ltime] :: Level -> Time -- | whether the level is covered in darkness [lnight] :: Level -> Bool updateFloor :: (ItemFloor -> ItemFloor) -> Level -> Level updateEmbed :: (ItemFloor -> ItemFloor) -> Level -> Level updateBigMap :: (BigActorMap -> BigActorMap) -> Level -> Level updateProjMap :: (ProjectileMap -> ProjectileMap) -> Level -> Level updateTile :: (TileMap -> TileMap) -> Level -> Level updateEntry :: (EntryMap -> EntryMap) -> Level -> Level updateSmell :: (SmellMap -> SmellMap) -> Level -> Level -- | Query for tile kinds on the map. at :: Level -> Point -> ContentId TileKind posToBigLvl :: Point -> Level -> Maybe ActorId occupiedBigLvl :: Point -> Level -> Bool posToProjsLvl :: Point -> Level -> [ActorId] occupiedProjLvl :: Point -> Level -> Bool posToAidsLvl :: Point -> Level -> [ActorId] -- | Try to find a random position on the map satisfying conjunction of the -- mandatory and an optional predicate. If the permitted number of -- attempts is not enough, try again the same number of times without the -- next optional predicate, and fall back to trying with only the -- mandatory predicate. findPosTry :: Int -> Level -> (Point -> ContentId TileKind -> Bool) -> [Point -> ContentId TileKind -> Bool] -> Rnd (Maybe Point) findPosTry2 :: Int -> Level -> (Point -> ContentId TileKind -> Bool) -> [Point -> ContentId TileKind -> Bool] -> (Point -> ContentId TileKind -> Bool) -> [Point -> ContentId TileKind -> Bool] -> Rnd (Maybe Point) -- | Generate a list of all passable points on (connected component of) the -- level in the order of path distance from the starting position (BFS). -- The starting position needn't be passable and is always included. nearbyPassablePoints :: COps -> Level -> Point -> [Point] nearbyFreePoints :: COps -> Level -> (ContentId TileKind -> Bool) -> Point -> [Point] sortEmbeds :: COps -> ContentId TileKind -> [(ItemKind, (ItemId, ItemQuant))] -> [(ItemId, ItemQuant)] -- | Entries of places on the map. type EntryMap = EnumMap Point PlaceEntry assertSparseItems :: ItemFloor -> ItemFloor assertSparseProjectiles :: ProjectileMap -> ProjectileMap instance GHC.Classes.Eq Game.LambdaHack.Common.Level.Level instance GHC.Show.Show Game.LambdaHack.Common.Level.Level instance Data.Binary.Class.Binary Game.LambdaHack.Common.Level.Level -- | Actors in the game: heroes, monsters, etc. module Game.LambdaHack.Common.Actor -- | Actor attributes that are changing throughout the game. If they appear -- to be dublets of aspects from 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. -- -- Other properties of an actor, in particular its current aspects, are -- derived from the actor's trunk, organs and equipment. A class of the -- aspects, the boolean ones, are called flags. Another class are skills. -- Stats are a subclass that determines if particular actions are -- permitted for the actor (or faction). data Actor Actor :: ItemId -> Maybe Int -> Int64 -> ResDelta -> Int64 -> ResDelta -> Point -> Maybe Point -> LevelId -> FactionId -> Maybe ([Vector], Speed) -> ItemBag -> ItemBag -> Int -> Int -> Watchfulness -> Bool -> Actor -- | the trunk organ of the actor's body [btrunk] :: Actor -> ItemId -- | continued team character identity index number in this game [bnumber] :: Actor -> Maybe Int -- | current hit points * 1M [bhp] :: Actor -> Int64 -- | HP delta this turn * 1M [bhpDelta] :: Actor -> ResDelta -- | current calm * 1M [bcalm] :: Actor -> Int64 -- | calm delta this turn * 1M [bcalmDelta] :: Actor -> ResDelta -- | current position [bpos] :: Actor -> Point -- | previous position, if any [boldpos] :: Actor -> Maybe Point -- | current level [blid] :: Actor -> LevelId -- | faction the actor currently belongs to [bfid] :: Actor -> FactionId -- | trajectory the actor must travel and his travel speed [btrajectory] :: Actor -> Maybe ([Vector], Speed) -- | organs [borgan] :: Actor -> ItemBag -- | personal equipment [beqp] :: Actor -> ItemBag -- | number of weapons among eqp and organs [bweapon] :: Actor -> Int -- | number of benign items among weapons [bweapBenign] :: Actor -> Int -- | state of the actor's watchfulness [bwatch] :: Actor -> Watchfulness -- | is a projectile? affects being able to fly through other projectiles, -- etc. [bproj] :: Actor -> Bool -- | Representation of recent changes to HP of Calm of an actor. This is -- reset every time the actor perfoms an action, so this is aggregated -- over actor turn (move), not time turn. The resource changes recorded -- in the tuple are, respectively, negative and positive. data ResDelta ResDelta :: (Int64, Int64) -> (Int64, Int64) -> ResDelta -- | resource change this move [resCurrentTurn] :: ResDelta -> (Int64, Int64) -- | resource change previous move [resPreviousTurn] :: ResDelta -> (Int64, Int64) type ActorMaxSkills = EnumMap ActorId Skills data Watchfulness WWatch :: Watchfulness WWait :: Int -> Watchfulness WSleep :: Watchfulness WWake :: Watchfulness deltasSerious :: ResDelta -> Bool deltasSeriousThisTurn :: ResDelta -> Bool deltasHears :: ResDelta -> Bool deltaBenign :: ResDelta -> Bool deltaWasBenign :: ResDelta -> Bool actorCanMelee :: ActorMaxSkills -> ActorId -> Actor -> Bool actorCanMeleeToHarm :: ActorMaxSkills -> ActorId -> Actor -> Bool actorWorthChasing :: ActorMaxSkills -> ActorId -> Actor -> Bool actorWorthKilling :: ActorMaxSkills -> ActorId -> Actor -> Bool -- | The speed from organs and gear; being pushed is ignored. gearSpeed :: Skills -> Speed actorTemplate :: ItemId -> Maybe Int -> Int64 -> Int64 -> Point -> LevelId -> FactionId -> Bool -> Actor actorWaits :: Actor -> Bool actorWaitsOrSleeps :: Actor -> Bool -- | Projectile that ran out of steam or collided with obstacle, dies. Even -- if it pierced through an obstacle, but lost its payload while altering -- the obstacle during piercing, it dies, too. actorDying :: Actor -> Bool hpTooLow :: Actor -> Skills -> Bool -- | Check if actor calm enough to perform some actions. -- -- If max Calm is zero, always holds, to permit removing disastrous -- equipped items, which would otherwise be stuck forever. calmEnough :: Actor -> Skills -> Bool calmFull :: Actor -> Skills -> Bool hpFull :: Actor -> Skills -> Bool -- | Has the skill and can wake up easily, so can sleep safely. canSleep :: Skills -> Bool -- | Can't loot, not too aggresive, so sometimes prefers to sleep instead -- of exploring. prefersSleep :: Skills -> Bool checkAdjacent :: Actor -> Actor -> Bool eqpOverfull :: Actor -> Int -> Bool eqpFreeN :: Actor -> Int getCarriedIidsAndTrunk :: Actor -> [ItemId] getCarriedIidCStore :: Actor -> [(ItemId, CStore)] -- | All actors on the level, indexed by actor identifier. type ActorDict = EnumMap ActorId Actor -- | Chance, in parts per million, that a new monster is generated. Depends -- on the number of monsters already present, and on the level depth and -- its cave kind. -- -- Note that sometimes monsters spawn in groups, increasing danger, but -- many monsters are generated asleep, decreasing initial danger. monsterGenChance :: AbsDepth -> AbsDepth -> Int -> Int -> Int -- | How long until an actor's smell vanishes from a tile. smellTimeout :: Delta Time instance GHC.Generics.Generic Game.LambdaHack.Common.Actor.ResDelta instance GHC.Classes.Eq Game.LambdaHack.Common.Actor.ResDelta instance GHC.Show.Show Game.LambdaHack.Common.Actor.ResDelta instance GHC.Generics.Generic Game.LambdaHack.Common.Actor.Watchfulness instance GHC.Classes.Eq Game.LambdaHack.Common.Actor.Watchfulness instance GHC.Show.Show Game.LambdaHack.Common.Actor.Watchfulness instance GHC.Generics.Generic Game.LambdaHack.Common.Actor.Actor instance GHC.Classes.Eq Game.LambdaHack.Common.Actor.Actor instance GHC.Show.Show Game.LambdaHack.Common.Actor.Actor instance Data.Binary.Class.Binary Game.LambdaHack.Common.Actor.Actor instance Data.Binary.Class.Binary Game.LambdaHack.Common.Actor.Watchfulness instance Data.Binary.Class.Binary Game.LambdaHack.Common.Actor.ResDelta -- | The common, for server and clients, main game state type and its -- operations. module Game.LambdaHack.Common.State -- | The main game state, the basic one, pertaining to a single game, not -- to a single playing session or an intersection of both. This state -- persists between playing sessions, until the particular game ends. -- Anything that persists between games is stored in server state, client -- state or client UI session state. -- -- Another differentiating property of this state is that it's kept -- separately on the server and each of the clients (players, human or -- AI) and separately updated, according to what each player can observe. -- It's never updated directly, but always through atomic commands -- (CmdAtomic) that are filtered and interpreted differently on -- server and on each client. Therefore, the type is a view on the game -- state, not the real game state, except on the server that alone stores -- the full game information. data State sdungeon :: State -> Dungeon stotalDepth :: State -> AbsDepth sactorD :: State -> ActorDict sitemD :: State -> ItemDict sitemIxMap :: State -> ItemIxMap sfactionD :: State -> FactionDict stime :: State -> Time scops :: State -> COps sgold :: State -> Int shigh :: State -> ScoreDict sgameModeId :: State -> ContentId ModeKind sdiscoKind :: State -> DiscoveryKind sdiscoAspect :: State -> DiscoveryAspect sactorMaxSkills :: State -> ActorMaxSkills -- | Initial complete global game state. defStateGlobal :: Dungeon -> AbsDepth -> FactionDict -> COps -> ScoreDict -> ContentId ModeKind -> DiscoveryKind -> State -- | Initial empty state. emptyState :: State -- | Local state created by removing secret information from global state -- components. localFromGlobal :: State -> State -- | Update dungeon data within state. updateDungeon :: (Dungeon -> Dungeon) -> State -> State -- | Update dungeon depth. updateDepth :: (AbsDepth -> AbsDepth) -> State -> State -- | Update the actor dictionary. updateActorD :: (ActorDict -> ActorDict) -> State -> State -- | Update the item dictionary. updateItemD :: (ItemDict -> ItemDict) -> State -> State -- | Update the item kind index map. updateItemIxMap :: (ItemIxMap -> ItemIxMap) -> State -> State -- | Update faction data within state. updateFactionD :: (FactionDict -> FactionDict) -> State -> State -- | Update global time within state. updateTime :: (Time -> Time) -> State -> State -- | Update content data within state and recompute the cached data. updateCOpsAndCachedData :: (COps -> COps) -> State -> State -- | Update total gold value in the dungeon. updateGold :: (Int -> Int) -> State -> State updateDiscoKind :: (DiscoveryKind -> DiscoveryKind) -> State -> State updateDiscoAspect :: (DiscoveryAspect -> DiscoveryAspect) -> State -> State updateActorMaxSkills :: (ActorMaxSkills -> ActorMaxSkills) -> State -> State getItemBody :: ItemId -> State -> Item aspectRecordFromItem :: ItemId -> Item -> State -> AspectRecord aspectRecordFromIid :: ItemId -> State -> AspectRecord maxSkillsFromActor :: Actor -> State -> Skills maxSkillsInDungeon :: State -> ActorMaxSkills unknownLevel :: COps -> ContentId CaveKind -> AbsDepth -> Area -> ([Point], [Point]) -> [Point] -> Int -> Bool -> Level unknownTileMap :: Area -> ContentId TileKind -> X -> Y -> TileMap instance GHC.Classes.Eq Game.LambdaHack.Common.State.State instance GHC.Show.Show Game.LambdaHack.Common.State.State instance Data.Binary.Class.Binary Game.LambdaHack.Common.State.State -- | Operations on the Actor type, and related, that need the -- State type, but not our custom monad types. module Game.LambdaHack.Common.ActorState fidActorNotProjGlobalAssocs :: FactionId -> State -> [(ActorId, Actor)] actorAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)] fidActorRegularAssocs :: FactionId -> LevelId -> State -> [(ActorId, Actor)] fidActorRegularIds :: FactionId -> LevelId -> State -> [ActorId] foeRegularAssocs :: FactionId -> LevelId -> State -> [(ActorId, Actor)] foeRegularList :: FactionId -> LevelId -> State -> [Actor] friendRegularAssocs :: FactionId -> LevelId -> State -> [(ActorId, Actor)] friendRegularList :: FactionId -> LevelId -> State -> [Actor] bagAssocs :: State -> ItemBag -> [(ItemId, Item)] bagAssocsK :: State -> ItemBag -> [(ItemId, (Item, ItemQuant))] posToBig :: Point -> LevelId -> State -> Maybe ActorId posToBigAssoc :: Point -> LevelId -> State -> Maybe (ActorId, Actor) posToProjs :: Point -> LevelId -> State -> [ActorId] posToProjAssocs :: Point -> LevelId -> State -> [(ActorId, Actor)] posToAids :: Point -> LevelId -> State -> [ActorId] posToAidAssocs :: Point -> LevelId -> State -> [(ActorId, Actor)] -- | Calculate loot's worth for a given faction. calculateTotal :: FactionId -> State -> (ItemBag, Int) -- | Price an item, taking count into consideration. itemPrice :: Int -> ItemKind -> Int findIid :: ActorId -> FactionId -> ItemId -> State -> [(ActorId, (Actor, CStore))] combinedGround :: FactionId -> State -> ItemBag combinedOrgan :: FactionId -> State -> ItemBag combinedEqp :: FactionId -> State -> ItemBag combinedItems :: FactionId -> State -> ItemBag getActorBody :: ActorId -> State -> Actor getActorMaxSkills :: ActorId -> State -> Skills actorCurrentSkills :: Maybe ActorId -> ActorId -> State -> Skills canTraverse :: ActorId -> State -> Bool getCarriedAssocsAndTrunk :: Actor -> State -> [(ItemId, Item)] getContainerBag :: Container -> State -> ItemBag getFloorBag :: LevelId -> Point -> State -> ItemBag getEmbedBag :: LevelId -> Point -> State -> ItemBag getBodyStoreBag :: Actor -> CStore -> State -> ItemBag getFactionStashBag :: FactionId -> State -> ItemBag mapActorItems_ :: Monad m => (CStore -> ItemId -> ItemQuant -> m ()) -> Actor -> State -> m () getActorAssocs :: ActorId -> CStore -> State -> [(ItemId, (Item, ItemQuant))] -- | Checks if the actor is present on the current level. The order of -- argument here and in other functions is set to allow -- --
--   b <- getsState (memActor a)
--   
memActor :: ActorId -> LevelId -> State -> Bool -- | Get current time from the dungeon data. getLocalTime :: LevelId -> State -> Time regenCalmDelta :: ActorId -> Actor -> State -> Int64 actorInAmbient :: Actor -> State -> Bool dispEnemy :: ActorId -> ActorId -> Skills -> State -> Bool itemToFull :: ItemId -> State -> ItemFull fullAssocs :: ActorId -> [CStore] -> State -> [(ItemId, ItemFull)] kitAssocs :: ActorId -> [CStore] -> State -> [(ItemId, ItemFullKit)] getItemKindId :: Item -> State -> ContentId ItemKind getIidKindId :: ItemId -> State -> ContentId ItemKind getItemKind :: Item -> State -> ItemKind getIidKind :: ItemId -> State -> ItemKind getItemKindIdServer :: Item -> State -> ContentId ItemKind getIidKindIdServer :: ItemId -> State -> ContentId ItemKind getItemKindServer :: Item -> State -> ItemKind getIidKindServer :: ItemId -> State -> ItemKind tileAlterable :: LevelId -> Point -> State -> Bool -- | Determine the dungeon level of the container. If the item is in the -- shared stash, the level depends on which actor asks, not where the -- stash is located physically. lidFromC :: Container -> State -> LevelId posFromC :: Container -> State -> Point -- | Require that any non-dying foe is adjacent. We include even -- projectiles that explode when stricken down, because they can be -- caught and then they don't explode, so it makes sense to focus on -- handling them. If there are many projectiles in a single adjacent -- position, we only test the first one, the one that would be hit in -- melee (this is not optimal if the actor would need to flee instead of -- meleeing, but fleeing with *many* projectiles adjacent is a possible -- waste of a move anyway). anyFoeAdj :: ActorId -> State -> Bool anyHarmfulFoeAdj :: ActorMaxSkills -> ActorId -> State -> Bool adjacentBigAssocs :: Actor -> State -> [(ActorId, Actor)] adjacentProjAssocs :: Actor -> State -> [(ActorId, Actor)] armorHurtBonus :: ActorId -> ActorId -> State -> Int -- | Check if any non-dying foe is adjacent to any of our normal actors and -- either can harm them via melee or can attack from a distance. -- Otherwise no point meleeing him. Projectiles are ignored, because they -- are not actively attempted to melee, see meleeAny. This is -- regardless of whether our actor can melee or just needs to flee, in -- which case alert is needed so that he is not slowed down by others. -- However, if our actor can't move nor melee, no real combat is taking -- place. This is needed only by AI and computed as lazily as possible. inMelee :: ActorMaxSkills -> FactionId -> LevelId -> State -> Bool -- | Game state reading monad and basic operations. module Game.LambdaHack.Common.MonadStateRead -- | Monad for reading game state. A state monad with state modification -- disallowed (another constraint is needed to permit that). The basic -- server and client monads are like that, because server and clients -- freely modify their internal session data, but don't modify the main -- game state, except in very restricted and synchronized way. class (Monad m, Functor m, Applicative m) => MonadStateRead m getsState :: MonadStateRead m => (State -> a) -> m a getState :: MonadStateRead m => m State getLevel :: MonadStateRead m => LevelId -> m Level getGameMode :: MonadStateRead m => m ModeKind isNoConfirmsGame :: MonadStateRead m => m Bool getEntryArena :: MonadStateRead m => Faction -> m LevelId pickWeaponM :: MonadStateRead m => Bool -> Maybe DiscoveryBenefit -> [(ItemId, ItemFullKit)] -> Skills -> ActorId -> m [(Double, Bool, Int, Int, ItemId, ItemFullKit)] displayTaunt :: MonadStateRead m => Bool -> (Rnd (Text, Text) -> m (Text, Text)) -> ActorId -> m (Text, Text) -- | Description of effects. module Game.LambdaHack.Client.UI.EffectDescription data DetailLevel DetailLow :: DetailLevel DetailMedium :: DetailLevel DetailHigh :: DetailLevel DetailAll :: DetailLevel defaultDetailLevel :: DetailLevel -- | 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. effectToSuffix :: DetailLevel -> Effect -> Text detectToObject :: DetectKind -> Text detectToVerb :: DetectKind -> Text skillName :: Skill -> Text skillDesc :: Skill -> Text skillToDecorator :: Skill -> Actor -> Int -> Text skillSlots :: [Skill] kindAspectToSuffix :: Aspect -> Text aspectToSentence :: Aspect -> Maybe Text affixDice :: Dice -> Text describeToolsAlternative :: [[(Int, GroupName ItemKind)]] -> Text describeCrafting :: [(Int, GroupName ItemKind)] -> [(Int, GroupName ItemKind)] -> Effect -> (Text, Text, Text) wrapInParens :: Text -> Text conditionToObject :: Condition -> Text activationFlagToObject :: ActivationFlag -> Text slotToSentence :: EqpSlot -> Text tmodToSuff :: Text -> ThrowMod -> Text affixBonus :: Int -> Text wrapInChevrons :: Text -> Text instance GHC.Generics.Generic Game.LambdaHack.Client.UI.EffectDescription.DetailLevel instance GHC.Enum.Bounded Game.LambdaHack.Client.UI.EffectDescription.DetailLevel instance GHC.Enum.Enum Game.LambdaHack.Client.UI.EffectDescription.DetailLevel instance GHC.Classes.Ord Game.LambdaHack.Client.UI.EffectDescription.DetailLevel instance GHC.Classes.Eq Game.LambdaHack.Client.UI.EffectDescription.DetailLevel instance GHC.Show.Show Game.LambdaHack.Client.UI.EffectDescription.DetailLevel instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.EffectDescription.DetailLevel -- | UI aspects of actors. module Game.LambdaHack.Client.UI.ActorUI data ActorUI ActorUI :: Char -> Text -> Text -> Color -> ActorUI -- | individual map symbol [bsymbol] :: ActorUI -> Char -- | individual name [bname] :: ActorUI -> Text -- | individual pronoun [bpronoun] :: ActorUI -> Text -- | individual map color [bcolor] :: ActorUI -> Color type ActorDictUI = EnumMap ActorId ActorUI keySelected :: (ActorId, Actor, ActorUI) -> (Bool, Bool, Bool, Char, Color, ActorId) -- | The part of speech describing the actor. partActor :: ActorUI -> Part -- | The part of speech containing the actor's pronoun. partPronoun :: ActorUI -> Part tryFindActor :: State -> (ActorId -> Actor -> Bool) -> Maybe (ActorId, Actor) tryFindHeroK :: ActorDictUI -> FactionId -> Int -> State -> Maybe (ActorId, Actor) instance GHC.Generics.Generic Game.LambdaHack.Client.UI.ActorUI.ActorUI instance GHC.Classes.Eq Game.LambdaHack.Client.UI.ActorUI.ActorUI instance GHC.Show.Show Game.LambdaHack.Client.UI.ActorUI.ActorUI instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.ActorUI.ActorUI -- | Item slots for UI and AI item collections. module Game.LambdaHack.Client.UI.ItemSlot -- | Slot label. Usually just a character. Sometimes with a numerical -- prefix. data SlotChar SlotChar :: Int -> Char -> SlotChar [slotPrefix] :: SlotChar -> Int [slotChar] :: SlotChar -> Char -- | A collection of mappings from slot labels to item identifiers. newtype ItemSlots ItemSlots :: EnumMap SLore SingleItemSlots -> ItemSlots type SingleItemSlots = EnumMap SlotChar ItemId allSlots :: [SlotChar] intSlots :: [SlotChar] slotLabel :: SlotChar -> Text -- | Assigns a slot to an item, e.g., for inclusion in equipment of a hero. -- At first, e.g., when item is spotted on the floor, the slot is not -- user-friendly. After any player's item manipulation action, slots are -- sorted and a fully human-readable slot is then assigned. Only then the -- slot can be viewed by the player. assignSlot :: SingleItemSlots -> SlotChar sortSlotMap :: (ItemId -> ItemFull) -> SingleItemSlots -> SingleItemSlots mergeItemSlots :: (ItemId -> ItemFull) -> [SingleItemSlots] -> SingleItemSlots instance GHC.Classes.Eq Game.LambdaHack.Client.UI.ItemSlot.SlotChar instance GHC.Show.Show Game.LambdaHack.Client.UI.ItemSlot.SlotChar instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.ItemSlot.ItemSlots instance GHC.Show.Show Game.LambdaHack.Client.UI.ItemSlot.ItemSlots instance GHC.Classes.Ord Game.LambdaHack.Client.UI.ItemSlot.SlotChar instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.ItemSlot.SlotChar instance GHC.Enum.Enum Game.LambdaHack.Client.UI.ItemSlot.SlotChar -- | Slideshows. module Game.LambdaHack.Client.UI.Slideshow type FontOverlayMap = EnumMap DisplayFont Overlay maxYofFontOverlayMap :: FontOverlayMap -> Int type KeyOrSlot = Either KM SlotChar -- | Width of on-screen button text, expressed in characters, and so UI -- (mono font) width is deduced from the used font. data ButtonWidth ButtonWidth :: DisplayFont -> Int -> ButtonWidth [buttonFont] :: ButtonWidth -> DisplayFont [buttonWidth] :: ButtonWidth -> Int -- | A key or an item slot label at a given position on the screen. type KYX = (KeyOrSlot, (PointUI, ButtonWidth)) xytranslateKXY :: Int -> Int -> KYX -> KYX xtranslateKXY :: Int -> KYX -> KYX ytranslateKXY :: Int -> KYX -> KYX yrenumberKXY :: Int -> KYX -> KYX -- | An Overlay of text with an associated list of keys or slots that -- activate when the specified screen position is pointed at. The list -- should be sorted wrt rows and then columns. type OKX = (FontOverlayMap, [KYX]) emptyOKX :: OKX xytranslateOKX :: Int -> Int -> OKX -> OKX sideBySideOKX :: Int -> Int -> OKX -> OKX -> OKX labDescOKX :: DisplayFont -> DisplayFont -> [(AttrString, AttrString, KeyOrSlot)] -> OKX -- | A list of active screenfulls to be shown one after another. Each -- screenful has an independent numbering of rows and columns. data Slideshow emptySlideshow :: Slideshow unsnoc :: Slideshow -> Maybe (Slideshow, OKX) toSlideshow :: FontSetup -> [OKX] -> Slideshow -- | This appends vertically a list of blurbs into a single font overlay -- map. Not to be used if some blurbs need to be places overlapping -- vertically, e.g., when the square font symbol needs to be in the same -- line as the start of the descritpion of the denoted item or when mono -- font buttons need to be after a prompt. attrLinesToFontMap :: [(DisplayFont, [AttrLine])] -> FontOverlayMap menuToSlideshow :: OKX -> Slideshow wrapOKX :: DisplayFont -> Int -> Int -> Int -> [(KM, String)] -> (Overlay, [KYX]) splitOverlay :: FontSetup -> Int -> Int -> Int -> Report -> [KM] -> OKX -> Slideshow splitOKX :: FontSetup -> Bool -> Int -> Int -> Int -> AttrString -> [KM] -> OKX -> [OKX] -- | Generate a slideshow with the current and previous scores. highSlideshow :: FontSetup -> Int -> Int -> ScoreTable -> Int -> Text -> TimeZone -> Slideshow keysOKX :: DisplayFont -> Int -> Int -> Int -> [KM] -> (Overlay, [KYX]) -- | Show a screenful of the high scores table. Parameter entries -- is the number of (3-line) scores to be shown. showTable :: TimeZone -> Int -> ScoreTable -> Int -> Int -> [AttrLine] -- | Produce a couple of renderings of the high scores table. showNearbyScores :: TimeZone -> Int -> ScoreTable -> Int -> [[AttrLine]] instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Slideshow.ButtonWidth instance GHC.Show.Show Game.LambdaHack.Client.UI.Slideshow.ButtonWidth instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Slideshow.Slideshow instance GHC.Show.Show Game.LambdaHack.Client.UI.Slideshow.Slideshow -- | Verifying, aggregating and displaying binding of keys to commands. module Game.LambdaHack.Client.UI.KeyBindings -- | Produce a set of help/menu screens from the key bindings. -- -- When the intro screen mentions KP_5, this really is KP_Begin, but -- since that is harder to understand we assume a different, non-default -- state of NumLock in the help text than in the code that handles keys. keyHelp :: CCUI -> FontSetup -> [(Text, OKX)] -- | Turn the specified portion of bindings into a menu. -- -- The length of the button may be wrong if the two supplied fonts have -- very different widths. okxsN :: InputContent -> DisplayFont -> DisplayFont -> Int -> (HumanCmd -> Bool) -> Bool -> CmdCategory -> ([Text], [Text], [Text]) -> ([Text], [Text]) -> OKX -- | Client-specific game state components. module Game.LambdaHack.Client.State -- | Client state, belonging to a single faction. data StateClient StateClient :: Int -> EnumMap ActorId TgtAndPath -> EnumMap ActorId (Point, Time) -> EnumSet LevelId -> EnumMap ActorId BfsAndPath -> () -> DiscoveryBenefit -> PerLid -> AlterLid -> SMGen -> Maybe ActorId -> FactionId -> Bool -> Challenge -> Challenge -> Int -> EnumSet LevelId -> EnumMap (ContentId ModeKind) (Map Challenge Int) -> EnumSet (ContentId ModeKind) -> EnumSet (ContentId ModeKind) -> ClientOptions -> (PrimArray PointI, PrimArray PointI) -> StateClient -- | a parameter of the aiming digital line [seps] :: StateClient -> Int -- | targets of our actors in the dungeon; this is only useful for AI and -- for directing non-pointmen, in particular with following doctrines, -- where non-pointmen go to the pointman's target [stargetD] :: StateClient -> EnumMap ActorId TgtAndPath -- | the position and time of last fleeing attempt (regardless if -- succeeded) [sfleeD] :: StateClient -> EnumMap ActorId (Point, Time) -- | the set of fully explored levels [sexplored] :: StateClient -> EnumSet LevelId -- | pathfinding data for our actors [sbfsD] :: StateClient -> EnumMap ActorId BfsAndPath [sundo] :: StateClient -> () -- | remembered AI benefits of items; could be recomputed at resume, but -- they are costly to generate and not too large [sdiscoBenefit] :: StateClient -> DiscoveryBenefit -- | faction perception indexed by level [sfper] :: StateClient -> PerLid -- | cached alter skill data for positions (actually, -- Tile.alterMinWalk instead) [salter] :: StateClient -> AlterLid -- | current random generator [srandom] :: StateClient -> SMGen -- | candidate new leader of the faction; Faction.gleader is the old leader [_sleader] :: StateClient -> Maybe ActorId -- | faction controlled by the client [_sside] :: StateClient -> FactionId -- | exit the game loop [squit] :: StateClient -> Bool -- | current game challenge setup [scurChal] :: StateClient -> Challenge -- | next game challenge setup [snxtChal] :: StateClient -> Challenge -- | whether to mark suspect features [smarkSuspect] :: StateClient -> Int -- | whether we are in melee, per level [scondInMelee] :: StateClient -> EnumSet LevelId -- | won games at particular difficulty lvls [svictories] :: StateClient -> EnumMap (ContentId ModeKind) (Map Challenge Int) -- | camped games [scampings] :: StateClient -> EnumSet (ContentId ModeKind) -- | restarted games [srestarts] :: StateClient -> EnumSet (ContentId ModeKind) -- | client options [soptions] :: StateClient -> ClientOptions -- | Instead of a BFS queue (list) we use these two arrays, for (JS) speed. -- They need to be per-client distinct, because sometimes multiple -- clients interleave BFS computation. [stabs] :: StateClient -> (PrimArray PointI, PrimArray PointI) type AlterLid = EnumMap LevelId (Array Word8) -- | Pathfinding distances to all reachable positions of an actor and a -- shortest paths to some of the positions. data BfsAndPath BfsInvalid :: BfsAndPath BfsAndPath :: Array BfsDistance -> EnumMap Point AndPath -> BfsAndPath -- | Actor's target and a path to it, if any. data TgtAndPath TgtAndPath :: Target -> Maybe AndPath -> TgtAndPath [tapTgt] :: TgtAndPath -> Target [tapPath] :: TgtAndPath -> Maybe AndPath -- | The type of na actor target. data Target -- | target an enemy TEnemy :: ActorId -> Target -- | target a friend or neutral TNonEnemy :: ActorId -> Target -- | target a concrete spot TPoint :: TGoal -> LevelId -> Point -> Target -- | target position relative to actor TVector :: Vector -> Target -- | The goal of an actor. data TGoal -- | shared inventory stash of our or an enemy faction TStash :: FactionId -> TGoal -- | last seen position of the targeted actor TEnemyPos :: ActorId -> TGoal -- | embedded item that can be triggered; in TPoint (TEmbed bag p) _ -- q usually bag is embbedded in p and q -- is an adjacent open tile TEmbed :: ItemBag -> Point -> TGoal -- | item lying on the ground TItem :: ItemBag -> TGoal -- | smell potentially left by enemies TSmell :: TGoal -- | a blocking tile to be approached (and, e.g., revealed to be walkable -- or altered or searched) TBlock :: TGoal -- | an unknown tile to be explored TUnknown :: TGoal -- | a known tile to be patrolled TKnown :: TGoal -- | a hideout to either flee to or find a hidden enemy sniper in THideout :: TGoal -- | Initial empty game client state. emptyStateClient :: FactionId -> StateClient -- | Cycle the smarkSuspect setting. cycleMarkSuspect :: StateClient -> StateClient -- | Update target parameters within client state. updateTarget :: ActorId -> (Maybe Target -> Maybe Target) -> StateClient -> StateClient -- | Get target parameters from client state. getTarget :: ActorId -> StateClient -> Maybe Target -- | Update picked leader within state. Verify actor's faction. updateLeader :: ActorId -> State -> StateClient -> StateClient sside :: StateClient -> FactionId sleader :: StateClient -> Maybe ActorId instance GHC.Show.Show Game.LambdaHack.Client.State.BfsAndPath instance GHC.Generics.Generic Game.LambdaHack.Client.State.TGoal instance GHC.Classes.Eq Game.LambdaHack.Client.State.TGoal instance GHC.Show.Show Game.LambdaHack.Client.State.TGoal instance GHC.Generics.Generic Game.LambdaHack.Client.State.Target instance GHC.Classes.Eq Game.LambdaHack.Client.State.Target instance GHC.Show.Show Game.LambdaHack.Client.State.Target instance GHC.Generics.Generic Game.LambdaHack.Client.State.TgtAndPath instance GHC.Show.Show Game.LambdaHack.Client.State.TgtAndPath instance GHC.Show.Show Game.LambdaHack.Client.State.StateClient instance Data.Binary.Class.Binary Game.LambdaHack.Client.State.StateClient instance Data.Binary.Class.Binary Game.LambdaHack.Client.State.TgtAndPath instance Data.Binary.Class.Binary Game.LambdaHack.Client.State.Target instance Data.Binary.Class.Binary Game.LambdaHack.Client.State.TGoal -- | The client UI session state. module Game.LambdaHack.Client.UI.SessionUI -- | 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 the frontend session. data SessionUI SessionUI :: Maybe RequestUI -> ReqDelay -> Bool -> Bool -> Maybe Target -> Maybe Target -> ActorDictUI -> ItemDictUI -> ItemSlots -> Maybe (CStore, CStore) -> ChanFrontend -> CCUI -> UIOptions -> Maybe AimMode -> Bool -> Maybe (ItemId, CStore, Bool) -> EnumSet ActorId -> Maybe RunParams -> History -> PointUI -> Bool -> KeyMacroFrame -> [KeyMacroFrame] -> EnumSet ActorId -> Int -> Bool -> Int -> Bool -> Int -> Bool -> Bool -> Maybe Bool -> Set Msg -> Bool -> Map String Int -> ChosenLore -> Bool -> Bool -> Bool -> POSIXTime -> POSIXTime -> Time -> Int -> Int -> SMGen -> SessionUI -- | request created by a UI query but not yet sent to the server [sreqPending] :: SessionUI -> Maybe RequestUI -- | server delayed sending query to client or receiving request from -- client [sreqDelay] :: SessionUI -> ReqDelay -- | player is now queried for a command [sreqQueried] :: SessionUI -> Bool -- | player requested to regain control from AI ASAP [sregainControl] :: SessionUI -> Bool -- | the common xhair [sxhair] :: SessionUI -> Maybe Target -- | xhair set for last GoTo [sxhairGoTo] :: SessionUI -> Maybe Target -- | assigned actor UI presentations [sactorUI] :: SessionUI -> ActorDictUI -- | assigned item first seen level [sitemUI] :: SessionUI -> ItemDictUI -- | map from slots to items [sslots] :: SessionUI -> ItemSlots -- | last item move stores [slastItemMove] :: SessionUI -> Maybe (CStore, CStore) -- | connection with the frontend [schanF] :: SessionUI -> ChanFrontend -- | UI client content [sccui] :: SessionUI -> CCUI -- | UI options as set by the player [sUIOptions] :: SessionUI -> UIOptions -- | aiming mode [saimMode] :: SessionUI -> Maybe AimMode -- | last mouse aiming not vacuus [sxhairMoused] :: SessionUI -> Bool -- | selected item, if any, it's store and whether to override suitability -- check [sitemSel] :: SessionUI -> Maybe (ItemId, CStore, Bool) -- | the set of currently selected actors [sselected] :: SessionUI -> EnumSet ActorId -- | parameters of the current run, if any [srunning] :: SessionUI -> Maybe RunParams -- | history of messages [shistory] :: SessionUI -> History -- | mouse pointer position [spointer] :: SessionUI -> PointUI -- | whether to auto-clear prompts [sautoYes] :: SessionUI -> Bool -- | the head of the key macro stack [smacroFrame] :: SessionUI -> KeyMacroFrame -- | the tail of the key macro stack [smacroStack] :: SessionUI -> [KeyMacroFrame] -- | actors that just got out of sight [slastLost] :: SessionUI -> EnumSet ActorId -- | player just waited this many times [swaitTimes] :: SessionUI -> Int -- | the player just exited AI automation [swasAutomated] :: SessionUI -> Bool -- | mark leader and party FOV [smarkVision] :: SessionUI -> Int -- | mark smell, if the leader can smell [smarkSmell] :: SessionUI -> Bool -- | next game scenario number [snxtScenario] :: SessionUI -> Int -- | whether current game is a tutorial [scurTutorial] :: SessionUI -> Bool -- | whether next game is to be tutorial [snxtTutorial] :: SessionUI -> Bool -- | override display of tutorial hints [soverrideTut] :: SessionUI -> Maybe Bool -- | tutorial hints already shown this game [susedHints] :: SessionUI -> Set Msg -- | whether to mute all new messages [smuteMessages] :: SessionUI -> Bool -- | indices of last used menu items [smenuIxMap] :: SessionUI -> Map String Int -- | last lore chosen to display [schosenLore] :: SessionUI -> ChosenLore -- | current level needs displaying [sdisplayNeeded] :: SessionUI -> Bool -- | a frame was already displayed this turn [sturnDisplayed] :: SessionUI -> Bool -- | whether no visible report created last UI faction turn or the report -- wiped out from screen since [sreportNull] :: SessionUI -> Bool -- | this session start time [sstart] :: SessionUI -> POSIXTime -- | this game start time [sgstart] :: SessionUI -> POSIXTime -- | clips from start of session to current game start [sallTime] :: SessionUI -> Time -- | this game current frame count [snframes] :: SessionUI -> Int -- | frame count from start of session to current game start [sallNframes] :: SessionUI -> Int -- | current random generator for UI [srandomUI] :: SessionUI -> SMGen data ReqDelay ReqDelayNot :: ReqDelay ReqDelayHandled :: ReqDelay ReqDelayAlarm :: ReqDelay type ItemDictUI = EnumMap ItemId LevelId -- | Current aiming mode of a client. data AimMode AimMode :: LevelId -> DetailLevel -> AimMode [aimLevelId] :: AimMode -> LevelId [detailLevel] :: AimMode -> DetailLevel -- | In-game macros. We record menu navigation keystrokes and keystrokes -- bound to commands with one exception --- we exclude keys that invoke -- the Record command, to avoid surprises. Keys are kept in the -- same order in which they're meant to be replayed, i.e. the first -- element of the list is replayed also as the first one. newtype KeyMacro KeyMacro :: [KM] -> KeyMacro [unKeyMacro] :: KeyMacro -> [KM] -- | Local macro buffer frame. Predefined macros have their own in-game -- macro buffer, allowing them to record in-game macro, queue actions and -- repeat the last macro's action. Running predefined macro pushes new -- KeyMacroFrame onto the stack. We pop buffers from the stack -- if locally there are no actions pending to be handled. data KeyMacroFrame KeyMacroFrame :: Either [KM] KeyMacro -> KeyMacro -> Maybe KM -> KeyMacroFrame -- | record keystrokes in Left; repeat from Right [keyMacroBuffer] :: KeyMacroFrame -> Either [KM] KeyMacro -- | actions pending to be handled [keyPending] :: KeyMacroFrame -> KeyMacro -- | last pressed key [keyLast] :: KeyMacroFrame -> Maybe KM -- | Parameters of the current run. data RunParams RunParams :: ActorId -> [ActorId] -> Bool -> Maybe Text -> Int -> RunParams -- | the original leader from run start [runLeader] :: RunParams -> ActorId -- | the list of actors that take part [runMembers] :: RunParams -> [ActorId] -- | initial run continuation by any run participant, including run leader [runInitial] :: RunParams -> Bool -- | message with the next stop reason [runStopMsg] :: RunParams -> Maybe Text -- | waiting for others to move out of the way [runWaiting] :: RunParams -> Int -- | Last lore being aimed at. data ChosenLore ChosenLore :: [(ActorId, Actor)] -> [(ItemId, ItemQuant)] -> ChosenLore ChosenNothing :: ChosenLore emptySessionUI :: UIOptions -> SessionUI emptyMacroFrame :: KeyMacroFrame cycleMarkVision :: SessionUI -> SessionUI toggleMarkSmell :: SessionUI -> SessionUI cycleOverrideTut :: SessionUI -> SessionUI getActorUI :: ActorId -> SessionUI -> ActorUI instance GHC.Classes.Eq Game.LambdaHack.Client.UI.SessionUI.ReqDelay instance GHC.Generics.Generic Game.LambdaHack.Client.UI.SessionUI.AimMode instance GHC.Classes.Eq Game.LambdaHack.Client.UI.SessionUI.AimMode instance GHC.Show.Show Game.LambdaHack.Client.UI.SessionUI.AimMode instance GHC.Base.Monoid Game.LambdaHack.Client.UI.SessionUI.KeyMacro instance GHC.Base.Semigroup Game.LambdaHack.Client.UI.SessionUI.KeyMacro instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.SessionUI.KeyMacro instance GHC.Classes.Eq Game.LambdaHack.Client.UI.SessionUI.KeyMacro instance GHC.Show.Show Game.LambdaHack.Client.UI.SessionUI.KeyMacro instance GHC.Show.Show Game.LambdaHack.Client.UI.SessionUI.KeyMacroFrame instance GHC.Show.Show Game.LambdaHack.Client.UI.SessionUI.RunParams instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.SessionUI.SessionUI instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.SessionUI.RunParams instance Data.Binary.Class.Binary Game.LambdaHack.Client.UI.SessionUI.AimMode -- | Basic client monad and related operations. module Game.LambdaHack.Client.MonadClient -- | Monad for reading client state. class MonadStateRead m => MonadClientRead m getsClient :: MonadClientRead m => (StateClient -> a) -> m a liftIO :: MonadClientRead m => IO a -> m a -- | Monad for writing to client state. class MonadClientRead m => MonadClient m modifyClient :: MonadClient m => (StateClient -> StateClient) -> m () getClient :: MonadClientRead m => m StateClient putClient :: MonadClient m => StateClient -> m () debugPossiblyPrint :: MonadClient m => Text -> m () createTabBFS :: MonadClient m => m (PrimArray PointI) dumpTextFile :: MonadClientRead m => Text -> FilePath -> m FilePath -- | Invoke pseudo-random computation with the generator kept in the state. rndToAction :: MonadClient m => Rnd a -> m a condInMeleeM :: MonadClientRead m => LevelId -> m Bool insertInMeleeM :: MonadClient m => LevelId -> m () -- | Common client monad operations. module Game.LambdaHack.Client.CommonM -- | Get the current perception of a client. getPerFid :: MonadClientRead m => LevelId -> m Perception -- | Calculate the position of an actor's target. This matches -- pathGoal, but sometimes path is not defined. aidTgtToPos :: Maybe ActorId -> LevelId -> Maybe Target -> State -> Maybe Point -- | Counts the number of steps until the projectile would hit a -- non-projectile actor or obstacle. Starts searching with the given eps -- and returns the first found eps for which the number reaches the -- distance between actor and target position, or Nothing if none can be -- found. Treats unknown tiles as walkable, but prefers known. makeLine :: Bool -> Actor -> Point -> Int -> COps -> Level -> Maybe Int currentSkillsClient :: MonadClientRead m => ActorId -> m Skills pickWeaponClient :: MonadClient m => ActorId -> ActorId -> m (Maybe RequestTimed) updateSalter :: MonadClient m => LevelId -> [(Point, ContentId TileKind)] -> m () createSalter :: State -> AlterLid -- | Client monad for interacting with a human through UI. module Game.LambdaHack.Client.UI.MonadClientUI -- | The monad that gives the client access to UI operations, but not to -- modifying client state, except for the client-side pointman (as -- opposed to pointman stores in faction data in main game state), which -- is more of a UI concept, but is shared with AI to be able to keep it -- when switching AI on/off and to save on typing. class MonadClientRead m => MonadClientUI m getsSession :: MonadClientUI m => (SessionUI -> a) -> m a modifySession :: MonadClientUI m => (SessionUI -> SessionUI) -> m () updateClientLeader :: MonadClientUI m => ActorId -> m () getCacheBfs :: MonadClientUI m => ActorId -> m (Array BfsDistance) getCachePath :: MonadClientUI m => ActorId -> Point -> m (Maybe AndPath) clientPrintUI :: MonadClientUI m => Text -> m () debugPossiblyPrintUI :: MonadClientUI m => Text -> m () getSession :: MonadClientUI m => m SessionUI putSession :: MonadClientUI m => SessionUI -> m () -- | Push frames or delays to the frame queue. The frames depict the -- lid level. displayFrames :: MonadClientUI m => LevelId -> PreFrames3 -> m () -- | Write FrontKey UI request to the frontend, read the reply, set -- pointer, return key. connFrontendFrontKey :: MonadClientUI m => [KM] -> PreFrame3 -> m KM setFrontAutoYes :: MonadClientUI m => Bool -> m () frontendShutdown :: MonadClientUI m => m () printScreen :: MonadClientUI m => m () -- | Initialize the frontend chosen by the player via client options. chanFrontend :: MonadClientUI m => ScreenContent -> ClientOptions -> m ChanFrontend anyKeyPressed :: MonadClientUI m => m Bool discardPressedKey :: MonadClientUI m => m () resetPressedKeys :: MonadClientUI m => m () revCmdMap :: MonadClientUI m => m (HumanCmd -> KM) getReportUI :: MonadClientUI m => Bool -> m Report getMiniHintAiming :: MonadClientUI m => m Text computeChosenLore :: MonadClientUI m => m ([(ActorId, Actor)], [(ItemId, ItemQuant)]) getArenaUI :: MonadClientUI m => m LevelId viewedLevelUI :: MonadClientUI m => m LevelId mxhairToPos :: MonadClientUI m => m (Maybe Point) xhairToPos :: MonadClientUI m => m Point setXHairFromGUI :: MonadClientUI m => Maybe Target -> m () clearAimMode :: MonadClientUI m => m () getFontSetup :: MonadClientUI m => m FontSetup scoreToSlideshow :: MonadClientUI m => Int -> Status -> m Slideshow defaultHistory :: MonadClientUI m => m History tellAllClipPS :: MonadClientUI m => m () tellGameClipPS :: MonadClientUI m => m () elapsedSessionTimeGT :: MonadClientRead m => POSIXTime -> Int -> m Bool resetSessionStart :: MonadClientUI m => m () resetGameStart :: MonadClientUI m => m () -- | The part of speech describing the actor or the "you" pronoun if he is -- the leader of the observer's faction. partActorLeader :: MonadClientUI m => ActorId -> m Part -- | The part of speech with the actor's pronoun or "you" if a leader of -- the client's faction. partPronounLeader :: MonadClientUI m => ActorId -> m Part -- | Try to read saved client game state from the file system. tryRestore :: MonadClientUI m => m (Maybe (StateClient, Maybe SessionUI)) -- | Invoke pseudo-random computation with the generator kept in the -- session. rndToActionUI :: MonadClientUI m => Rnd a -> m a tryOpenBrowser :: MonadClientUI m => String -> m Bool -- | Write a UI request to the frontend and read a corresponding reply. connFrontend :: MonadClientUI m => FrontReq a -> m a displayFrame :: MonadClientUI m => Maybe Frame -> m () -- | Running and disturbance. -- -- The general rule is: whatever is behind you (and so ignored -- previously), determines what you ignore moving forward. This is -- calcaulated separately for the tiles to the left, to the right and in -- the middle along the running direction. So, if you want to ignore -- something start running when you stand on it (or to the right or left, -- respectively) or by entering it (or passing to the right or left, -- respectively). -- -- Some things are never ignored, such as: enemies seen, imporant -- messages heard, solid tiles and actors in the way. module Game.LambdaHack.Client.UI.RunM -- | Continue running in the given direction. continueRun :: MonadClientUI m => LevelId -> RunParams -> m (Either Text RequestTimed) -- | This function implements the actual logic of running. It checks if we -- have to stop running because something interesting cropped up, it -- ajusts the direction given by the vector if we reached a corridor's -- corner (we never change direction except in corridors) and it -- increments the counter of traversed tiles. -- -- Note that while goto-xhair commands ignore items on the way, here we -- stop wnenever we touch an item. Running is more cautious to compensate -- that the player cannot specify the end-point of running. It's also -- more suited to open, already explored terrain. Goto-xhair works better -- with unknown terrain, e.g., it stops whenever an item is spotted, but -- then ignores the item, leaving it to the player to mark the item -- position as a goal of the next goto. continueRunDir :: MonadClientUI m => RunParams -> m (Either Text Vector) walkableDir :: COps -> Level -> Point -> Vector -> Bool tryTurning :: MonadClientRead m => ActorId -> m (Either Text Vector) checkAndRun :: MonadClientRead m => ActorId -> Vector -> m (Either Text Vector) -- | Monadic operations on game messages. module Game.LambdaHack.Client.UI.MsgM -- | Add a shared message to the current report. Say if it was a duplicate. msgAddDuplicate :: (MonadClientUI m, MsgShared a) => a -> Text -> m Bool -- | Add a message comprising of two different texts, one to show, the -- other to save to messages log, to the current report. msgAddDistinct :: MonadClientUI m => MsgClassDistinct -> (Text, Text) -> m () -- | Add a message to the current report. msgAdd :: (MonadClientUI m, MsgShared a) => a -> Text -> m () -- | Add a message to the current report. End previously collected report, -- if any, with newline. msgLnAdd :: (MonadClientUI m, MsgShared a) => a -> Text -> m () -- | Add a prompt with basic keys description. promptMainKeys :: MonadClientUI m => m () -- | Store new report in the history and archive old report. recordHistory :: MonadClientUI m => m () -- | Breadth first search and related algorithms using the client monad. module Game.LambdaHack.Client.BfsM invalidateBfsAid :: MonadClient m => ActorId -> m () invalidateBfsPathAid :: MonadClient m => ActorId -> m () invalidateBfsLid :: MonadClient m => LevelId -> m () invalidateBfsPathLid :: MonadClient m => Actor -> m () invalidateBfsAll :: MonadClient m => m () invalidateBfsPathAll :: MonadClient m => m () createBfs :: MonadClientRead m => Bool -> Word8 -> ActorId -> m (Array BfsDistance) -- | Get cached BFS array and path or, if not stored, generate and store -- first. getCacheBfsAndPath :: forall m. MonadClient m => ActorId -> Point -> m (Array BfsDistance, Maybe AndPath) -- | Get cached BFS array or, if not stored, generate and store first. getCacheBfs :: MonadClient m => ActorId -> m (Array BfsDistance) -- | Get cached BFS path or, if not stored, generate and store first. getCachePath :: MonadClient m => ActorId -> Point -> m (Maybe AndPath) createPath :: MonadClient m => ActorId -> Target -> m TgtAndPath condBFS :: MonadClientRead m => ActorId -> m (Bool, Word8) -- | Furthest (wrt paths) known position. furthestKnown :: MonadClient m => ActorId -> m Point -- | Closest reachable unknown tile position, if any. -- -- Note: some of these tiles are behind suspect tiles and they are chosen -- in preference to more distant directly accessible unknown tiles. This -- is in principle OK, but in dungeons with few hidden doors AI is at a -- disadvantage (and with many hidden doors, it fares as well as a human -- that deduced the dungeon properties). Changing Bfs to accomodate all -- dungeon styles would be complex and would slow down the engine. -- -- If the level has inaccessible open areas (at least from the stairs AI -- used) the level will be nevertheless here finally labeled as explored, -- to enable transition to other levels. We should generally avoid such -- levels, because digging and/or trying to find other stairs leading to -- disconnected areas is not KISS so we don't do this in AI, so AI is at -- a disadvantage. -- -- If the closest unknown is more than 126 tiles away from the targeting -- actor, the level will marked as explored. We could complicate the code -- and not mark if the unknown is too far as opposed to inaccessible, but -- then if it is both too distant and inaccessible, AI would be -- permanently stuck on such levels. To cope with this, escapes need to -- be placed on open or small levels, or in dispersed enough that they -- don't appear in such potentially unexplored potions of caves. Other -- than that, this is rather harmless and hard to exploit, so let it be. -- The principled way to fix this would be to extend BFS to -- Word16, but then it takes too long to compute on maze levels, -- so we'd need to optimize hard for JS. closestUnknown :: MonadClient m => ActorId -> m (Maybe Point) -- | Finds smells closest to the actor, except under the actor, because -- actors consume smell only moving over them, not standing. Of the -- closest, prefers the newest smell. closestSmell :: MonadClient m => ActorId -> m [(Int, (Point, Time))] data FleeViaStairsOrEscape ViaStairs :: FleeViaStairsOrEscape ViaStairsUp :: FleeViaStairsOrEscape ViaStairsDown :: FleeViaStairsOrEscape ViaEscape :: FleeViaStairsOrEscape ViaExit :: FleeViaStairsOrEscape ViaNothing :: FleeViaStairsOrEscape ViaAnything :: FleeViaStairsOrEscape embedBenefit :: MonadClientRead m => FleeViaStairsOrEscape -> ActorId -> [(Point, ItemBag)] -> m [(Double, (Point, ItemBag))] -- | Closest (wrt paths) AI-triggerable tiles with embedded items. In AI, -- the level the actor is on is either explored or the actor already has -- a weapon equipped, so no need to explore further, he tries to find -- enemies on other levels, but before that, he triggers other tiles in -- hope of some loot or beneficial effect to enter next level with. closestTriggers :: MonadClient m => FleeViaStairsOrEscape -> ActorId -> m [(Int, (Point, (Point, ItemBag)))] -- | Check whether the actor has enough gear to go look for enemies. We -- assume weapons in equipment are better than any among organs or at -- least provide some essential diversity. Disabled if, due to doctrine, -- actors follow leader and so would repeatedly move towards and away -- from stairs at leader change, depending on current leader's gear. -- Number of items of a single kind is ignored, because variety is -- needed. condEnoughGearM :: MonadClientRead m => ActorId -> m Bool -- | Closest (wrt paths) items. closestItems :: MonadClient m => ActorId -> m [(Int, (Point, ItemBag))] -- | Closest (wrt paths) enemy actors. closestFoes :: MonadClient m => [(ActorId, Actor)] -> ActorId -> m [(Int, (ActorId, Actor))] -- | Closest (wrt paths) enemy or our unguarded stash locations. If it's -- ours, we want to guard it, it enemy, loot it. Neutral and friendly -- stashes not chased to avoid loops of bloodless takeovers. closestStashes :: MonadClient m => ActorId -> m [(Int, (FactionId, Point))] oursExploringAssocs :: FactionId -> State -> [(ActorId, Actor)] -- | Find the nearest walkable position in dark, if any. Deterministic, to -- let all friends gather up and defend in the same shelter. Ignore -- position underfoot. closestHideout :: MonadClient m => ActorId -> m (Maybe (Point, Int)) unexploredDepth :: MonadClientRead m => Bool -> LevelId -> m Bool updatePathFromBfs :: MonadClient m => Bool -> BfsAndPath -> ActorId -> Point -> m (Array BfsDistance, Maybe AndPath) instance GHC.Classes.Eq Game.LambdaHack.Client.BfsM.FleeViaStairsOrEscape instance GHC.Show.Show Game.LambdaHack.Client.BfsM.FleeViaStairsOrEscape -- | Assorted conditions used later on in AI logic. module Game.LambdaHack.Client.AI.ConditionM -- | Require that a target enemy is visible by the party. condAimEnemyTargetedM :: MonadClientRead m => ActorId -> m Bool -- | Require that a target enemy or enemy stash is visible by the party. condAimEnemyOrStashM :: MonadClientRead m => ActorId -> m Bool -- | Require that a target enemy is remembered on the actor's level. condAimEnemyOrRememberedM :: MonadClientRead m => ActorId -> m Bool -- | Require that a target non-enemy is visible by the party. condAimNonEnemyPresentM :: MonadClientRead m => ActorId -> m Bool -- | Require that the target is crucial to success, e.g., an item, or that -- it's not too far away and so the changes to get it are high. condAimCrucialM :: MonadClientRead m => ActorId -> m Bool -- | Check if the target is a nonmoving enemy. condTgtNonmovingEnemyM :: MonadClientRead m => ActorId -> m Bool -- | Require the actor stands on or adjacent to a triggerable tile (e.g., -- stairs). condAdjTriggerableM :: MonadStateRead m => Skills -> ActorId -> m Bool -- | Produce the chess-distance-sorted list of non-low-HP, melee-cabable -- foes on the level. We don't consider path-distance, because we are -- interested in how soon the foe can close in to hit us, which can -- diverge greately from path distance for short distances, e.g., when -- terrain gets revealed. We don't consider non-moving actors, because -- they can't chase us and also because they can't be aggresive so to -- resolve the stalemate, the opposing AI has to be aggresive by ignoring -- them and closing in to melee distance. meleeThreatDistList :: [(ActorId, Actor)] -> ActorId -> State -> [(Int, (ActorId, Actor))] -- | Require the actor blocks the paths of any of his party members. condBlocksFriendsM :: MonadClientRead m => ActorId -> m Bool -- | Require the actor stands over a weapon that would be auto-equipped, if -- only it was a desirable item (checked elsewhere). condFloorWeaponM :: MonadStateRead m => ActorId -> m Bool -- | Check whether the actor has no weapon in equipment. condNoEqpWeaponM :: MonadStateRead m => ActorId -> m Bool -- | Require that the actor can project any items. condCanProjectM :: MonadClientRead m => Int -> ActorId -> m Bool condProjectListM :: MonadClientRead m => Int -> ActorId -> m [(Double, CStore, ItemId, ItemFull, ItemQuant)] -- | Produce the list of items from the given stores available to the actor -- and the items' values. benAvailableItems :: DiscoveryBenefit -> ActorId -> [CStore] -> State -> [(Benefit, CStore, ItemId, ItemFull, ItemQuant)] hinders :: Bool -> Bool -> Skills -> ItemFull -> Bool -- | Require that the actor stands over a desirable item. condDesirableFloorItemM :: MonadClientRead m => ActorId -> m Bool -- | Produce the list of items on the ground beneath the actor that are -- worth picking up. benGroundItems :: MonadClientRead m => ActorId -> m [(Benefit, CStore, ItemId, ItemFull, ItemQuant)] desirableItem :: COps -> Bool -> Double -> AspectRecord -> ItemKind -> Int -> Bool condSupport :: MonadClientRead m => [(ActorId, Actor)] -> Int -> ActorId -> m Bool condAloneM :: MonadStateRead m => [(ActorId, Actor)] -> ActorId -> m Bool -- | Require that the actor stands in the dark and so would be betrayed by -- his own equipped light, condShineWouldBetrayM :: MonadStateRead m => ActorId -> m Bool -- | Produce a list of acceptable adjacent points to flee to. fleeList :: MonadClientRead m => [(ActorId, Actor)] -> ActorId -> m ([(Int, Point)], [(Int, Point)]) -- | Let AI pick the best target for an actor. module Game.LambdaHack.Client.AI.PickTargetM -- | Verify and possibly change the target of an actor. This function both -- updates the target in the client state and returns the new target -- explicitly. refreshTarget :: MonadClient m => [(ActorId, Actor)] -> [(ActorId, Actor)] -> (ActorId, Actor) -> m (Maybe TgtAndPath) computeTarget :: forall m. MonadClient m => [(ActorId, Actor)] -> [(ActorId, Actor)] -> ActorId -> m (Maybe TgtAndPath) -- | Picking the AI actor to move and refreshing leader and non-leader -- targets. module Game.LambdaHack.Client.AI.PickActorM -- | Pick a new leader from among the actors on the current level. Refresh -- the target of the new leader, even if unchanged. pickActorToMove :: MonadClient m => [(ActorId, Actor)] -> [(ActorId, Actor)] -> Maybe ActorId -> m ActorId -- | Inspect the doctrines of the actor and set his target according to it. setTargetFromDoctrines :: MonadClient m => [(ActorId, Actor)] -> [(ActorId, Actor)] -> ActorId -> m () -- | AI procedure for picking the best action for an actor. module Game.LambdaHack.Client.AI.PickActionM -- | Pick the most desirable AI ation for the actor. pickAction :: MonadClient m => [(ActorId, Actor)] -> [(ActorId, Actor)] -> ActorId -> Bool -> m RequestTimed actionStrategy :: MonadClient m => [(ActorId, Actor)] -> [(ActorId, Actor)] -> LevelId -> ActorId -> Bool -> m (Strategy RequestTimed) waitBlockNow :: MonadClientRead m => m (Strategy RequestTimed) yellNow :: MonadClientRead m => m (Strategy RequestTimed) pickup :: MonadClientRead m => ActorId -> Bool -> m (Strategy RequestTimed) equipItems :: MonadClientRead m => ActorId -> m (Strategy RequestTimed) yieldUnneeded :: MonadClientRead m => ActorId -> m (Strategy RequestTimed) unEquipItems :: MonadClientRead m => ActorId -> m (Strategy RequestTimed) groupByEqpSlot :: [(ItemId, ItemFullKit)] -> EnumMap EqpSlot [(ItemId, ItemFullKit)] bestByEqpSlot :: DiscoveryBenefit -> [(ItemId, ItemFullKit)] -> [(ItemId, ItemFullKit)] -> [([(Int, (ItemId, ItemFullKit))], [(Int, (ItemId, ItemFullKit))])] harmful :: DiscoveryBenefit -> ItemId -> Bool meleeBlocker :: MonadClient m => Skills -> ActorId -> m (Strategy RequestTimed) meleeAny :: MonadClient m => ActorId -> m (Strategy RequestTimed) trigger :: MonadClientRead m => ActorId -> FleeViaStairsOrEscape -> m (Strategy RequestTimed) projectItem :: MonadClientRead m => Skills -> ActorId -> m (Strategy RequestTimed) data ApplyItemGroup applyItem :: MonadClientRead m => Skills -> ActorId -> ApplyItemGroup -> m (Strategy RequestTimed) flee :: MonadClient m => Skills -> ActorId -> Bool -> [(Int, Point)] -> m (Strategy RequestTimed) displaceFoe :: MonadClientRead m => ActorId -> m (Strategy RequestTimed) displaceBlocker :: MonadClientRead m => ActorId -> Bool -> m (Strategy RequestTimed) displaceTgt :: MonadClientRead m => ActorId -> Point -> Bool -> m (Strategy RequestTimed) chase :: MonadClientRead m => Skills -> ActorId -> Bool -> Bool -> m (Strategy RequestTimed) moveTowards :: MonadClientRead m => Skills -> ActorId -> Bool -> Point -> Point -> Bool -> m (Strategy Vector) moveOrRunAid :: MonadClientRead m => Skills -> ActorId -> Vector -> m (Maybe RequestTimed) instance GHC.Classes.Eq Game.LambdaHack.Client.AI.PickActionM.ApplyItemGroup -- | Ways for the client to use AI to produce server requests, based on the -- client's view of the game state. module Game.LambdaHack.Client.AI -- | Handle the move of an actor under AI control (regardless if the whole -- faction is under human or computer control). queryAI :: MonadClient m => ActorId -> m RequestAI -- | Pick an actor to move and an action for him to perform, given an -- optional previous candidate actor and action and the server-proposed -- actor. pickActorAndAction :: MonadClient m => [(ActorId, Actor)] -> [(ActorId, Actor)] -> Maybe ActorId -> ActorId -> m (ActorId, RequestTimed, Maybe (Point, Time)) -- | The monad for writing to the main game state. module Game.LambdaHack.Atomic.MonadStateWrite -- | The monad for writing to the main game state. Atomic updates -- (UpdAtomic) are given semantics in this monad. class MonadStateRead m => MonadStateWrite m modifyState :: MonadStateWrite m => (State -> State) -> m () putState :: MonadStateWrite m => State -> m () -- | Exception signifying that atomic action failed because the information -- it carries is inconsistent with the client's state, (e.g., because the -- client knows too little to understand the command or already deduced -- the state change from earlier commands or is confused, amnesiac or -- sees illusory actors or tiles). Whenever we know the failure is -- logically impossible, we don't throw the AtomicFail -- exception, but insert a normal assertion or error call, which -- are never caught nor handled. newtype AtomicFail AtomicFail :: String -> AtomicFail atomicFail :: String -> a updateLevel :: MonadStateWrite m => LevelId -> (Level -> Level) -> m () updateActor :: MonadStateWrite m => ActorId -> (Actor -> Actor) -> m () updateFaction :: MonadStateWrite m => FactionId -> (Faction -> Faction) -> m () moveActorMap :: MonadStateWrite m => ActorId -> Actor -> Actor -> m () swapActorMap :: MonadStateWrite m => ActorId -> Actor -> ActorId -> Actor -> m () insertBagContainer :: MonadStateWrite m => ItemBag -> Container -> m () insertItemContainer :: MonadStateWrite m => ItemId -> ItemQuant -> Container -> m () insertItemActor :: MonadStateWrite m => ItemId -> ItemQuant -> ActorId -> CStore -> m () deleteBagContainer :: MonadStateWrite m => ItemBag -> Container -> m () deleteItemContainer :: MonadStateWrite m => ItemId -> ItemQuant -> Container -> m () deleteItemActor :: MonadStateWrite m => ItemId -> ItemQuant -> ActorId -> CStore -> m () itemsMatch :: Item -> Item -> Bool addItemToActorMaxSkills :: MonadStateWrite m => ItemId -> Item -> Int -> ActorId -> m () resetActorMaxSkills :: MonadStateWrite m => m () insertItemFloor :: MonadStateWrite m => ItemId -> ItemQuant -> LevelId -> Point -> m () insertItemEmbed :: MonadStateWrite m => ItemId -> ItemQuant -> LevelId -> Point -> m () insertItemOrgan :: MonadStateWrite m => ItemId -> ItemQuant -> ActorId -> m () insertItemEqp :: MonadStateWrite m => ItemId -> ItemQuant -> ActorId -> m () insertItemStash :: MonadStateWrite m => ItemId -> ItemQuant -> FactionId -> m () deleteItemFloor :: MonadStateWrite m => ItemId -> ItemQuant -> LevelId -> Point -> m () deleteItemEmbed :: MonadStateWrite m => ItemId -> ItemQuant -> LevelId -> Point -> m () deleteItemOrgan :: MonadStateWrite m => ItemId -> ItemQuant -> ActorId -> m () deleteItemEqp :: MonadStateWrite m => ItemId -> ItemQuant -> ActorId -> m () deleteItemStash :: MonadStateWrite m => ItemId -> ItemQuant -> FactionId -> m () rmFromBag :: ItemQuant -> ItemId -> ItemBag -> ItemBag instance GHC.Show.Show Game.LambdaHack.Atomic.MonadStateWrite.AtomicFail instance GHC.Exception.Type.Exception Game.LambdaHack.Atomic.MonadStateWrite.AtomicFail -- | A set of atomic commands shared by client and server. These are the -- largest building blocks that have no components that can be observed -- in isolation. -- -- We try to make atomic commands respect the laws of energy and mass -- conservation, unless they really can't, e.g., monster spawning. For -- example item removal from equipment, in isolation, is not an atomic -- command, but item dropped from equipment to the ground is. This makes -- it easier to undo the commands. In principle, the commands are the -- only way to affect the basic game state (State). -- -- See -- https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture. module Game.LambdaHack.Atomic.CmdAtomic -- | Abstract syntax of atomic commands, that is, atomic game state -- transformations. data CmdAtomic -- | atomic updates UpdAtomic :: UpdAtomic -> CmdAtomic -- | atomic special effects SfxAtomic :: SfxAtomic -> CmdAtomic -- | Abstract syntax of atomic updates, that is, atomic commands that -- really change the State. Most of them are an encoding of a game -- state diff, though they also carry some intentional hints that help -- clients determine whether and how to communicate it to players. data UpdAtomic UpdRegisterItems :: [(ItemId, Item)] -> UpdAtomic UpdCreateActor :: ActorId -> Actor -> [(ItemId, Item)] -> UpdAtomic UpdDestroyActor :: ActorId -> Actor -> [(ItemId, Item)] -> UpdAtomic UpdCreateItem :: Bool -> ItemId -> Item -> ItemQuant -> Container -> UpdAtomic UpdDestroyItem :: Bool -> ItemId -> Item -> ItemQuant -> Container -> UpdAtomic UpdSpotActor :: ActorId -> Actor -> UpdAtomic UpdLoseActor :: ActorId -> Actor -> UpdAtomic UpdSpotItem :: Bool -> ItemId -> ItemQuant -> Container -> UpdAtomic UpdLoseItem :: Bool -> ItemId -> ItemQuant -> Container -> UpdAtomic UpdSpotItemBag :: Bool -> Container -> ItemBag -> UpdAtomic UpdLoseItemBag :: Bool -> Container -> ItemBag -> UpdAtomic UpdMoveActor :: ActorId -> Point -> Point -> UpdAtomic UpdWaitActor :: ActorId -> Watchfulness -> Watchfulness -> UpdAtomic UpdDisplaceActor :: ActorId -> ActorId -> UpdAtomic UpdMoveItem :: ItemId -> Int -> ActorId -> CStore -> CStore -> UpdAtomic UpdRefillHP :: ActorId -> Int64 -> UpdAtomic UpdRefillCalm :: ActorId -> Int64 -> UpdAtomic UpdTrajectory :: ActorId -> Maybe ([Vector], Speed) -> Maybe ([Vector], Speed) -> UpdAtomic UpdQuitFaction :: FactionId -> Maybe Status -> Maybe Status -> Maybe (FactionAnalytics, GenerationAnalytics) -> UpdAtomic UpdSpotStashFaction :: Bool -> FactionId -> LevelId -> Point -> UpdAtomic UpdLoseStashFaction :: Bool -> FactionId -> LevelId -> Point -> UpdAtomic UpdLeadFaction :: FactionId -> Maybe ActorId -> Maybe ActorId -> UpdAtomic UpdDiplFaction :: FactionId -> FactionId -> Diplomacy -> Diplomacy -> UpdAtomic UpdDoctrineFaction :: FactionId -> Doctrine -> Doctrine -> UpdAtomic UpdAutoFaction :: FactionId -> Bool -> UpdAtomic UpdRecordKill :: ActorId -> ContentId ItemKind -> Int -> UpdAtomic UpdAlterTile :: LevelId -> Point -> ContentId TileKind -> ContentId TileKind -> UpdAtomic UpdAlterExplorable :: LevelId -> Int -> UpdAtomic UpdAlterGold :: Int -> UpdAtomic UpdSearchTile :: ActorId -> Point -> ContentId TileKind -> UpdAtomic UpdHideTile :: ActorId -> Point -> ContentId TileKind -> UpdAtomic UpdSpotTile :: LevelId -> [(Point, ContentId TileKind)] -> UpdAtomic UpdLoseTile :: LevelId -> [(Point, ContentId TileKind)] -> UpdAtomic UpdSpotEntry :: LevelId -> [(Point, PlaceEntry)] -> UpdAtomic UpdLoseEntry :: LevelId -> [(Point, PlaceEntry)] -> UpdAtomic UpdAlterSmell :: LevelId -> Point -> Time -> Time -> UpdAtomic UpdSpotSmell :: LevelId -> [(Point, Time)] -> UpdAtomic UpdLoseSmell :: LevelId -> [(Point, Time)] -> UpdAtomic UpdTimeItem :: ItemId -> Container -> ItemTimers -> ItemTimers -> UpdAtomic UpdAgeGame :: EnumSet LevelId -> UpdAtomic UpdUnAgeGame :: EnumSet LevelId -> UpdAtomic UpdDiscover :: Container -> ItemId -> ContentId ItemKind -> AspectRecord -> UpdAtomic UpdCover :: Container -> ItemId -> ContentId ItemKind -> AspectRecord -> UpdAtomic UpdDiscoverKind :: Container -> ItemKindIx -> ContentId ItemKind -> UpdAtomic UpdCoverKind :: Container -> ItemKindIx -> ContentId ItemKind -> UpdAtomic UpdDiscoverAspect :: Container -> ItemId -> AspectRecord -> UpdAtomic UpdCoverAspect :: Container -> ItemId -> AspectRecord -> UpdAtomic UpdDiscoverServer :: ItemId -> AspectRecord -> UpdAtomic UpdCoverServer :: ItemId -> AspectRecord -> UpdAtomic UpdPerception :: LevelId -> Perception -> Perception -> UpdAtomic UpdRestart :: FactionId -> PerLid -> State -> Challenge -> ClientOptions -> SMGen -> UpdAtomic UpdRestartServer :: State -> UpdAtomic UpdResume :: FactionId -> PerLid -> UpdAtomic UpdResumeServer :: State -> UpdAtomic UpdKillExit :: FactionId -> UpdAtomic UpdWriteSave :: UpdAtomic UpdHearFid :: FactionId -> Maybe Int -> HearMsg -> UpdAtomic UpdMuteMessages :: FactionId -> Bool -> UpdAtomic -- | Symbolic representation of text messages about heard noises, sent by -- server to clients and shown to players and used by AI. data HearMsg HearUpd :: UpdAtomic -> HearMsg HearStrike :: ContentId ItemKind -> HearMsg HearSummon :: Bool -> GroupName ItemKind -> Dice -> HearMsg HearCollideTile :: HearMsg HearTaunt :: Text -> HearMsg -- | Abstract syntax of atomic special effects, that is, atomic commands -- that only display special effects and don't change State nor -- client state. data SfxAtomic SfxStrike :: ActorId -> ActorId -> ItemId -> SfxAtomic SfxRecoil :: ActorId -> ActorId -> ItemId -> SfxAtomic SfxSteal :: ActorId -> ActorId -> ItemId -> SfxAtomic SfxRelease :: ActorId -> ActorId -> ItemId -> SfxAtomic SfxProject :: ActorId -> ItemId -> SfxAtomic SfxReceive :: ActorId -> ItemId -> SfxAtomic SfxApply :: ActorId -> ItemId -> SfxAtomic SfxCheck :: ActorId -> ItemId -> SfxAtomic SfxTrigger :: ActorId -> LevelId -> Point -> ContentId TileKind -> SfxAtomic SfxShun :: ActorId -> LevelId -> Point -> ContentId TileKind -> SfxAtomic SfxEffect :: FactionId -> ActorId -> ItemId -> Effect -> Int64 -> SfxAtomic SfxItemApplied :: ItemId -> Container -> SfxAtomic SfxMsgFid :: FactionId -> SfxMsg -> SfxAtomic SfxRestart :: SfxAtomic SfxCollideTile :: ActorId -> Point -> SfxAtomic SfxTaunt :: Bool -> ActorId -> SfxAtomic -- | Symbolic representation of text messages sent by server to clients and -- shown to players. data SfxMsg SfxUnexpected :: ReqFailure -> SfxMsg SfxExpected :: Text -> ReqFailure -> SfxMsg SfxExpectedEmbed :: ItemId -> LevelId -> ReqFailure -> SfxMsg SfxFizzles :: ItemId -> Container -> SfxMsg SfxNothingHappens :: ItemId -> Container -> SfxMsg SfxNoItemsForTile :: [[(Int, GroupName ItemKind)]] -> SfxMsg SfxVoidDetection :: DetectKind -> SfxMsg SfxUnimpressed :: ActorId -> SfxMsg SfxSummonLackCalm :: ActorId -> SfxMsg SfxSummonTooManyOwn :: ActorId -> SfxMsg SfxSummonTooManyAll :: ActorId -> SfxMsg SfxSummonFailure :: ActorId -> SfxMsg SfxLevelNoMore :: SfxMsg SfxLevelPushed :: SfxMsg SfxBracedImmune :: ActorId -> SfxMsg SfxEscapeImpossible :: SfxMsg SfxStasisProtects :: SfxMsg SfxWaterParalysisResisted :: SfxMsg SfxTransImpossible :: SfxMsg SfxIdentifyNothing :: SfxMsg SfxPurposeNothing :: SfxMsg SfxPurposeTooFew :: Int -> Int -> SfxMsg SfxPurposeUnique :: SfxMsg SfxPurposeNotCommon :: SfxMsg SfxRerollNothing :: SfxMsg SfxRerollNotRandom :: SfxMsg SfxDupNothing :: SfxMsg SfxDupUnique :: SfxMsg SfxDupValuable :: SfxMsg SfxColdFish :: SfxMsg SfxReadyGoods :: SfxMsg SfxTimerExtended :: ActorId -> ItemId -> CStore -> Delta Time -> SfxMsg SfxCollideActor :: ActorId -> ActorId -> SfxMsg SfxItemYield :: ItemId -> Int -> LevelId -> SfxMsg undoUpdAtomic :: UpdAtomic -> Maybe UpdAtomic undoSfxAtomic :: SfxAtomic -> SfxAtomic undoCmdAtomic :: CmdAtomic -> Maybe CmdAtomic instance GHC.Show.Show Game.LambdaHack.Atomic.CmdAtomic.UpdAtomic instance GHC.Show.Show Game.LambdaHack.Atomic.CmdAtomic.HearMsg instance GHC.Show.Show Game.LambdaHack.Atomic.CmdAtomic.SfxMsg instance GHC.Show.Show Game.LambdaHack.Atomic.CmdAtomic.SfxAtomic instance GHC.Show.Show Game.LambdaHack.Atomic.CmdAtomic.CmdAtomic -- | Representation and computation of visiblity of atomic commands by -- clients. -- -- See -- https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture. module Game.LambdaHack.Atomic.PosAtomicRead -- | The type representing visibility of atomic commands to factions, based -- on the position of the command, etc. Note that the server sees and -- smells all positions. Also note that hearing is not covered because it -- gives very restricted information, so hearing doesn't equal seeing -- (and we assume smelling actors get lots of data from smells). data PosAtomic -- | whomever sees all the positions, notices PosSight :: LevelId -> [Point] -> PosAtomic -- | observers and the faction notice PosFidAndSight :: FactionId -> LevelId -> [Point] -> PosAtomic -- | whomever smells all the positions, notices PosSmell :: LevelId -> [Point] -> PosAtomic -- | whomever sees all the positions, notices PosSightLevels :: [(LevelId, Point)] -> PosAtomic -- | only the faction notices, server doesn't PosFid :: FactionId -> PosAtomic -- | faction and server notices PosFidAndSer :: FactionId -> PosAtomic -- | only the server notices PosSer :: PosAtomic -- | everybody notices PosAll :: PosAtomic -- | never broadcasted, but sent manually PosNone :: PosAtomic -- | Produce the positions where the atomic update takes place or, more -- generally, the conditions under which the update can be noticed by a -- client. -- -- The goal of this mechanics is to ensure that atomic commands involving -- some positions visible by a client convey similar information as the -- client would get by directly observing the changes of the portion of -- server state limited to the visible positions. Consequently, when the -- visible commands are later applied to the client's state, the state -- stays consistent --- in sync with the server state and correctly -- limited by visiblity. There is some wiggle room both in what "in sync" -- and "visible" means and how they propagate through time. -- -- E.g., UpdDisplaceActor in a black room between two enemy -- actors, with only one actor carrying a 0-radius light would not be -- distinguishable by looking at the state (or the screen) from -- UpdMoveActor of the illuminated actor, hence such -- UpdDisplaceActor should not be observable, but -- UpdMoveActor in similar cotext would be (or the former should -- be perceived as the latter). However, to simplify, we assign as strict -- visibility requirements to UpdMoveActor as to -- UpdDisplaceActor and fall back to UpdSpotActor -- (which provides minimal information that does not contradict state) if -- the visibility is lower. posUpdAtomic :: MonadStateRead m => UpdAtomic -> m PosAtomic -- | Produce the positions where the atomic special effect takes place. posSfxAtomic :: MonadStateRead m => SfxAtomic -> m PosAtomic -- | All items introduced by the atomic command, to be used in it. iidUpdAtomic :: UpdAtomic -> [ItemId] -- | All items introduced by the atomic special effect, to be used in it. iidSfxAtomic :: SfxAtomic -> [ItemId] -- | Decompose an atomic action that is outside a client's visiblity. The -- decomposed actions give less information that the original command, -- but some of them may fall within the visibility range of the client. -- The original action may give more information than even the total sum -- of all actions it's broken into. E.g., UpdMoveActor informs -- about the continued existence of the actor between moves vs popping -- out of existence and then back in. -- -- This is computed in server's State from before performing the -- command. breakUpdAtomic :: MonadStateRead m => UpdAtomic -> m [UpdAtomic] -- | What is the main map level the PosAtomic refers to, if any. lidOfPos :: PosAtomic -> Maybe LevelId -- | Given the client, its perception and an atomic command, determine if -- the client notices the command. seenAtomicCli :: Bool -> FactionId -> PerLid -> PosAtomic -> Bool -- | Determine whether the server would see a command that has the given -- visibilty conditions. seenAtomicSer :: PosAtomic -> Bool pointsProjBody :: Actor -> [Point] -> PosAtomic posProjBody :: Actor -> PosAtomic singleAid :: MonadStateRead m => ActorId -> m PosAtomic doubleAid :: MonadStateRead m => ActorId -> ActorId -> m PosAtomic singleContainerStash :: MonadStateRead m => Container -> m PosAtomic singleContainerActor :: MonadStateRead m => Container -> m PosAtomic instance GHC.Classes.Eq Game.LambdaHack.Atomic.PosAtomicRead.PosAtomic instance GHC.Show.Show Game.LambdaHack.Atomic.PosAtomicRead.PosAtomic -- | Semantics of atomic commands shared by client and server. -- -- See -- https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture. module Game.LambdaHack.Atomic.HandleAtomicWrite -- | The game-state semantics of atomic game commands. There is no -- corresponding definition for special effects (SfxAtomic), -- because they don't modify State. -- -- For each of the commands, we are guaranteed that the client, the -- command is addressed to, perceives all the positions the command -- affects (as computed by posUpdAtomic). In the code for each -- semantic function we additonally verify the client is aware of any -- relevant items and/or actors and we throw the AtomicFail -- exception if it's not. The server keeps copies of all clients' states -- and, before sending a command to a client, applies it to the client's -- state copy. If AtomicFail is signalled, the command is -- ignored for that client. This enables simpler server code that -- addresses commands to all clients that can see it, even though not all -- are able to process it. handleUpdAtomic :: MonadStateWrite m => UpdAtomic -> m () updRegisterItems :: MonadStateWrite m => [(ItemId, Item)] -> m () updCreateActor :: MonadStateWrite m => ActorId -> Actor -> [(ItemId, Item)] -> m () updDestroyActor :: MonadStateWrite m => ActorId -> Actor -> [(ItemId, Item)] -> m () updCreateItem :: MonadStateWrite m => ItemId -> Item -> ItemQuant -> Container -> m () updDestroyItem :: MonadStateWrite m => ItemId -> Item -> ItemQuant -> Container -> m () updSpotItemBag :: MonadStateWrite m => Container -> ItemBag -> m () updLoseItemBag :: MonadStateWrite m => Container -> ItemBag -> m () updMoveActor :: MonadStateWrite m => ActorId -> Point -> Point -> m () updWaitActor :: MonadStateWrite m => ActorId -> Watchfulness -> Watchfulness -> m () updDisplaceActor :: MonadStateWrite m => ActorId -> ActorId -> m () updMoveItem :: MonadStateWrite m => ItemId -> Int -> ActorId -> CStore -> CStore -> m () updRefillHP :: MonadStateWrite m => ActorId -> Int64 -> m () updRefillCalm :: MonadStateWrite m => ActorId -> Int64 -> m () updTrajectory :: MonadStateWrite m => ActorId -> Maybe ([Vector], Speed) -> Maybe ([Vector], Speed) -> m () updQuitFaction :: MonadStateWrite m => FactionId -> Maybe Status -> Maybe Status -> m () updSpotStashFaction :: MonadStateWrite m => FactionId -> LevelId -> Point -> m () updLoseStashFaction :: MonadStateWrite m => FactionId -> LevelId -> Point -> m () updLeadFaction :: MonadStateWrite m => FactionId -> Maybe ActorId -> Maybe ActorId -> m () updDiplFaction :: MonadStateWrite m => FactionId -> FactionId -> Diplomacy -> Diplomacy -> m () updDoctrineFaction :: MonadStateWrite m => FactionId -> Doctrine -> Doctrine -> m () updAutoFaction :: MonadStateWrite m => FactionId -> Bool -> m () updRecordKill :: MonadStateWrite m => ActorId -> ContentId ItemKind -> Int -> m () updAlterTile :: MonadStateWrite m => LevelId -> Point -> ContentId TileKind -> ContentId TileKind -> m () updAlterExplorable :: MonadStateWrite m => LevelId -> Int -> m () updSearchTile :: MonadStateWrite m => ActorId -> Point -> ContentId TileKind -> m () updSpotTile :: MonadStateWrite m => LevelId -> [(Point, ContentId TileKind)] -> m () updLoseTile :: MonadStateWrite m => LevelId -> [(Point, ContentId TileKind)] -> m () updAlterSmell :: MonadStateWrite m => LevelId -> Point -> Time -> Time -> m () updSpotSmell :: MonadStateWrite m => LevelId -> [(Point, Time)] -> m () updLoseSmell :: MonadStateWrite m => LevelId -> [(Point, Time)] -> m () updTimeItem :: MonadStateWrite m => ItemId -> Container -> ItemTimers -> ItemTimers -> m () updAgeGame :: MonadStateWrite m => EnumSet LevelId -> m () updUnAgeGame :: MonadStateWrite m => EnumSet LevelId -> m () ageLevel :: MonadStateWrite m => Delta Time -> LevelId -> m () updDiscover :: MonadStateWrite m => Container -> ItemId -> ContentId ItemKind -> AspectRecord -> m () updCover :: Container -> ItemId -> ContentId ItemKind -> AspectRecord -> m () updDiscoverKind :: MonadStateWrite m => Container -> ItemKindIx -> ContentId ItemKind -> m () discoverKind :: MonadStateWrite m => ItemKindIx -> ContentId ItemKind -> m () updCoverKind :: Container -> ItemKindIx -> ContentId ItemKind -> m () updDiscoverAspect :: MonadStateWrite m => Container -> ItemId -> AspectRecord -> m () discoverAspect :: MonadStateWrite m => ItemId -> AspectRecord -> m () updCoverAspect :: Container -> ItemId -> AspectRecord -> m () updDiscoverServer :: MonadStateWrite m => ItemId -> AspectRecord -> m () updCoverServer :: MonadStateWrite m => ItemId -> AspectRecord -> m () updRestart :: MonadStateWrite m => State -> m () updRestartServer :: MonadStateWrite m => State -> m () updResumeServer :: MonadStateWrite m => State -> m () -- | Atomic game state transformations, their representation and semantics. -- -- See -- https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture. module Game.LambdaHack.Atomic -- | Abstract syntax of atomic commands, that is, atomic game state -- transformations. data CmdAtomic -- | atomic updates UpdAtomic :: UpdAtomic -> CmdAtomic -- | atomic special effects SfxAtomic :: SfxAtomic -> CmdAtomic -- | Abstract syntax of atomic updates, that is, atomic commands that -- really change the State. Most of them are an encoding of a game -- state diff, though they also carry some intentional hints that help -- clients determine whether and how to communicate it to players. data UpdAtomic UpdRegisterItems :: [(ItemId, Item)] -> UpdAtomic UpdCreateActor :: ActorId -> Actor -> [(ItemId, Item)] -> UpdAtomic UpdDestroyActor :: ActorId -> Actor -> [(ItemId, Item)] -> UpdAtomic UpdCreateItem :: Bool -> ItemId -> Item -> ItemQuant -> Container -> UpdAtomic UpdDestroyItem :: Bool -> ItemId -> Item -> ItemQuant -> Container -> UpdAtomic UpdSpotActor :: ActorId -> Actor -> UpdAtomic UpdLoseActor :: ActorId -> Actor -> UpdAtomic UpdSpotItem :: Bool -> ItemId -> ItemQuant -> Container -> UpdAtomic UpdLoseItem :: Bool -> ItemId -> ItemQuant -> Container -> UpdAtomic UpdSpotItemBag :: Bool -> Container -> ItemBag -> UpdAtomic UpdLoseItemBag :: Bool -> Container -> ItemBag -> UpdAtomic UpdMoveActor :: ActorId -> Point -> Point -> UpdAtomic UpdWaitActor :: ActorId -> Watchfulness -> Watchfulness -> UpdAtomic UpdDisplaceActor :: ActorId -> ActorId -> UpdAtomic UpdMoveItem :: ItemId -> Int -> ActorId -> CStore -> CStore -> UpdAtomic UpdRefillHP :: ActorId -> Int64 -> UpdAtomic UpdRefillCalm :: ActorId -> Int64 -> UpdAtomic UpdTrajectory :: ActorId -> Maybe ([Vector], Speed) -> Maybe ([Vector], Speed) -> UpdAtomic UpdQuitFaction :: FactionId -> Maybe Status -> Maybe Status -> Maybe (FactionAnalytics, GenerationAnalytics) -> UpdAtomic UpdSpotStashFaction :: Bool -> FactionId -> LevelId -> Point -> UpdAtomic UpdLoseStashFaction :: Bool -> FactionId -> LevelId -> Point -> UpdAtomic UpdLeadFaction :: FactionId -> Maybe ActorId -> Maybe ActorId -> UpdAtomic UpdDiplFaction :: FactionId -> FactionId -> Diplomacy -> Diplomacy -> UpdAtomic UpdDoctrineFaction :: FactionId -> Doctrine -> Doctrine -> UpdAtomic UpdAutoFaction :: FactionId -> Bool -> UpdAtomic UpdRecordKill :: ActorId -> ContentId ItemKind -> Int -> UpdAtomic UpdAlterTile :: LevelId -> Point -> ContentId TileKind -> ContentId TileKind -> UpdAtomic UpdAlterExplorable :: LevelId -> Int -> UpdAtomic UpdAlterGold :: Int -> UpdAtomic UpdSearchTile :: ActorId -> Point -> ContentId TileKind -> UpdAtomic UpdHideTile :: ActorId -> Point -> ContentId TileKind -> UpdAtomic UpdSpotTile :: LevelId -> [(Point, ContentId TileKind)] -> UpdAtomic UpdLoseTile :: LevelId -> [(Point, ContentId TileKind)] -> UpdAtomic UpdSpotEntry :: LevelId -> [(Point, PlaceEntry)] -> UpdAtomic UpdLoseEntry :: LevelId -> [(Point, PlaceEntry)] -> UpdAtomic UpdAlterSmell :: LevelId -> Point -> Time -> Time -> UpdAtomic UpdSpotSmell :: LevelId -> [(Point, Time)] -> UpdAtomic UpdLoseSmell :: LevelId -> [(Point, Time)] -> UpdAtomic UpdTimeItem :: ItemId -> Container -> ItemTimers -> ItemTimers -> UpdAtomic UpdAgeGame :: EnumSet LevelId -> UpdAtomic UpdUnAgeGame :: EnumSet LevelId -> UpdAtomic UpdDiscover :: Container -> ItemId -> ContentId ItemKind -> AspectRecord -> UpdAtomic UpdCover :: Container -> ItemId -> ContentId ItemKind -> AspectRecord -> UpdAtomic UpdDiscoverKind :: Container -> ItemKindIx -> ContentId ItemKind -> UpdAtomic UpdCoverKind :: Container -> ItemKindIx -> ContentId ItemKind -> UpdAtomic UpdDiscoverAspect :: Container -> ItemId -> AspectRecord -> UpdAtomic UpdCoverAspect :: Container -> ItemId -> AspectRecord -> UpdAtomic UpdDiscoverServer :: ItemId -> AspectRecord -> UpdAtomic UpdCoverServer :: ItemId -> AspectRecord -> UpdAtomic UpdPerception :: LevelId -> Perception -> Perception -> UpdAtomic UpdRestart :: FactionId -> PerLid -> State -> Challenge -> ClientOptions -> SMGen -> UpdAtomic UpdRestartServer :: State -> UpdAtomic UpdResume :: FactionId -> PerLid -> UpdAtomic UpdResumeServer :: State -> UpdAtomic UpdKillExit :: FactionId -> UpdAtomic UpdWriteSave :: UpdAtomic UpdHearFid :: FactionId -> Maybe Int -> HearMsg -> UpdAtomic UpdMuteMessages :: FactionId -> Bool -> UpdAtomic -- | Symbolic representation of text messages about heard noises, sent by -- server to clients and shown to players and used by AI. data HearMsg HearUpd :: UpdAtomic -> HearMsg HearStrike :: ContentId ItemKind -> HearMsg HearSummon :: Bool -> GroupName ItemKind -> Dice -> HearMsg HearCollideTile :: HearMsg HearTaunt :: Text -> HearMsg -- | Abstract syntax of atomic special effects, that is, atomic commands -- that only display special effects and don't change State nor -- client state. data SfxAtomic SfxStrike :: ActorId -> ActorId -> ItemId -> SfxAtomic SfxRecoil :: ActorId -> ActorId -> ItemId -> SfxAtomic SfxSteal :: ActorId -> ActorId -> ItemId -> SfxAtomic SfxRelease :: ActorId -> ActorId -> ItemId -> SfxAtomic SfxProject :: ActorId -> ItemId -> SfxAtomic SfxReceive :: ActorId -> ItemId -> SfxAtomic SfxApply :: ActorId -> ItemId -> SfxAtomic SfxCheck :: ActorId -> ItemId -> SfxAtomic SfxTrigger :: ActorId -> LevelId -> Point -> ContentId TileKind -> SfxAtomic SfxShun :: ActorId -> LevelId -> Point -> ContentId TileKind -> SfxAtomic SfxEffect :: FactionId -> ActorId -> ItemId -> Effect -> Int64 -> SfxAtomic SfxItemApplied :: ItemId -> Container -> SfxAtomic SfxMsgFid :: FactionId -> SfxMsg -> SfxAtomic SfxRestart :: SfxAtomic SfxCollideTile :: ActorId -> Point -> SfxAtomic SfxTaunt :: Bool -> ActorId -> SfxAtomic -- | Symbolic representation of text messages sent by server to clients and -- shown to players. data SfxMsg SfxUnexpected :: ReqFailure -> SfxMsg SfxExpected :: Text -> ReqFailure -> SfxMsg SfxExpectedEmbed :: ItemId -> LevelId -> ReqFailure -> SfxMsg SfxFizzles :: ItemId -> Container -> SfxMsg SfxNothingHappens :: ItemId -> Container -> SfxMsg SfxNoItemsForTile :: [[(Int, GroupName ItemKind)]] -> SfxMsg SfxVoidDetection :: DetectKind -> SfxMsg SfxUnimpressed :: ActorId -> SfxMsg SfxSummonLackCalm :: ActorId -> SfxMsg SfxSummonTooManyOwn :: ActorId -> SfxMsg SfxSummonTooManyAll :: ActorId -> SfxMsg SfxSummonFailure :: ActorId -> SfxMsg SfxLevelNoMore :: SfxMsg SfxLevelPushed :: SfxMsg SfxBracedImmune :: ActorId -> SfxMsg SfxEscapeImpossible :: SfxMsg SfxStasisProtects :: SfxMsg SfxWaterParalysisResisted :: SfxMsg SfxTransImpossible :: SfxMsg SfxIdentifyNothing :: SfxMsg SfxPurposeNothing :: SfxMsg SfxPurposeTooFew :: Int -> Int -> SfxMsg SfxPurposeUnique :: SfxMsg SfxPurposeNotCommon :: SfxMsg SfxRerollNothing :: SfxMsg SfxRerollNotRandom :: SfxMsg SfxDupNothing :: SfxMsg SfxDupUnique :: SfxMsg SfxDupValuable :: SfxMsg SfxColdFish :: SfxMsg SfxReadyGoods :: SfxMsg SfxTimerExtended :: ActorId -> ItemId -> CStore -> Delta Time -> SfxMsg SfxCollideActor :: ActorId -> ActorId -> SfxMsg SfxItemYield :: ItemId -> Int -> LevelId -> SfxMsg -- | The game-state semantics of atomic game commands. There is no -- corresponding definition for special effects (SfxAtomic), -- because they don't modify State. -- -- For each of the commands, we are guaranteed that the client, the -- command is addressed to, perceives all the positions the command -- affects (as computed by posUpdAtomic). In the code for each -- semantic function we additonally verify the client is aware of any -- relevant items and/or actors and we throw the AtomicFail -- exception if it's not. The server keeps copies of all clients' states -- and, before sending a command to a client, applies it to the client's -- state copy. If AtomicFail is signalled, the command is -- ignored for that client. This enables simpler server code that -- addresses commands to all clients that can see it, even though not all -- are able to process it. handleUpdAtomic :: MonadStateWrite m => UpdAtomic -> m () -- | The type representing visibility of atomic commands to factions, based -- on the position of the command, etc. Note that the server sees and -- smells all positions. Also note that hearing is not covered because it -- gives very restricted information, so hearing doesn't equal seeing -- (and we assume smelling actors get lots of data from smells). data PosAtomic -- | whomever sees all the positions, notices PosSight :: LevelId -> [Point] -> PosAtomic -- | observers and the faction notice PosFidAndSight :: FactionId -> LevelId -> [Point] -> PosAtomic -- | whomever smells all the positions, notices PosSmell :: LevelId -> [Point] -> PosAtomic -- | whomever sees all the positions, notices PosSightLevels :: [(LevelId, Point)] -> PosAtomic -- | only the faction notices, server doesn't PosFid :: FactionId -> PosAtomic -- | faction and server notices PosFidAndSer :: FactionId -> PosAtomic -- | only the server notices PosSer :: PosAtomic -- | everybody notices PosAll :: PosAtomic -- | never broadcasted, but sent manually PosNone :: PosAtomic -- | Produce the positions where the atomic update takes place or, more -- generally, the conditions under which the update can be noticed by a -- client. -- -- The goal of this mechanics is to ensure that atomic commands involving -- some positions visible by a client convey similar information as the -- client would get by directly observing the changes of the portion of -- server state limited to the visible positions. Consequently, when the -- visible commands are later applied to the client's state, the state -- stays consistent --- in sync with the server state and correctly -- limited by visiblity. There is some wiggle room both in what "in sync" -- and "visible" means and how they propagate through time. -- -- E.g., UpdDisplaceActor in a black room between two enemy -- actors, with only one actor carrying a 0-radius light would not be -- distinguishable by looking at the state (or the screen) from -- UpdMoveActor of the illuminated actor, hence such -- UpdDisplaceActor should not be observable, but -- UpdMoveActor in similar cotext would be (or the former should -- be perceived as the latter). However, to simplify, we assign as strict -- visibility requirements to UpdMoveActor as to -- UpdDisplaceActor and fall back to UpdSpotActor -- (which provides minimal information that does not contradict state) if -- the visibility is lower. posUpdAtomic :: MonadStateRead m => UpdAtomic -> m PosAtomic -- | Produce the positions where the atomic special effect takes place. posSfxAtomic :: MonadStateRead m => SfxAtomic -> m PosAtomic -- | All items introduced by the atomic command, to be used in it. iidUpdAtomic :: UpdAtomic -> [ItemId] -- | All items introduced by the atomic special effect, to be used in it. iidSfxAtomic :: SfxAtomic -> [ItemId] -- | Decompose an atomic action that is outside a client's visiblity. The -- decomposed actions give less information that the original command, -- but some of them may fall within the visibility range of the client. -- The original action may give more information than even the total sum -- of all actions it's broken into. E.g., UpdMoveActor informs -- about the continued existence of the actor between moves vs popping -- out of existence and then back in. -- -- This is computed in server's State from before performing the -- command. breakUpdAtomic :: MonadStateRead m => UpdAtomic -> m [UpdAtomic] -- | What is the main map level the PosAtomic refers to, if any. lidOfPos :: PosAtomic -> Maybe LevelId -- | Given the client, its perception and an atomic command, determine if -- the client notices the command. seenAtomicCli :: Bool -> FactionId -> PerLid -> PosAtomic -> Bool -- | Determine whether the server would see a command that has the given -- visibilty conditions. seenAtomicSer :: PosAtomic -> Bool -- | The monad for writing to the main game state. Atomic updates -- (UpdAtomic) are given semantics in this monad. class MonadStateRead m => MonadStateWrite m modifyState :: MonadStateWrite m => (State -> State) -> m () putState :: MonadStateWrite m => State -> m () -- | Exception signifying that atomic action failed because the information -- it carries is inconsistent with the client's state, (e.g., because the -- client knows too little to understand the command or already deduced -- the state change from earlier commands or is confused, amnesiac or -- sees illusory actors or tiles). Whenever we know the failure is -- logically impossible, we don't throw the AtomicFail -- exception, but insert a normal assertion or error call, which -- are never caught nor handled. newtype AtomicFail AtomicFail :: String -> AtomicFail -- | Abstract syntax of responses. -- -- See -- https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture. module Game.LambdaHack.Client.Response -- | Abstract syntax of responses sent by server to an AI or UI client (or -- a universal client that can handle both roles, which is why this type -- is not separated into distinct AI and UI types). A response tells a -- client how to update game state or what information to send to the -- server. data Response -- | change State by performing this atomic update RespUpdAtomicNoState :: UpdAtomic -> Response -- | put the given State, which results from performing the atomic -- update RespUpdAtomic :: State -> UpdAtomic -> Response -- | compute an AI move for the actor and send (the semantics of) it RespQueryAI :: ActorId -> Response -- | perform special effects (animations, messages, etc.) RespSfxAtomic :: SfxAtomic -> Response -- | check if the UI client wants to regain control RespQueryUIunderAI :: Response -- | prompt the human player for a command and send (the semantics of) it RespQueryUI :: Response instance GHC.Show.Show Game.LambdaHack.Client.Response.Response -- | Descriptions of items. module Game.LambdaHack.Client.UI.ItemDescription -- | The part of speech describing the item. partItem :: Int -> FactionId -> FactionDict -> Time -> ItemFull -> ItemQuant -> (Part, Part) partItemShort :: Int -> FactionId -> FactionDict -> Time -> ItemFull -> ItemQuant -> (Part, Part) partItemShortest :: Int -> FactionId -> FactionDict -> Time -> ItemFull -> ItemQuant -> (Part, Part) partItemHigh :: Int -> FactionId -> FactionDict -> Time -> ItemFull -> ItemQuant -> ([Text], Part, Part) partItemWsDetail :: DetailLevel -> Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull -> ItemQuant -> Part partItemWs :: Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull -> ItemQuant -> Part partItemWsShortest :: Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull -> ItemQuant -> Part partItemWsShort :: Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull -> ItemQuant -> Part partItemWsLong :: Int -> FactionId -> FactionDict -> Int -> Time -> ItemFull -> ItemQuant -> Part partItemWsRanged :: Int -> FactionId -> FactionDict -> Bool -> DetailLevel -> Int -> Int -> Time -> ItemFull -> ItemQuant -> Part partItemShortAW :: Int -> FactionId -> FactionDict -> Time -> ItemFull -> ItemQuant -> Part partItemMediumAW :: Int -> FactionId -> FactionDict -> Time -> ItemFull -> ItemQuant -> Part partItemShortWownW :: Int -> FactionId -> FactionDict -> Part -> Time -> ItemFull -> ItemQuant -> Part viewItem :: ItemFull -> AttrCharW32 viewItemBenefitColored :: DiscoveryBenefit -> ItemId -> ItemFull -> AttrCharW32 itemDesc :: Int -> Bool -> FactionId -> FactionDict -> Int -> CStore -> Time -> LevelId -> ItemFull -> ItemQuant -> AttrString partItemN :: Int -> FactionId -> FactionDict -> Bool -> DetailLevel -> Int -> Time -> ItemFull -> ItemQuant -> (Part, Part) textAllPowers :: Int -> DetailLevel -> Bool -> ItemFull -> ([Text], [Text], [Text]) -- | Display game data on the screen using one of the available frontends -- (determined at compile time with cabal flags). module Game.LambdaHack.Client.UI.DrawM targetDesc :: MonadClientUI m => Maybe Target -> m (Maybe Text, Maybe Text) targetDescXhair :: MonadClientUI m => m (Maybe Text, Maybe Text, Maybe Watchfulness) -- | Draw the whole screen: level map and status area. drawHudFrame :: MonadClientUI m => ColorMode -> LevelId -> m PreFrame checkWarningHP :: UIOptions -> ActorId -> Int64 -> State -> Bool checkWarningCalm :: UIOptions -> ActorId -> Int64 -> State -> Bool drawFrameTerrain :: forall m. MonadClientUI m => LevelId -> m (Vector Word32) drawFrameContent :: forall m. MonadClientUI m => LevelId -> m FrameForall drawFramePath :: forall m. MonadClientUI m => LevelId -> m FrameForall drawFrameActor :: forall m. MonadClientUI m => LevelId -> m FrameForall drawFrameExtra :: forall m. MonadClientUI m => ColorMode -> LevelId -> m FrameForall drawFrameStatus :: MonadClientUI m => LevelId -> m AttrString drawArenaStatus :: COps -> Level -> Int -> AttrString drawLeaderStatus :: MonadClientUI m => Int -> m AttrString drawLeaderDamage :: MonadClientUI m => Int -> ActorId -> m AttrString drawSelected :: MonadClientUI m => LevelId -> Int -> EnumSet ActorId -> m (Int, AttrString) checkWarnings :: UIOptions -> ActorId -> State -> (Bool, Bool) -- | A set of Frame monad operations. module Game.LambdaHack.Client.UI.FrameM -- | Draw the current level with the overlay on top. drawOverlay :: MonadClientUI m => ColorMode -> Bool -> FontOverlayMap -> LevelId -> m PreFrame3 promptGetKey :: MonadClientUI m => ColorMode -> FontOverlayMap -> Bool -> [KM] -> m KM addToMacro :: Map KM CmdTriple -> KM -> KeyMacroFrame -> KeyMacroFrame dropEmptyMacroFrames :: KeyMacroFrame -> [KeyMacroFrame] -> (KeyMacroFrame, [KeyMacroFrame]) lastMacroFrame :: KeyMacroFrame -> [KeyMacroFrame] -> KeyMacroFrame stopPlayBack :: MonadClientUI m => m () -- | Render animations on top of the current screen frame. renderAnimFrames :: MonadClientUI m => LevelId -> Animation -> Maybe Bool -> m PreFrames3 -- | Render and display animations on top of the current screen frame. animate :: MonadClientUI m => LevelId -> Animation -> m () -- | We wipe any actions in progress, but keep the data needed to repeat -- the last global macros and the last command. resetPlayBack :: MonadClientUI m => m () restoreLeaderFromRun :: MonadClientUI m => m () basicFrameForAnimation :: MonadClientUI m => LevelId -> Maybe Bool -> m PreFrame3 -- | Monadic operations on slideshows and related data. module Game.LambdaHack.Client.UI.SlideshowM -- | Add current report to the overlay, split the result and produce, -- possibly, many slides. overlayToSlideshow :: MonadClientUI m => Int -> [KM] -> OKX -> m Slideshow -- | Split current report into a slideshow. reportToSlideshow :: MonadClientUI m => [KM] -> m Slideshow -- | Split current report into a slideshow. Keep report unchanged. Assume -- the game either halts waiting for a key after this is shown, or many -- slides are produced, all but the last are displayed with player promts -- between and the last is either shown in full or ignored if inside -- macro (can be recovered from history, if important). Unless the -- prompts interrupt the macro, which is as well. reportToSlideshowKeepHalt :: MonadClientUI m => Bool -> [KM] -> m Slideshow -- | Display a message. Return value indicates if the player wants to -- continue. Feature: if many pages, only the last SPACE exits (but first -- ESC). displaySpaceEsc :: MonadClientUI m => ColorMode -> Text -> m Bool -- | Display a message. Ignore keypresses. Feature: if many pages, only the -- last SPACE exits (but first ESC). displayMore :: MonadClientUI m => ColorMode -> Text -> m () displayMoreKeep :: MonadClientUI m => ColorMode -> Text -> m () -- | Print a yes/no question and return the player's answer. Use black and -- white colours to turn player's attention to the choice. displayYesNo :: MonadClientUI m => ColorMode -> Text -> m Bool getConfirms :: MonadClientUI m => ColorMode -> [KM] -> Slideshow -> m KM -- | Display a, potentially, multi-screen menu and return the chosen key or -- item slot label (and save the index in the whole menu so that the -- cursor can again be placed at that spot next time menu is displayed). -- -- This function is one of only two sources of menus and so, effectively, -- UI modes. displayChoiceScreen :: forall m. MonadClientUI m => String -> ColorMode -> Bool -> Slideshow -> [KM] -> m KeyOrSlot -- | Display a, potentially, multi-screen menu and return the chosen key or -- item slot label (and save the index in the whole menu so that the -- cursor can again be placed at that spot next time menu is displayed). -- Additionally, display something on the right half of the screen, -- depending on which menu item is currently highlighted -- -- This function is one of only two sources of menus and so, effectively, -- UI modes. displayChoiceScreenWithRightPane :: forall m. MonadClientUI m => (KeyOrSlot -> m OKX) -> String -> ColorMode -> Bool -> Slideshow -> [KM] -> m KeyOrSlot getMenuIx :: MonadClientUI m => String -> Int -> Int -> Int -> m Int saveMenuIx :: MonadClientUI m => String -> Int -> Int -> m () -- | This is one step of UI menu management user session. -- -- There is limited looping involved to return a changed position in the -- menu each time so that the surrounding code has anything interesting -- to do. The exception is when finally confirming a selection, in which -- case it's usually not changed compared to last step, but it's -- presented differently to indicate it was confirmed. -- -- Any extra keys in the OKX argument on top of the those in -- Slideshow argument need to be contained in the -- [K.KM] argument. Otherwise they are not accepted. stepChoiceScreen :: forall m. MonadClientUI m => String -> ColorMode -> Bool -> Slideshow -> [KM] -> m (Int, Int, Int, Int -> OKX -> m (Bool, KeyOrSlot, Int)) navigationKeys :: [KM] -- | Find a position in a menu. The arguments go from first menu line and -- menu page to the last, in order. Their indexing is from 0. We select -- the nearest item with the index equal or less to the pointer. findKYX :: Int -> [OKX] -> Maybe (OKX, KYX, Int) drawHighlight :: Int -> ButtonWidth -> Int -> AttrString -> AttrString -- | Helper functions for both inventory management and human commands. module Game.LambdaHack.Client.UI.HandleHelperM -- | Message describing the cause of failure of human command. data FailError showFailError :: FailError -> Text type MError = Maybe FailError mergeMError :: MError -> MError -> MError type FailOrCmd a = Either FailError a failWith :: MonadClientUI m => Text -> m (FailOrCmd a) failSer :: MonadClientUI m => ReqFailure -> m (FailOrCmd a) failMsg :: MonadClientUI m => Text -> m MError weaveJust :: FailOrCmd a -> Either MError a -- | Switches current pointman to the previous in the whole dungeon, -- wrapping. pointmanCycle :: MonadClientUI m => ActorId -> Bool -> Direction -> m MError -- | Switches current pointman to the next on the level, if any, wrapping. pointmanCycleLevel :: MonadClientUI m => ActorId -> Bool -> Direction -> m MError partyAfterLeader :: MonadClientUI m => ActorId -> m [(ActorId, Actor, ActorUI)] -- | Select a faction leader. False, if nothing to do. pickLeader :: MonadClientUI m => Bool -> ActorId -> m Bool pickLeaderWithPointer :: MonadClientUI m => ActorId -> m MError itemOverlay :: MonadClientUI m => SingleItemSlots -> LevelId -> ItemBag -> Bool -> m OKX skillsOverlay :: MonadClientUI m => ActorId -> m OKX -- | Extract whole-dungeon statistics for each place kind, counting the -- number of occurrences of each type of PlaceEntry for the given -- place kind and gathering the set of levels on which any entry for that -- place kind can be found. placesFromState :: ContentData PlaceKind -> Bool -> State -> EnumMap (ContentId PlaceKind) (EnumSet LevelId, Int, Int, Int) placesOverlay :: MonadClientUI m => m OKX describeMode :: MonadClientUI m => Bool -> ContentId ModeKind -> m (EnumMap DisplayFont Overlay) modesOverlay :: MonadClientUI m => m OKX pickNumber :: MonadClientUI m => Bool -> Int -> m (Either MError Int) guardItemSize :: Actor -> State -> Int -- | Produces a textual description of items at a position. lookAtItems :: MonadClientUI m => Bool -> Point -> LevelId -> Maybe ActorId -> Maybe (Part, Bool) -> m (Text, Maybe Person) lookAtStash :: MonadClientUI m => Point -> LevelId -> m Text -- | Produces a textual description of everything at the requested level's -- position. lookAtPosition :: MonadClientUI m => Point -> LevelId -> m [(MsgClassShow, Text)] displayItemLore :: MonadClientUI m => ItemBag -> Int -> (ItemId -> ItemFull -> Int -> Text) -> Int -> SingleItemSlots -> Bool -> m KM okxItemLorePointedAt :: MonadClientUI m => DisplayFont -> Int -> Bool -> ItemBag -> Int -> (ItemId -> ItemFull -> Int -> Text) -> Int -> SingleItemSlots -> m OKX cycleLore :: MonadClientUI m => [m KM] -> [m KM] -> m () spoilsBlurb :: Text -> Int -> Int -> Text ppContainerWownW :: MonadClientUI m => (ActorId -> m Part) -> Bool -> Container -> m [Part] nxtGameMode :: COps -> Int -> (ContentId ModeKind, ModeKind) itemOverlayFromState :: SingleItemSlots -> LevelId -> ItemBag -> Bool -> CCUI -> FactionId -> DiscoveryBenefit -> FontSetup -> State -> OKX -- | Produces a textual description of the tile at a position. lookAtTile :: MonadClientUI m => Bool -> Point -> LevelId -> Maybe ActorId -> Maybe Person -> m (Text, Text, [(Int, Part)]) -- | Produces a textual description of actors at a position. lookAtActors :: MonadClientUI m => Point -> LevelId -> m (Text, Maybe (Part, Bool), Text) guardItemVerbs :: Actor -> State -> [Part] instance GHC.Classes.Eq Game.LambdaHack.Client.UI.HandleHelperM.FailError instance GHC.Show.Show Game.LambdaHack.Client.UI.HandleHelperM.FailError -- | Common code for displaying atomic update and SFX commands. module Game.LambdaHack.Client.UI.Watch.WatchCommonM -- | Push the frame depicting the current level to the frame queue. Only -- one line of the report is shown, as in animations, because it may not -- be our turn, so we can't clear the message to see what is underneath. pushFrame :: MonadClientUI m => Bool -> m () pushReportFrame :: MonadClientUI m => m () fadeOutOrIn :: MonadClientUI m => Bool -> m () markDisplayNeeded :: MonadClientUI m => LevelId -> m () lookAtMove :: MonadClientUI m => ActorId -> m () stopAtMove :: MonadClientUI m => ActorId -> m () aidVerbMU :: (MonadClientUI m, MsgShared a) => a -> ActorId -> Part -> m () aidVerbDuplicateMU :: (MonadClientUI m, MsgShared a) => a -> ActorId -> Part -> m Bool itemVerbMUGeneral :: MonadClientUI m => Bool -> ItemId -> ItemQuant -> Part -> Container -> m Text itemVerbMU :: (MonadClientUI m, MsgShared a) => a -> ItemId -> ItemQuant -> Part -> Container -> m () itemVerbMUShort :: (MonadClientUI m, MsgShared a) => a -> ItemId -> ItemQuant -> Part -> Container -> m () itemAidVerbMU :: (MonadClientUI m, MsgShared a) => a -> ActorId -> Part -> ItemId -> Either Int Int -> m () mitemAidVerbMU :: (MonadClientUI m, MsgShared a) => a -> ActorId -> Part -> ItemId -> Maybe Part -> m () itemAidDistinctMU :: MonadClientUI m => MsgClassDistinct -> ActorId -> Part -> Part -> ItemId -> m () manyItemsAidVerbMU :: (MonadClientUI m, MsgShared a) => a -> ActorId -> Part -> [(ItemId, ItemQuant)] -> (Int -> Either (Maybe Int) Int) -> m () basicFrameWithoutReport :: MonadClientUI m => LevelId -> Maybe Bool -> m PreFrame3 -- | Display atomic SFX commands received by the client. module Game.LambdaHack.Client.UI.Watch.WatchSfxAtomicM -- | Display special effects (text, animation) sent to the client. Don't -- modify client state (except a few fields), but only client session -- (e.g., by displaying messages). This is enforced by types. watchRespSfxAtomicUI :: MonadClientUI m => SfxAtomic -> m () returnJustLeft :: MonadClientUI m => (MsgClassShowAndSave, Text) -> m (Maybe (Either (MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))) ppSfxMsg :: MonadClientUI m => SfxMsg -> m (Maybe (Either (MsgClassShowAndSave, Text) (MsgClassDistinct, (Text, Text)))) strike :: MonadClientUI m => Bool -> ActorId -> ActorId -> ItemId -> m () -- | Display all the initial (not including high scores) screens at game -- over. module Game.LambdaHack.Client.UI.Watch.WatchQuitM quitFactionUI :: MonadClientUI m => FactionId -> Maybe Status -> Maybe (FactionAnalytics, GenerationAnalytics) -> m () displayGameOverLoot :: MonadClientUI m => (ItemBag, Int) -> GenerationAnalytics -> m KM displayGameOverAnalytics :: MonadClientUI m => FactionAnalytics -> GenerationAnalytics -> m KM displayGameOverLore :: MonadClientUI m => SLore -> Bool -> GenerationAnalytics -> m KM viewLoreItems :: forall m. MonadClientUI m => String -> SingleItemSlots -> ItemBag -> Text -> (ItemId -> ItemFull -> Int -> Text) -> Bool -> m KM -- | Display atomic update commands received by the client. module Game.LambdaHack.Client.UI.Watch.WatchUpdAtomicM -- | Visualize atomic updates sent to the client. This is done in the -- global state after the command is executed and after the client state -- is modified by the command. Doesn't modify client state (except a few -- fields), but only client session (e.g., by displaying messages). This -- is enforced by types. watchRespUpdAtomicUI :: MonadClientUI m => UpdAtomic -> m () updateItemSlot :: MonadClientUI m => Container -> ItemId -> m () data Threat createActorUI :: MonadClientUI m => Bool -> ActorId -> Actor -> m () destroyActorUI :: MonadClientUI m => Bool -> ActorId -> Actor -> m () spotItemBag :: forall m. MonadClientUI m => Bool -> Container -> ItemBag -> m () recordItemLid :: MonadClientUI m => ItemId -> Container -> m () moveActor :: MonadClientUI m => ActorId -> Point -> Point -> m () displaceActorUI :: MonadClientUI m => ActorId -> ActorId -> m () moveItemUI :: MonadClientUI m => ItemId -> Int -> ActorId -> CStore -> CStore -> m () discover :: MonadClientUI m => Container -> ItemId -> m () ppHearMsg :: MonadClientUI m => Maybe Int -> HearMsg -> m Text ppHearDistanceAdjective :: Maybe Int -> Text ppHearDistanceAdverb :: Maybe Int -> Text instance GHC.Classes.Eq Game.LambdaHack.Client.UI.Watch.WatchUpdAtomicM.Threat -- | Display atomic commands received by the client. module Game.LambdaHack.Client.UI.Watch -- | Visualize atomic updates sent to the client. This is done in the -- global state after the command is executed and after the client state -- is modified by the command. Doesn't modify client state (except a few -- fields), but only client session (e.g., by displaying messages). This -- is enforced by types. watchRespUpdAtomicUI :: MonadClientUI m => UpdAtomic -> m () -- | Display special effects (text, animation) sent to the client. Don't -- modify client state (except a few fields), but only client session -- (e.g., by displaying messages). This is enforced by types. watchRespSfxAtomicUI :: MonadClientUI m => SfxAtomic -> m () -- | UI of inventory management. module Game.LambdaHack.Client.UI.InventoryM data Suitability SuitsEverything :: Suitability SuitsSomething :: (Maybe CStore -> ItemFull -> ItemQuant -> Bool) -> Suitability data ResultItemDialogMode RStore :: CStore -> [ItemId] -> ResultItemDialogMode ROrgans :: ItemId -> ItemBag -> SingleItemSlots -> ResultItemDialogMode ROwned :: ItemId -> ResultItemDialogMode RSkills :: Int -> ResultItemDialogMode RLore :: SLore -> ItemId -> ItemBag -> SingleItemSlots -> ResultItemDialogMode RPlaces :: Int -> ResultItemDialogMode RModes :: Int -> ResultItemDialogMode slotsOfItemDialogMode :: MonadClientUI m => ItemDialogMode -> m SingleItemSlots -- | Let the human player choose a single, preferably suitable, item from a -- list of items. Don't display stores empty for all actors. Start with a -- non-empty store. getFull :: MonadClientUI m => ActorId -> m Suitability -> (Actor -> ActorUI -> Skills -> ItemDialogMode -> State -> Text) -> (Actor -> ActorUI -> Skills -> ItemDialogMode -> State -> Text) -> [CStore] -> Bool -> Bool -> m (Either Text (CStore, [(ItemId, ItemQuant)])) -- | Let a human player choose any item from a given group. Note that this -- does not guarantee the chosen item belongs to the group, as the player -- can override the choice. Used e.g., for applying and projecting. getGroupItem :: MonadClientUI m => ActorId -> m Suitability -> Text -> Text -> Text -> Text -> [CStore] -> m (Either Text (CStore, ItemId)) -- | Display all items from a store and let the human player choose any or -- switch to any other store. Used, e.g., for viewing inventory and item -- descriptions. getStoreItem :: MonadClientUI m => ActorId -> ItemDialogMode -> m (Either Text ResultItemDialogMode) skillCloseUp :: MonadClientUI m => ActorId -> Int -> m (Text, AttrString) placeCloseUp :: MonadClientUI m => [(ContentId PlaceKind, (EnumSet LevelId, Int, Int, Int))] -> Bool -> Int -> m (Text, [(DisplayFont, [Text])]) data ItemDialogState ISuitable :: ItemDialogState IAll :: ItemDialogState accessModeBag :: ActorId -> State -> ItemDialogMode -> ItemBag storeItemPrompt :: FactionId -> Actor -> ActorUI -> Skills -> ItemDialogMode -> State -> Text -- | Let the human player choose a single, preferably suitable, item from a -- list of items. getItem :: MonadClientUI m => ActorId -> m Suitability -> (Actor -> ActorUI -> Skills -> ItemDialogMode -> State -> Text) -> (Actor -> ActorUI -> Skills -> ItemDialogMode -> State -> Text) -> ItemDialogMode -> [ItemDialogMode] -> Bool -> Bool -> m (Either Text ResultItemDialogMode) data DefItemKey m DefItemKey :: Either Text KM -> Bool -> (KeyOrSlot -> m (Either Text ResultItemDialogMode)) -> DefItemKey m [defLabel] :: DefItemKey m -> Either Text KM [defCond] :: DefItemKey m -> Bool [defAction] :: DefItemKey m -> KeyOrSlot -> m (Either Text ResultItemDialogMode) transition :: forall m. MonadClientUI m => ActorId -> m Suitability -> (Actor -> ActorUI -> Skills -> ItemDialogMode -> State -> Text) -> (Actor -> ActorUI -> Skills -> ItemDialogMode -> State -> Text) -> Bool -> Int -> ItemDialogMode -> [ItemDialogMode] -> ItemDialogState -> m (Either Text ResultItemDialogMode) keyOfEKM :: Int -> KeyOrSlot -> Maybe KM runDefItemKey :: MonadClientUI m => ActorId -> SingleItemSlots -> ItemBag -> [(KM, DefItemKey m)] -> DefItemKey m -> OKX -> [KM] -> Text -> ItemDialogMode -> m (Either Text ResultItemDialogMode) inventoryInRightPane :: MonadClientUI m => ActorId -> SingleItemSlots -> ItemBag -> ItemDialogMode -> KeyOrSlot -> m OKX instance GHC.Classes.Eq Game.LambdaHack.Client.UI.InventoryM.ItemDialogState instance GHC.Show.Show Game.LambdaHack.Client.UI.InventoryM.ItemDialogState instance GHC.Show.Show Game.LambdaHack.Client.UI.InventoryM.ResultItemDialogMode -- | Semantics of Game.LambdaHack.Client.UI.HumanCmd client commands -- that do not return server requests,, but only change internal client -- state. None of such commands takes game time. module Game.LambdaHack.Client.UI.HandleHumanLocalM macroHuman :: MonadClientUI m => [String] -> m () -- | Push a new macro frame to the stack whenever repeating a macro. macroHumanTransition :: [KM] -> KeyMacroFrame -> [KeyMacroFrame] -> (KeyMacroFrame, [KeyMacroFrame]) -- | Display items from a given container store and possibly let the user -- chose one. chooseItemHuman :: MonadClientUI m => ActorId -> ItemDialogMode -> m MError chooseItemDialogMode :: MonadClientUI m => ActorId -> Bool -> ItemDialogMode -> m (FailOrCmd ActorId) chooseItemProjectHuman :: forall m. (MonadClient m, MonadClientUI m) => ActorId -> [TriggerItem] -> m MError chooseItemApplyHuman :: forall m. MonadClientUI m => ActorId -> [TriggerItem] -> m MError -- | On top of permittedProjectClient, it also checks legality of -- aiming at the target and projection range. It also modifies -- eps. psuitReq :: (MonadClient m, MonadClientUI m) => ActorId -> m (Either Text (ItemFull -> Either ReqFailure (Point, Bool))) triggerSymbols :: [TriggerItem] -> [Char] pickLeaderHuman :: MonadClientUI m => Int -> m MError pickLeaderWithPointerHuman :: MonadClientUI m => ActorId -> m MError -- | Switch current pointman to the previous in the whole dungeon, -- wrapping. pointmanCycleHuman :: MonadClientUI m => ActorId -> Direction -> m MError -- | Switch current pointman to the next on the viewed level, if any, -- wrapping. pointmanCycleLevelHuman :: MonadClientUI m => ActorId -> Direction -> m MError selectActorHuman :: MonadClientUI m => ActorId -> m () selectNoneHuman :: MonadClientUI m => m () selectWithPointerHuman :: MonadClientUI m => m MError repeatHuman :: MonadClientUI m => Int -> m () repeatHumanTransition :: Int -> KeyMacroFrame -> [KeyMacroFrame] -> (KeyMacroFrame, [KeyMacroFrame]) repeatLastHuman :: MonadClientUI m => Int -> m () repeatLastHumanTransition :: Int -> KeyMacroFrame -> KeyMacroFrame -- | Starts and stops recording of macros. recordHuman :: MonadClientUI m => m () recordHumanTransition :: KeyMacroFrame -> (KeyMacroFrame, Text) allHistoryHuman :: MonadClientUI m => m () lastHistoryHuman :: MonadClientUI m => m () markVisionHuman :: MonadClientUI m => m () markSmellHuman :: MonadClientUI m => m () markSuspectHuman :: MonadClient m => m () markAnimHuman :: MonadClient m => m () overrideTutHuman :: MonadClientUI m => m () printScreenHuman :: MonadClientUI m => m () -- | End aiming mode, rejecting the current position, unless when on remote -- level, in which case, return to our level. cancelHuman :: MonadClientUI m => m () -- | Accept the current crosshair position as target, ending aiming mode, -- if active. acceptHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m () -- | Cycle detail level of aiming mode descriptions, starting up. detailCycleHuman :: MonadClientUI m => m () clearTargetIfItemClearHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m () itemClearHuman :: MonadClientUI m => m () -- | Move the xhair. Assumes aiming mode. moveXhairHuman :: MonadClientUI m => Vector -> Int -> m MError -- | Start aiming. aimTgtHuman :: MonadClientUI m => m () -- | Cycle aiming mode. Do not change position of the xhair, switch target -- to point at different things at that position. aimFloorHuman :: MonadClientUI m => m () aimEnemyHuman :: MonadClientUI m => m () aimItemHuman :: MonadClientUI m => m () -- | Change the displayed level in aiming mode to (at most) k levels -- shallower. Enters aiming mode, if not already in one. aimAscendHuman :: MonadClientUI m => Int -> m MError -- | Tweak the eps parameter of the aiming digital line. epsIncrHuman :: (MonadClient m, MonadClientUI m) => Direction -> m () xhairUnknownHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m MError xhairItemHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m MError xhairStairHuman :: (MonadClient m, MonadClientUI m) => ActorId -> Bool -> m MError xhairPointerFloorHuman :: MonadClientUI m => m () xhairPointerMuteHuman :: MonadClientUI m => m () xhairPointerEnemyHuman :: MonadClientUI m => m () aimPointerFloorHuman :: MonadClientUI m => m () aimPointerEnemyHuman :: MonadClientUI m => m () chooseItemDialogModeLore :: MonadClientUI m => m (Maybe ResultItemDialogMode) permittedProjectClient :: MonadClientUI m => ActorId -> m (ItemFull -> Either ReqFailure Bool) projectCheck :: MonadClientUI m => ActorId -> Point -> m (Maybe ReqFailure) -- | Check whether one is permitted to aim (for projecting) at a target. -- The check is stricter for actor targets, assuming the player simply -- wants to hit a single actor. In order to fine tune trick-shots, e.g., -- piercing many actors, other aiming modes should be used. Returns a -- different seps if needed to reach the target. -- -- Note: Simple Perception check is not enough for the check, e.g., -- because the target actor can be obscured by a glass wall. xhairLegalEps :: MonadClientUI m => ActorId -> m (Either Text Int) posFromXhair :: (MonadClient m, MonadClientUI m) => ActorId -> m (Either Text Point) permittedApplyClient :: MonadClientUI m => ActorId -> m (Maybe CStore -> ItemFull -> ItemQuant -> Either ReqFailure Bool) eitherHistory :: forall m. MonadClientUI m => Bool -> m () -- | End aiming mode, accepting the current position. endAiming :: (MonadClient m, MonadClientUI m) => ActorId -> m () endAimingMsg :: MonadClientUI m => ActorId -> m () -- | Perform look around in the current position of the xhair. Does nothing -- outside aiming mode. doLook :: MonadClientUI m => m () flashAiming :: MonadClientUI m => m () -- | Semantics of Game.LambdaHack.Client.UI.HumanCmd client commands -- that return server requests. A couple of them do not take time, the -- rest does. Here prompts and menus are displayed, but any feedback -- resulting from the commands (e.g., from inventory manipulation) is -- generated later on, by the server, for all clients that witness the -- results of the commands. module Game.LambdaHack.Client.UI.HandleHumanGlobalM -- | Pick command depending on area the mouse pointer is in. The first -- matching area is chosen. If none match, only interrupt. byAreaHuman :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> [(CmdArea, HumanCmd)] -> m (Either MError ReqUI) byAimModeHuman :: MonadClientUI m => m (Either MError ReqUI) -> m (Either MError ReqUI) -> m (Either MError ReqUI) composeIfLocalHuman :: MonadClientUI m => m (Either MError ReqUI) -> m (Either MError ReqUI) -> m (Either MError ReqUI) composeUnlessErrorHuman :: MonadClientUI m => m (Either MError ReqUI) -> m (Either MError ReqUI) -> m (Either MError ReqUI) compose2ndLocalHuman :: MonadClientUI m => m (Either MError ReqUI) -> m (Either MError ReqUI) -> m (Either MError ReqUI) loopOnNothingHuman :: MonadClientUI m => m (Either MError ReqUI) -> m (Either MError ReqUI) executeIfClearHuman :: MonadClientUI m => m (Either MError ReqUI) -> m (Either MError ReqUI) -- | Leader waits a turn (and blocks, etc.). waitHuman :: MonadClientUI m => ActorId -> m (FailOrCmd RequestTimed) -- | Leader waits a 1/10th of a turn (and doesn't block, etc.). waitHuman10 :: MonadClientUI m => ActorId -> m (FailOrCmd RequestTimed) -- | Leader yells or yawns, if sleeping. yellHuman :: MonadClientUI m => ActorId -> m (FailOrCmd RequestTimed) moveRunHuman :: (MonadClient m, MonadClientUI m) => ActorId -> Bool -> Bool -> Bool -> Bool -> Vector -> m (FailOrCmd RequestTimed) runOnceAheadHuman :: MonadClientUI m => ActorId -> m (Either MError RequestTimed) moveOnceToXhairHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m (FailOrCmd RequestTimed) runOnceToXhairHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m (FailOrCmd RequestTimed) continueToXhairHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m (FailOrCmd RequestTimed) moveItemHuman :: forall m. MonadClientUI m => ActorId -> [CStore] -> CStore -> Maybe Text -> Bool -> m (FailOrCmd RequestTimed) projectHuman :: (MonadClient m, MonadClientUI m) => ActorId -> m (FailOrCmd RequestTimed) applyHuman :: MonadClientUI m => ActorId -> m (FailOrCmd RequestTimed) -- | Ask for a direction and alter a tile, if possible. alterDirHuman :: MonadClientUI m => ActorId -> m (FailOrCmd RequestTimed) -- | Try to alter a tile using a feature under the pointer. alterWithPointerHuman :: MonadClientUI m => ActorId -> m (FailOrCmd RequestTimed) -- | Close nearby open tile; ask for direction, if there is more than one. closeDirHuman :: MonadClientUI m => ActorId -> m (FailOrCmd RequestTimed) -- | Display command help. helpHuman :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> m (Either MError ReqUI) -- | Display hint or, if already displayed, display help. hintHuman :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> m (Either MError ReqUI) -- | Display the dashboard. dashboardHuman :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> m (Either MError ReqUI) itemMenuHuman :: MonadClientUI m => ActorId -> (KM -> HumanCmd -> m (Either MError ReqUI)) -> m (Either MError ReqUI) chooseItemMenuHuman :: MonadClientUI m => ActorId -> (KM -> HumanCmd -> m (Either MError ReqUI)) -> ItemDialogMode -> m (Either MError ReqUI) -- | Display the main menu. mainMenuHuman :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> m (Either MError ReqUI) -- | Display the main menu and set swasAutomated. mainMenuAutoOnHuman :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> m (Either MError ReqUI) -- | Display the main menu and unset swasAutomated. mainMenuAutoOffHuman :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> m (Either MError ReqUI) -- | Display the settings menu. settingsMenuHuman :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> m (Either MError ReqUI) -- | Display the challenge menu. challengeMenuHuman :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> m (Either MError ReqUI) gameTutorialToggle :: MonadClientUI m => m () gameDifficultyIncr :: MonadClient m => m () gameFishToggle :: MonadClient m => m () gameGoodsToggle :: MonadClient m => m () gameWolfToggle :: MonadClient m => m () gameKeeperToggle :: MonadClient m => m () gameScenarioIncr :: MonadClientUI m => m () gameRestartHuman :: MonadClientUI m => m (FailOrCmd ReqUI) gameQuitHuman :: MonadClientUI m => m (FailOrCmd ReqUI) gameDropHuman :: MonadClientUI m => m ReqUI gameExitHuman :: Monad m => m ReqUI gameSaveHuman :: MonadClientUI m => m ReqUI doctrineHuman :: MonadClientUI m => m (FailOrCmd ReqUI) automateHuman :: MonadClientUI m => m (FailOrCmd ReqUI) automateToggleHuman :: MonadClientUI m => m (FailOrCmd ReqUI) automateBackHuman :: MonadClientUI m => m (Either MError ReqUI) areaToRectangles :: MonadClientUI m => CmdArea -> m [Maybe Area] -- | Actor attacks an enemy actor or his own projectile. meleeAid :: (MonadClient m, MonadClientUI m) => ActorId -> ActorId -> m (FailOrCmd RequestTimed) -- | Actor swaps position with another. displaceAid :: MonadClientUI m => ActorId -> ActorId -> m (FailOrCmd RequestTimed) -- | Leader moves or searches or alters. No visible actor at the position. moveSearchAlter :: MonadClientUI m => ActorId -> Bool -> Vector -> m (FailOrCmd RequestTimed) alterCommon :: MonadClientUI m => ActorId -> Bool -> Point -> m (FailOrCmd RequestTimed) goToXhair :: (MonadClient m, MonadClientUI m) => ActorId -> Bool -> Bool -> m (FailOrCmd RequestTimed) goToXhairExplorationMode :: (MonadClient m, MonadClientUI m) => ActorId -> Bool -> Bool -> m (FailOrCmd RequestTimed) goToXhairGoTo :: (MonadClient m, MonadClientUI m) => ActorId -> Bool -> Bool -> m (FailOrCmd RequestTimed) multiActorGoTo :: (MonadClient m, MonadClientUI m) => LevelId -> Point -> RunParams -> m (FailOrCmd (Bool, Vector)) moveOrSelectItem :: forall m. MonadClientUI m => ActorId -> [CStore] -> CStore -> Maybe Text -> Bool -> m (FailOrCmd RequestTimed) selectItemsToMove :: forall m. MonadClientUI m => ActorId -> [CStore] -> CStore -> Maybe Text -> Bool -> m (FailOrCmd (CStore, [(ItemId, ItemQuant)])) moveItems :: forall m. MonadClientUI m => ActorId -> [CStore] -> (CStore, [(ItemId, ItemQuant)]) -> CStore -> m RequestTimed projectItem :: (MonadClient m, MonadClientUI m) => ActorId -> (CStore, (ItemId, ItemFull)) -> m (FailOrCmd RequestTimed) applyItem :: MonadClientUI m => ActorId -> (CStore, (ItemId, ItemFullKit)) -> m (FailOrCmd RequestTimed) -- | Try to alter a tile using a feature at the given position. -- -- We don't check if the tile is interesting, e.g., if any embedded item -- can be triggered, because the player explicitely requested the action. -- Consequently, even if all embedded items are recharching, the time -- will be wasted and the server will describe the failure in detail. alterTileAtPos :: MonadClientUI m => ActorId -> Point -> m (FailOrCmd RequestTimed) -- | Verify that the tile can be transformed or any embedded item effect -- triggered and the player is aware if the effect is dangerous or grave, -- such as ending the game. verifyAlters :: forall m. MonadClientUI m => ActorId -> Bool -> Point -> m (FailOrCmd ()) processTileActions :: forall m. MonadClientUI m => ActorId -> Bool -> Point -> [TileAction] -> m (FailOrCmd ()) verifyEscape :: MonadClientUI m => m (FailOrCmd ()) verifyToolEffect :: MonadClientUI m => LevelId -> CStore -> ItemFull -> m (FailOrCmd ()) -- | Close tile at given position. closeTileAtPos :: MonadClientUI m => ActorId -> Point -> m (FailOrCmd RequestTimed) -- | Adds message with proper names. msgAddDone :: MonadClientUI m => ActorId -> Point -> Text -> m () -- | Prompts user to pick a point. pickPoint :: MonadClientUI m => ActorId -> Text -> m (Maybe Point) generateMenu :: MonadClientUI m => (KM -> HumanCmd -> m (Either MError ReqUI)) -> FontOverlayMap -> [(String, (Text, HumanCmd, Maybe FontOverlayMap))] -> [String] -> String -> m (Either MError ReqUI) -- | Semantics of human player commands. module Game.LambdaHack.Client.UI.HandleHumanM -- | The semantics of human player commands in terms of the client monad, -- in context of the given km as the last action. -- -- Some time cosuming commands are enabled even in aiming mode, but -- cannot be invoked in aiming mode on a remote level (level different -- than the level of the leader). Commands that require a pointman fail -- when no leader is designated. cmdSemInCxtOfKM :: (MonadClient m, MonadClientUI m) => KM -> HumanCmd -> m (Either MError ReqUI) updateKeyLast :: KM -> HumanCmd -> KeyMacroFrame -> KeyMacroFrame -- | Commands that are forbidden on a remote level, because they would -- usually take time when invoked on one, but not necessarily do what the -- player expects. Note that some commands that normally take time are -- not included, because they don't take time in aiming mode or their -- individual sanity conditions include a remote level check. noRemoteHumanCmd :: HumanCmd -> Bool data CmdLeaderNeed m cmdSemantics :: (MonadClient m, MonadClientUI m) => HumanCmd -> m (Either MError ReqUI) cmdSemanticsLeader :: (MonadClient m, MonadClientUI m) => HumanCmd -> CmdLeaderNeed m addNoError :: Monad m => m () -> CmdLeaderNeed m addLeader :: Monad m => (ActorId -> m ()) -> CmdLeaderNeed m weaveLeader :: Monad m => (ActorId -> m (FailOrCmd ReqUI)) -> CmdLeaderNeed m -- | Ways for the client to use player input via UI to produce server -- requests, based on the client's view (visualized for the player) of -- the game state. module Game.LambdaHack.Client.UI -- | Handle the move of a human player. queryUI :: (MonadClient m, MonadClientUI m) => m (Maybe RequestUI) queryUIunderAI :: (MonadClient m, MonadClientUI m) => m RequestUI -- | The monad that gives the client access to UI operations, but not to -- modifying client state, except for the client-side pointman (as -- opposed to pointman stores in faction data in main game state), which -- is more of a UI concept, but is shared with AI to be able to keep it -- when switching AI on/off and to save on typing. class MonadClientRead m => MonadClientUI m getsSession :: MonadClientUI m => (SessionUI -> a) -> m a modifySession :: MonadClientUI m => (SessionUI -> SessionUI) -> m () updateClientLeader :: MonadClientUI m => ActorId -> m () getCacheBfs :: MonadClientUI m => ActorId -> m (Array BfsDistance) getCachePath :: MonadClientUI m => ActorId -> Point -> m (Maybe AndPath) -- | 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 the frontend session. data SessionUI SessionUI :: Maybe RequestUI -> ReqDelay -> Bool -> Bool -> Maybe Target -> Maybe Target -> ActorDictUI -> ItemDictUI -> ItemSlots -> Maybe (CStore, CStore) -> ChanFrontend -> CCUI -> UIOptions -> Maybe AimMode -> Bool -> Maybe (ItemId, CStore, Bool) -> EnumSet ActorId -> Maybe RunParams -> History -> PointUI -> Bool -> KeyMacroFrame -> [KeyMacroFrame] -> EnumSet ActorId -> Int -> Bool -> Int -> Bool -> Int -> Bool -> Bool -> Maybe Bool -> Set Msg -> Bool -> Map String Int -> ChosenLore -> Bool -> Bool -> Bool -> POSIXTime -> POSIXTime -> Time -> Int -> Int -> SMGen -> SessionUI -- | request created by a UI query but not yet sent to the server [sreqPending] :: SessionUI -> Maybe RequestUI -- | server delayed sending query to client or receiving request from -- client [sreqDelay] :: SessionUI -> ReqDelay -- | player is now queried for a command [sreqQueried] :: SessionUI -> Bool -- | player requested to regain control from AI ASAP [sregainControl] :: SessionUI -> Bool -- | the common xhair [sxhair] :: SessionUI -> Maybe Target -- | xhair set for last GoTo [sxhairGoTo] :: SessionUI -> Maybe Target -- | assigned actor UI presentations [sactorUI] :: SessionUI -> ActorDictUI -- | assigned item first seen level [sitemUI] :: SessionUI -> ItemDictUI -- | map from slots to items [sslots] :: SessionUI -> ItemSlots -- | last item move stores [slastItemMove] :: SessionUI -> Maybe (CStore, CStore) -- | connection with the frontend [schanF] :: SessionUI -> ChanFrontend -- | UI client content [sccui] :: SessionUI -> CCUI -- | UI options as set by the player [sUIOptions] :: SessionUI -> UIOptions -- | aiming mode [saimMode] :: SessionUI -> Maybe AimMode -- | last mouse aiming not vacuus [sxhairMoused] :: SessionUI -> Bool -- | selected item, if any, it's store and whether to override suitability -- check [sitemSel] :: SessionUI -> Maybe (ItemId, CStore, Bool) -- | the set of currently selected actors [sselected] :: SessionUI -> EnumSet ActorId -- | parameters of the current run, if any [srunning] :: SessionUI -> Maybe RunParams -- | history of messages [shistory] :: SessionUI -> History -- | mouse pointer position [spointer] :: SessionUI -> PointUI -- | whether to auto-clear prompts [sautoYes] :: SessionUI -> Bool -- | the head of the key macro stack [smacroFrame] :: SessionUI -> KeyMacroFrame -- | the tail of the key macro stack [smacroStack] :: SessionUI -> [KeyMacroFrame] -- | actors that just got out of sight [slastLost] :: SessionUI -> EnumSet ActorId -- | player just waited this many times [swaitTimes] :: SessionUI -> Int -- | the player just exited AI automation [swasAutomated] :: SessionUI -> Bool -- | mark leader and party FOV [smarkVision] :: SessionUI -> Int -- | mark smell, if the leader can smell [smarkSmell] :: SessionUI -> Bool -- | next game scenario number [snxtScenario] :: SessionUI -> Int -- | whether current game is a tutorial [scurTutorial] :: SessionUI -> Bool -- | whether next game is to be tutorial [snxtTutorial] :: SessionUI -> Bool -- | override display of tutorial hints [soverrideTut] :: SessionUI -> Maybe Bool -- | tutorial hints already shown this game [susedHints] :: SessionUI -> Set Msg -- | whether to mute all new messages [smuteMessages] :: SessionUI -> Bool -- | indices of last used menu items [smenuIxMap] :: SessionUI -> Map String Int -- | last lore chosen to display [schosenLore] :: SessionUI -> ChosenLore -- | current level needs displaying [sdisplayNeeded] :: SessionUI -> Bool -- | a frame was already displayed this turn [sturnDisplayed] :: SessionUI -> Bool -- | whether no visible report created last UI faction turn or the report -- wiped out from screen since [sreportNull] :: SessionUI -> Bool -- | this session start time [sstart] :: SessionUI -> POSIXTime -- | this game start time [sgstart] :: SessionUI -> POSIXTime -- | clips from start of session to current game start [sallTime] :: SessionUI -> Time -- | this game current frame count [snframes] :: SessionUI -> Int -- | frame count from start of session to current game start [sallNframes] :: SessionUI -> Int -- | current random generator for UI [srandomUI] :: SessionUI -> SMGen -- | Visualize atomic updates sent to the client. This is done in the -- global state after the command is executed and after the client state -- is modified by the command. Doesn't modify client state (except a few -- fields), but only client session (e.g., by displaying messages). This -- is enforced by types. watchRespUpdAtomicUI :: MonadClientUI m => UpdAtomic -> m () -- | Display special effects (text, animation) sent to the client. Don't -- modify client state (except a few fields), but only client session -- (e.g., by displaying messages). This is enforced by types. watchRespSfxAtomicUI :: MonadClientUI m => SfxAtomic -> m () -- | Operations for all content types, gathered together. data CCUI CCUI :: InputContent -> ScreenContent -> CCUI [coinput] :: CCUI -> InputContent [coscreen] :: CCUI -> ScreenContent -- | Options that affect the UI of the client, specified in the config -- file. More documentation is in the default config file. data UIOptions -- | Modify client options with UI options. applyUIOptions :: COps -> UIOptions -> ClientOptions -> ClientOptions uOverrideCmdline :: UIOptions -> [String] -- | Read and parse UI config file. mkUIOptions :: RuleContent -> ClientOptions -> IO UIOptions -- | Connection channel between a frontend and a client. Frontend acts as a -- server, serving keys, etc., when given frames to display. data ChanFrontend -- | Initialize the frontend chosen by the player via client options. chanFrontend :: MonadClientUI m => ScreenContent -> ClientOptions -> m ChanFrontend -- | Try to read saved client game state from the file system. tryRestore :: MonadClientUI m => m (Maybe (StateClient, Maybe SessionUI)) clientPrintUI :: MonadClientUI m => Text -> m () stepQueryUIwithLeader :: (MonadClient m, MonadClientUI m) => m (Maybe RequestUI) -- | Let the human player issue commands until any command takes time. stepQueryUI :: (MonadClient m, MonadClientUI m) => m (Maybe ReqUI) -- | Actor preferences for targets and actions, based on actor aspects. module Game.LambdaHack.Client.Preferences -- | Compute the whole Benefit structure, containing various facets -- of AI item preference, for an item with the given effects and aspects. totalUsefulness :: COps -> FactionId -> FactionDict -> ItemFull -> Benefit -- | How much AI benefits from applying the effect. The first component is -- benefit when applied to self, the second is benefit (preferably -- negative) when applied to enemy (via melee). This represents benefit -- from using the effect every avgItemDelay turns, so if the -- item is not durable, the value is adjusted down elsewhere. The benefit -- includes the drawback of having to use the actor's turn, except when -- there is battle and item is a weapon and so there is usually nothing -- better to do than to melee, or when the actor is stuck or idle or -- laying in wait or luring an enemy from a safe distance. So there is -- less than averageTurnValue included in each benefit, so in -- case when turn is not spent, e.g, periodic activation or conditions, -- the difference in value is only slight. effectToBenefit :: COps -> FactionId -> FactionDict -> Effect -> (Double, Double) averageTurnValue :: Double avgItemDelay :: Double avgItemLife :: Double durabilityMult :: Double organBenefit :: Double -> GroupName ItemKind -> COps -> FactionId -> FactionDict -> (Double, Int) recBenefit :: GroupName ItemKind -> COps -> FactionId -> FactionDict -> (Double, Int) fakeItem :: ContentId ItemKind -> ItemKind -> KindMean -> ItemFull aspectToBenefit :: Aspect -> Double capStat :: Double -> Double aspectRecordToBenefit :: AspectRecord -> [Double] -- | Handle atomic commands received by the client. module Game.LambdaHack.Client.HandleAtomicM -- | Client monad for saving a game. class MonadClient m => MonadClientSetup m saveClient :: MonadClientSetup m => m () -- | Effect of atomic actions on client state. It is calculated with the -- global state from after the command is executed (except where the -- supplied oldState is used). cmdAtomicSemCli :: MonadClientSetup m => State -> UpdAtomic -> m () updateInMeleeDueToActor :: MonadClient m => Actor -> m () updateInMeleeDueToItem :: MonadClient m => ActorId -> CStore -> m () updateInMeleeInDungeon :: MonadClient m => m () wipeBfsIfItemAffectsSkills :: MonadClient m => CStore -> ActorId -> m () tileChangeAffectsBfs :: COps -> ContentId TileKind -> ContentId TileKind -> Bool createActor :: MonadClient m => ActorId -> Actor -> [(ItemId, Item)] -> m () destroyActor :: MonadClient m => ActorId -> Actor -> Bool -> m () addItemToDiscoBenefit :: MonadClient m => ItemId -> m () perception :: MonadClient m => LevelId -> Perception -> Perception -> m () discoverKind :: MonadClient m => ItemKindIx -> m () discoverKindAndAspect :: MonadClient m => ItemKindIx -> m () coverKind :: ItemKindIx -> m () coverAspectAndKind :: ItemKindIx -> m () discoverAspect :: MonadClient m => ItemId -> m () coverAspect :: ItemId -> m () killExit :: MonadClient m => m () -- | Semantics of responses sent by the server to clients. module Game.LambdaHack.Client.HandleResponseM -- | Monad for executing atomic game state transformations on a client. class MonadClient m => MonadClientAtomic m -- | Execute an atomic update that changes the client's State. execUpdAtomic :: MonadClientAtomic m => UpdAtomic -> m () -- | Put state that is intended to be the result of performing an atomic -- update by the server on its copy of the client's State. execPutState :: MonadClientAtomic m => State -> m () -- | Client monad in which one can send requests to the client. class MonadClient m => MonadClientWriteRequest m sendRequestAI :: MonadClientWriteRequest m => RequestAI -> m () sendRequestUI :: MonadClientWriteRequest m => RequestUI -> m () clientHasUI :: MonadClientWriteRequest m => m Bool -- | Handle server responses. -- -- Note that for clients communicating with the server over the net, -- RespUpdAtomicNoState should be used, because executing a -- single command is cheaper than sending the whole state over the net. -- However, for the standalone exe mode, with clients in the same process -- as the server, a pointer to the state set with execPutState -- is cheaper. handleResponse :: (MonadClientSetup m, MonadClientUI m, MonadClientAtomic m, MonadClientWriteRequest m) => Response -> m () -- | The main loop of the client, processing human and computer player -- moves turn by turn. module Game.LambdaHack.Client.LoopM -- | Client monad in which one can receive responses from the server. class MonadClient m => MonadClientReadResponse m receiveResponse :: MonadClientReadResponse m => m Response -- | The main game loop for an AI or UI client. It receives responses from -- the server, changes internal client state accordingly, analyzes -- ensuing human or AI commands and sends resulting requests to the -- server. Depending on whether it's an AI or UI client, it sends AI or -- human player requests. -- -- The loop is started in client state that is empty except for the -- sside and seps fields, see emptyStateClient. loopCli :: (MonadClientSetup m, MonadClientUI m, MonadClientAtomic m, MonadClientReadResponse m, MonadClientWriteRequest m) => CCUI -> UIOptions -> ClientOptions -> m () initAI :: MonadClient m => m () initUI :: (MonadClient m, MonadClientUI m) => CCUI -> m () loopAI :: (MonadClientSetup m, MonadClientUI m, MonadClientAtomic m, MonadClientReadResponse m, MonadClientWriteRequest m) => m () -- | Alarm after this many seconds without server querying us for a -- command. longestDelay :: POSIXTime -- | The argument is the time of last UI query from the server. After -- longestDelay seconds past this date, the client considers -- itself ignored and displays a warning and, at a keypress, gives direct -- control to the player, no longer waiting for the server to prompt it -- to do so. loopUI :: (MonadClientSetup m, MonadClientUI m, MonadClientAtomic m, MonadClientReadResponse m, MonadClientWriteRequest m) => POSIXTime -> m () -- | Semantics of responses that are sent from server to clients, in terms -- of client state transformations, and semantics of human commands and -- AI moves, in terms of requests to be sent from the client to the -- server. -- -- See -- https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture. module Game.LambdaHack.Client -- | The main game loop for an AI or UI client. It receives responses from -- the server, changes internal client state accordingly, analyzes -- ensuing human or AI commands and sends resulting requests to the -- server. Depending on whether it's an AI or UI client, it sends AI or -- human player requests. -- -- The loop is started in client state that is empty except for the -- sside and seps fields, see emptyStateClient. loopCli :: (MonadClientSetup m, MonadClientUI m, MonadClientAtomic m, MonadClientReadResponse m, MonadClientWriteRequest m) => CCUI -> UIOptions -> ClientOptions -> m () -- | Requests sent by AI clients to the server. If faction leader is to be -- changed, it's included as the second component. type RequestAI = (ReqAI, Maybe ActorId) -- | Possible forms of requests sent by AI clients. data ReqAI ReqAINop :: ReqAI ReqAITimed :: RequestTimed -> ReqAI -- | Requests sent by UI clients to the server. If faction leader is to be -- changed, it's included as the second component. type RequestUI = (ReqUI, Maybe ActorId) -- | Possible forms of requests sent by UI clients. data ReqUI ReqUINop :: ReqUI ReqUITimed :: RequestTimed -> ReqUI ReqUIGameRestart :: GroupName ModeKind -> Challenge -> ReqUI ReqUIGameDropAndExit :: ReqUI ReqUIGameSaveAndExit :: ReqUI ReqUIGameSave :: ReqUI ReqUIDoctrine :: Doctrine -> ReqUI ReqUIAutomate :: ReqUI -- | Requests that take game time. data RequestTimed ReqMove :: Vector -> RequestTimed ReqMelee :: ActorId -> ItemId -> CStore -> RequestTimed ReqDisplace :: ActorId -> RequestTimed ReqAlter :: Point -> RequestTimed ReqWait :: RequestTimed ReqWait10 :: RequestTimed ReqYell :: RequestTimed ReqMoveItems :: [(ItemId, Int, CStore, CStore)] -> RequestTimed ReqProject :: Point -> Int -> ItemId -> CStore -> RequestTimed ReqApply :: ItemId -> CStore -> RequestTimed -- | Abstract syntax of responses sent by server to an AI or UI client (or -- a universal client that can handle both roles, which is why this type -- is not separated into distinct AI and UI types). A response tells a -- client how to update game state or what information to send to the -- server. data Response -- | change State by performing this atomic update RespUpdAtomicNoState :: UpdAtomic -> Response -- | put the given State, which results from performing the atomic -- update RespUpdAtomic :: State -> UpdAtomic -> Response -- | compute an AI move for the actor and send (the semantics of) it RespQueryAI :: ActorId -> Response -- | perform special effects (animations, messages, etc.) RespSfxAtomic :: SfxAtomic -> Response -- | check if the UI client wants to regain control RespQueryUIunderAI :: Response -- | prompt the human player for a command and send (the semantics of) it RespQueryUI :: Response -- | Operations for all content types, gathered together. data CCUI -- | Options that affect the UI of the client, specified in the config -- file. More documentation is in the default config file. data UIOptions -- | Modify client options with UI options. applyUIOptions :: COps -> UIOptions -> ClientOptions -> ClientOptions uOverrideCmdline :: UIOptions -> [String] -- | Read and parse UI config file. mkUIOptions :: RuleContent -> ClientOptions -> IO UIOptions -- | Temporary pseudo-organ (condition) definitions. module Content.ItemKindTemporary pattern S_IMMOBILE :: GroupName ItemKind pattern S_PACIFIED :: GroupName ItemKind pattern S_IRREPLACEABLE :: GroupName ItemKind pattern S_RETAINING :: GroupName ItemKind pattern S_IMPATIENT :: GroupName ItemKind pattern S_DISPOSSESSED :: GroupName ItemKind pattern S_WITHHOLDING :: GroupName ItemKind pattern S_PARSIMONIOUS :: GroupName ItemKind pattern S_MORE_MOBILE :: GroupName ItemKind pattern S_MORE_COMBATIVE :: GroupName ItemKind pattern S_MORE_DISPLACING :: GroupName ItemKind pattern S_MORE_MODIFYING :: GroupName ItemKind pattern S_MORE_PATIENT :: GroupName ItemKind pattern S_MORE_TIDY :: GroupName ItemKind pattern S_MORE_PROJECTING :: GroupName ItemKind pattern S_MORE_PRACTICAL :: GroupName ItemKind pattern S_STRENGTHENED :: GroupName ItemKind pattern S_WEAKENED :: GroupName ItemKind pattern S_PROTECTED_FROM_MELEE :: GroupName ItemKind pattern S_PROTECTED_FROM_RANGED :: GroupName ItemKind pattern S_DEFENSELESS :: GroupName ItemKind pattern S_RESOLUTE :: GroupName ItemKind pattern S_HASTED :: GroupName ItemKind pattern S_SLOWED :: GroupName ItemKind pattern S_FAR_SIGHTED :: GroupName ItemKind pattern S_BLIND :: GroupName ItemKind pattern S_KEEN_SMELLING :: GroupName ItemKind pattern S_FOUL_SMELLING :: GroupName ItemKind pattern S_ROSE_SMELLING :: GroupName ItemKind pattern S_RANGED_DEFLECTING :: GroupName ItemKind pattern S_MELEE_DEFLECTING :: GroupName ItemKind pattern S_SHINY_EYED :: GroupName ItemKind pattern S_DEAFENED :: GroupName ItemKind pattern S_DEAF :: GroupName ItemKind pattern S_DRUNK :: GroupName ItemKind pattern S_FRENZIED :: GroupName ItemKind pattern S_REGENERATING :: GroupName ItemKind pattern S_POISONED :: GroupName ItemKind pattern S_SLOW_RESISTANT :: GroupName ItemKind pattern S_POISON_RESISTANT :: GroupName ItemKind temporariesGNSingleton :: [GroupName ItemKind] noStatGN :: [GroupName ItemKind] bonusStatGN :: [GroupName ItemKind] temporaries :: [ItemKind] -- | Blast definitions. module Content.ItemKindBlast pattern S_FIRECRACKER :: GroupName ItemKind pattern S_VIOLENT_FRAGMENTATION :: GroupName ItemKind pattern S_FRAGMENTATION :: GroupName ItemKind pattern S_FOCUSED_FRAGMENTATION :: GroupName ItemKind pattern S_VIOLENT_CONCUSSION :: GroupName ItemKind pattern S_CONCUSSION :: GroupName ItemKind pattern S_FOCUSED_CONCUSSION :: GroupName ItemKind pattern S_VIOLENT_FLASH :: GroupName ItemKind pattern S_FOCUSED_FLASH :: GroupName ItemKind pattern S_GLASS_HAIL :: GroupName ItemKind pattern S_FOCUSED_GLASS_HAIL :: GroupName ItemKind pattern S_PHEROMONE :: GroupName ItemKind pattern S_CALMING_MIST :: GroupName ItemKind pattern S_DISTRESSING_ODOR :: GroupName ItemKind pattern S_HEALING_MIST :: GroupName ItemKind pattern S_HEALING_MIST_2 :: GroupName ItemKind pattern S_WOUNDING_MIST :: GroupName ItemKind pattern S_DISTORTION :: GroupName ItemKind pattern S_SMOKE :: GroupName ItemKind pattern S_BOILING_WATER :: GroupName ItemKind pattern S_GLUE :: GroupName ItemKind pattern S_WASTE :: GroupName ItemKind pattern S_ANTI_SLOW_MIST :: GroupName ItemKind pattern S_ANTIDOTE_MIST :: GroupName ItemKind pattern S_SLEEP_MIST :: GroupName ItemKind pattern S_DENSE_SHOWER :: GroupName ItemKind pattern S_SPARSE_SHOWER :: GroupName ItemKind pattern S_MELEE_PROTECTIVE_BALM :: GroupName ItemKind pattern S_RANGE_PROTECTIVE_BALM :: GroupName ItemKind pattern S_DEFENSELESSNESS_RUNOUT :: GroupName ItemKind pattern S_RESOLUTION_DUST :: GroupName ItemKind pattern S_HASTE_SPRAY :: GroupName ItemKind pattern S_VIOLENT_SLOWNESS_MIST :: GroupName ItemKind pattern S_SLOWNESS_MIST :: GroupName ItemKind pattern S_FOCUSED_SLOWNESS_MIST :: GroupName ItemKind pattern S_EYE_DROP :: GroupName ItemKind pattern S_IRON_FILING :: GroupName ItemKind pattern S_SMELLY_DROPLET :: GroupName ItemKind pattern S_EYE_SHINE :: GroupName ItemKind pattern S_WHISKEY_SPRAY :: GroupName ItemKind pattern S_YOUTH_SPRINKLE :: GroupName ItemKind pattern S_POISON_CLOUD :: GroupName ItemKind pattern S_PING_PLASH :: GroupName ItemKind pattern S_VIOLENT_BURNING_OIL_2 :: GroupName ItemKind pattern S_VIOLENT_BURNING_OIL_3 :: GroupName ItemKind pattern S_VIOLENT_BURNING_OIL_4 :: GroupName ItemKind pattern S_BURNING_OIL_2 :: GroupName ItemKind pattern S_BURNING_OIL_3 :: GroupName ItemKind pattern S_BURNING_OIL_4 :: GroupName ItemKind pattern S_FOCUSED_BURNING_OIL_2 :: GroupName ItemKind pattern S_FOCUSED_BURNING_OIL_3 :: GroupName ItemKind pattern S_FOCUSED_BURNING_OIL_4 :: GroupName ItemKind blastNoStatOf :: GroupName ItemKind -> GroupName ItemKind blastBonusStatOf :: GroupName ItemKind -> GroupName ItemKind pattern ARMOR_MISC :: GroupName ItemKind blastsGNSingleton :: [GroupName ItemKind] blastsGN :: [GroupName ItemKind] blasts :: [ItemKind] -- | Operations on the Area type that involve random numbers. module Game.LambdaHack.Server.DungeonGen.AreaRnd mkFixed :: (X, Y) -> Area -> Point -> Area -- | Pick a random point within an area. pointInArea :: Area -> Rnd Point -- | Find a suitable position in the area, based on random points and a -- predicate. findPointInArea :: Area -> (Point -> Maybe Point) -> Int -> (Point -> Maybe Point) -> Rnd (Maybe Point) -- | Create a void room, i.e., a single point area within the designated -- area. mkVoidRoom :: Area -> Rnd Area -- | Create a random room according to given parameters. mkRoom :: (X, Y) -> (X, Y) -> Area -> Rnd Area -- | Pick a subset of connections between adjacent areas within a grid -- until there is only one connected component in the graph of all areas. connectGrid :: EnumSet Point -> (X, Y) -> Rnd [(Point, Point)] -- | Pick a single random connection between adjacent areas within a grid. randomConnection :: (X, Y) -> Rnd (Point, Point) -- | The choice of horizontal and vertical orientation. data HV Horiz :: HV Vert :: HV -- | The coordinates of consecutive fields of a corridor. type Corridor = (Point, Point, Point, Point) -- | Try to connect two interiors of places with a corridor. Choose -- entrances some steps away from the edges, if the place is big enough. -- Note that with pfence == FNone, the inner area considered is -- the strict interior of the place, without the outermost tiles. -- -- The corridor connects (touches) the inner areas and the turning point -- of the corridor (if any) is outside of the outer areas and inside the -- grid areas. connectPlaces :: (Area, Fence, Area) -> (Area, Fence, Area) -> Rnd (Maybe Corridor) data SpecialArea SpecialArea :: Area -> SpecialArea SpecialFixed :: Point -> Freqs PlaceKind -> Area -> SpecialArea SpecialMerged :: SpecialArea -> Point -> SpecialArea -- | Divide uniformly a larger area into the given number of smaller areas -- overlapping at the edges. -- -- The list of fixed centers (some important points inside) of -- (non-overlapping) areas is given. Incorporate those, with as little -- disruption, as possible. Assume each of four boundaries of the cave -- are covered by a fixed centre. grid :: EnumMap Point (Freqs PlaceKind) -> [Point] -> Area -> (X, Y) -> ((X, Y), EnumMap Point SpecialArea) connectGrid' :: EnumSet Point -> (X, Y) -> EnumSet Point -> EnumSet Point -> [(Point, Point)] -> Rnd [(Point, Point)] -- | Sort the sequence of two points, in the derived lexicographic order. sortPoint :: (Point, Point) -> (Point, Point) -- | Create a corridor, either horizontal or vertical, with a possible -- intermediate part that is in the opposite direction. There might not -- always exist a good intermediate point if the places are allowed to be -- close together and then we let the intermediate part degenerate. mkCorridor :: HV -> Point -> Bool -> Point -> Bool -> Area -> Rnd Corridor borderPlace :: Area -> Fence -> (Area, Area, Bool) instance GHC.Classes.Eq Game.LambdaHack.Server.DungeonGen.AreaRnd.HV instance GHC.Show.Show Game.LambdaHack.Server.DungeonGen.AreaRnd.SpecialArea -- | Generation of places from place kinds. module Game.LambdaHack.Server.DungeonGen.Place -- | The parameters of a place. All are immutable and rolled and fixed at -- the time when a place is generated. data Place Place :: ContentId PlaceKind -> Area -> TileMapEM -> TileMapEM -> Place [qkind] :: Place -> ContentId PlaceKind [qarea] :: Place -> Area [qmap] :: Place -> TileMapEM [qfence] :: Place -> TileMapEM -- | The map of tile kinds in a place (and generally anywhere in a cave). -- The map is sparse. The default tile that eventually fills the empty -- spaces is specified in the cave kind specification with -- cdefTile. type TileMapEM = EnumMap Point (ContentId TileKind) -- | Given a few parameters, roll and construct a Place -- datastructure and fill a cave section acccording to it. buildPlace :: COps -> CaveKind -> Bool -> ContentId TileKind -> ContentId TileKind -> AbsDepth -> AbsDepth -> Word32 -> Area -> Maybe Area -> Freqs PlaceKind -> Rnd Place isChancePos :: Int -> Int -> Word32 -> Point -> Bool -- | Construct a fence around an area, with the given tile group. buildFenceRnd :: COps -> GroupName TileKind -> GroupName TileKind -> GroupName TileKind -> GroupName TileKind -> Area -> Rnd TileMapEM -- | For CAlternate tiling, require the place be comprised of an -- even number of whole corners, with exactly one square overlap between -- consecutive coners and no trimming. For other tiling methods, check -- that the area is large enough for tiling the corner twice in each -- direction, with a possible one row/column overlap. placeCheck :: Area -> PlaceKind -> Bool -- | Calculate interior room area according to fence type, based on the -- total area for the room and it's fence. This is used for checking if -- the room fits in the area, for digging up the place and the fence and -- for deciding if the room is dark or lit later in the dungeon -- generation process. interiorArea :: PlaceKind -> Area -> Maybe Area pover :: COps -> EnumMap Char (GroupName TileKind) -> Rnd (EnumMap Char (Maybe (Int, Int, ContentId TileKind), ContentId TileKind)) -- | Construct a fence around a place. buildFence :: COps -> CaveKind -> Bool -> ContentId TileKind -> ContentId TileKind -> Bool -> Fence -> Area -> Rnd TileMapEM -- | Construct a fence around an area, with the given tile kind. Corners -- have a different kind, e.g., to avoid putting doors there. buildFenceMap :: ContentId TileKind -> ContentId TileKind -> Area -> TileMapEM -- | Create a place by tiling patterns. tilePlace :: Area -> PlaceKind -> Rnd (EnumMap Point Char) instance GHC.Show.Show Game.LambdaHack.Server.DungeonGen.Place.Place -- | Generation of caves (not yet inhabited dungeon levels) from cave -- kinds. module Game.LambdaHack.Server.DungeonGen.Cave -- | The type of caves (not yet inhabited dungeon levels). data Cave Cave :: ContentId CaveKind -> Area -> TileMapEM -> EnumMap Point Place -> EnumMap Point PlaceEntry -> Bool -> Cave -- | the kind of the cave [dkind] :: Cave -> ContentId CaveKind -- | map area of the cave [darea] :: Cave -> Area -- | tile kinds in the cave [dmap] :: Cave -> TileMapEM -- | stair places indexed by their center [dstairs] :: Cave -> EnumMap Point Place -- | room entrances in the cave [dentry] :: Cave -> EnumMap Point PlaceEntry -- | whether the cave is dark [dnight] :: Cave -> Bool -- | Generate a cave using an algorithm inspired by the original Rogue, as -- follows (in gross simplification): -- -- buildCave :: COps -> AbsDepth -> AbsDepth -> Area -> Word32 -> ContentId CaveKind -> (X, Y) -> EnumMap Point SpecialArea -> [Point] -> Rnd Cave pickOpening :: COps -> CaveKind -> TileMapEM -> ContentId TileKind -> Word32 -> Point -> (ContentId TileKind, ContentId TileKind, ContentId PlaceKind) -> Rnd (ContentId TileKind) instance GHC.Show.Show Game.LambdaHack.Server.DungeonGen.Cave.Cave -- | DFOV (Digital Field of View) implemented according to specification at -- http://roguebasin.roguelikedevelopment.org/index.php?title=Digital_field_of_view_implementation. -- This fast version of the algorithm, based on PFOV, has AFAIK never -- been described nor implemented before. -- -- The map is processed in depth-first-search manner, that is, as soon as -- we detect on obstacle we move away from the viewer up to the FOV -- radius and then restart on the other side of the obstacle. This has -- better cache behaviour than breadth-firsts-search, where we would -- process all tiles equally distant from the viewer in the same round, -- because then we'd need to keep the many convex hulls and edges, not -- just a single set, and we'd potentially traverse all of them each -- round. module Game.LambdaHack.Server.FovDigital -- | Calculates the list of tiles visible from (0, 0) within the given -- sight range. scan :: Distance -> (PointI -> Bool) -> (Bump -> PointI) -> [PointI] -- | Rotated and translated coordinates of 2D points, so that the points -- fit in a single quadrant area (e, g., quadrant I for Permissive FOV, -- hence both coordinates positive; adjacent diagonal halves of quadrant -- I and II for Digital FOV, hence y positive). The special coordinates -- are written using the standard mathematical coordinate setup, where -- quadrant I, with x and y positive, is on the upper right. data Bump B :: Int -> Int -> Bump [bx] :: Bump -> Int [by] :: Bump -> Int -- | Distance from the (0, 0) point where FOV originates. type Distance = Int -- | Progress along an arc with a constant distance from (0, 0). type Progress = Int -- | Two strict orderings of lines with a common point. data LineOrdering -- | Straight line between points. data Line Line :: Bump -> Bump -> Line -- | Convex hull represented as a non-empty list of points. data ConvexHull ConvexHull :: Bump -> CHull -> ConvexHull data CHull CHNil :: CHull CHCons :: Bump -> CHull -> CHull -- | An edge (comprising of a line and a convex hull) of the area to be -- scanned. type Edge = (Line, ConvexHull) -- | The contiguous area left to be scanned, delimited by edges. type EdgeInterval = (Edge, Edge) -- | Specialized implementation for speed in the inner loop. Not partial. steepestInHull :: LineOrdering -> Bump -> ConvexHull -> Bump -- | Standard foldl' over CHull. foldlCHull' :: (a -> Bump -> a) -> a -> CHull -> a -- | Extends a convex hull of bumps with a new bump. The new bump makes -- some old bumps unnecessary, e.g. those that are joined with the new -- steep bump with lines that are not shallower than any newer lines in -- the hull. Removing such unnecessary bumps slightly speeds up -- computation of steepestInHull. -- -- Recursion in addToHullGo seems spurious, but it's called each -- time with potentially different comparison predicate, so it's -- necessary. addToHull :: LineOrdering -> Bump -> ConvexHull -> ConvexHull addToHullGo :: LineOrdering -> Bump -> CHull -> CHull -- | Create a line from two points. -- -- Debug: check if well-defined. createLine :: Bump -> Bump -> Line -- | Strictly compare steepness of lines (b1, bf) and (b2, -- bf), according to the LineOrdering given. This is -- related to comparing the slope (gradient, angle) of two lines, but -- simplified wrt signs to work fast in this particular setup. -- -- Debug: Verify that the results of 2 independent checks are equal. steepness :: LineOrdering -> Bump -> Bump -> Bump -> Bool -- | A pair (a, b) such that a divided by b is -- the X coordinate of the intersection of a given line and the -- horizontal line at distance d above the X axis. -- -- Derivation of the formula: The intersection point (xt, yt) -- satisfies the following equalities: -- --
--   yt = d
--   (yt - y) (xf - x) = (xt - x) (yf - y)
--   
-- -- hence -- --
--   (yt - y) (xf - x) = (xt - x) (yf - y)
--   (d - y) (xf - x) = (xt - x) (yf - y)
--   (d - y) (xf - x) + x (yf - y) = xt (yf - y)
--   xt = ((d - y) (xf - x) + x (yf - y)) / (yf - y)
--   
-- -- General remarks: The FOV agrees with physical properties of tiles as -- diamonds and visibility from any point to any point. A diamond is -- denoted by the left corner of it's encompassing tile. Hero is at (0, -- 0). Order of processing in the first quadrant rotated by 45 degrees is -- --
--   45678
--    123
--     @
--   
-- -- so the first processed diamond is at (-1, 1). The order is similar as -- for the restrictive shadow casting algorithm and reversed wrt PFOV. -- The fast moving line when scanning is called the shallow line, and -- it's the one that delimits the view from the left, while the steep -- line is on the right, opposite to PFOV. We start scanning from the -- left. -- -- The PointI (Enum representation of Point) -- coordinates are cartesian. The Bump coordinates are cartesian, -- translated so that the hero is at (0, 0) and rotated so that he always -- looks at the first (rotated 45 degrees) quadrant. The -- (Progress, Distance) cordinates coincide with the -- Bump coordinates, unlike in PFOV. -- -- Debug: check that the line fits in the upper half-plane. intersect :: Line -> Distance -> (Int, Int) -- | Debug functions for DFOV: -- -- Debug: calculate steepness for DFOV in another way and compare -- results. _debugSteeper :: LineOrdering -> Bump -> Bump -> Bump -> Bool -- | Debug: check if a view border line for DFOV is legal. _debugLine :: Line -> (Bool, String) instance GHC.Show.Show Game.LambdaHack.Server.FovDigital.Bump instance GHC.Show.Show Game.LambdaHack.Server.FovDigital.Line instance GHC.Show.Show Game.LambdaHack.Server.FovDigital.CHull instance GHC.Show.Show Game.LambdaHack.Server.FovDigital.ConvexHull -- | Field Of View scanning. -- -- See https://github.com/LambdaHack/LambdaHack/wiki/Fov-and-los -- for discussion. module Game.LambdaHack.Server.Fov data FovValid a FovValid :: a -> FovValid a FovInvalid :: FovValid a -- | Main perception validity map, for all factions. -- -- The inner type is not a set, due to an unbenchmarked theory that a -- constant shape map is faster. type PerValidFid = EnumMap FactionId (EnumMap LevelId Bool) -- | Visually reachable positions (light passes through them to the actor). -- They need to be intersected with lucid positions to obtain visible -- positions. newtype PerReachable PerReachable :: EnumSet Point -> PerReachable [preachable] :: PerReachable -> EnumSet Point data CacheBeforeLucid CacheBeforeLucid :: PerReachable -> PerVisible -> PerSmelled -> CacheBeforeLucid [creachable] :: CacheBeforeLucid -> PerReachable [cnocto] :: CacheBeforeLucid -> PerVisible [csmell] :: CacheBeforeLucid -> PerSmelled type PerActor = EnumMap ActorId (FovValid CacheBeforeLucid) data PerceptionCache PerceptionCache :: FovValid CacheBeforeLucid -> PerActor -> PerceptionCache [ptotal] :: PerceptionCache -> FovValid CacheBeforeLucid [perActor] :: PerceptionCache -> PerActor -- | Server cache of perceptions of a single faction, indexed by level -- identifier. type PerCacheLid = EnumMap LevelId PerceptionCache -- | Server cache of perceptions, indexed by faction identifier. type PerCacheFid = EnumMap FactionId PerCacheLid -- | Map from level positions that currently hold item or actor(s) with -- shine to the maximum of radiuses of the shining lights. -- -- Note that floor and (many projectile) actors light on a single tile -- should be additive for FovShine to be incrementally updated. -- -- FovShine should not even be kept in StateServer, -- because it's cheap to compute, compared to FovLucid and -- invalidated almost as often (not invalidated only by -- UpdAlterTile). newtype FovShine FovShine :: EnumMap Point Int -> FovShine [fovShine] :: FovShine -> EnumMap Point Int -- | Level positions with either ambient light or shining items or actors. newtype FovLucid FovLucid :: EnumSet Point -> FovLucid [fovLucid] :: FovLucid -> EnumSet Point type FovLucidLid = EnumMap LevelId (FovValid FovLucid) -- | Level positions that pass through light and vision. newtype FovClear FovClear :: Array Bool -> FovClear [fovClear] :: FovClear -> Array Bool type FovClearLid = EnumMap LevelId FovClear -- | Level positions with tiles that have ambient light. newtype FovLit FovLit :: EnumSet Point -> FovLit [fovLit] :: FovLit -> EnumSet Point type FovLitLid = EnumMap LevelId FovLit -- | Compute positions visible (reachable and seen) by the party. A -- position is lucid, if it's lit by an ambient light or by a weak, -- portable light source, e.g,, carried by an actor. A reachable and -- lucid position is visible. Additionally, positions directly adjacent -- to an actor are assumed to be visible to him (through sound, touch, -- noctovision, whatever). perceptionFromPTotal :: FactionId -> LevelId -> FovLucid -> CacheBeforeLucid -> State -> Perception perActorFromLevel :: PerActor -> (ActorId -> Actor) -> ActorMaxSkills -> FovClear -> PerActor boundSightByCalm :: Int -> Int64 -> Int totalFromPerActor :: PerActor -> CacheBeforeLucid -- | Update lights on the level. This is needed every (even enemy) actor -- move to show thrown torches. We need to update lights even if cmd -- doesn't change any perception, so that for next cmd that does, but -- doesn't change lights, and operates on the same level, the lights are -- up to date. We could make lights lazy to ensure no computation is -- wasted, but it's rare that cmd changed them, but not the perception -- (e.g., earthquake in an uninhabited corner of the active arena, but -- the we'd probably want some feedback, at least sound). lucidFromLevel :: FovClearLid -> FovLitLid -> State -> LevelId -> Level -> FovLucid -- | Calculate the perception and its caches for the whole dungeon. perFidInDungeon :: State -> (FovLitLid, FovClearLid, FovLucidLid, PerValidFid, PerCacheFid, PerFid) perceptionFromPTotalNoStash :: FovLucid -> CacheBeforeLucid -> Perception -- | Compute positions reachable by the actor. Reachable are all fields on -- a visually unblocked path from the actor position. Also compute -- positions seen by noctovision and perceived by smell. cacheBeforeLucidFromActor :: FovClear -> Actor -> Skills -> CacheBeforeLucid shineFromLevel :: State -> LevelId -> Level -> FovShine floorLightSources :: DiscoveryAspect -> Level -> [(Point, Int)] -- | Compute all dynamically lit positions on a level, whether lit by -- actors or shining floor items. Note that an actor can be blind, in -- which case he doesn't see his own light (but others, from his or other -- factions, possibly do). lucidFromItems :: FovClear -> [(Point, Int)] -> [FovLucid] litFromLevel :: COps -> Level -> FovLit litInDungeon :: State -> FovLitLid clearFromLevel :: COps -> Level -> FovClear clearInDungeon :: State -> FovClearLid lucidInDungeon :: FovClearLid -> FovLitLid -> State -> FovLucidLid -- | Calculate perception of a faction. perLidFromFaction :: FovLucidLid -> FovClearLid -> FactionId -> State -> (PerLid, PerCacheLid) perceptionCacheFromLevel :: FovClearLid -> FactionId -> LevelId -> State -> PerceptionCache type Matrix = (Int, Int, Int, Int) -- | Perform a full scan for a given position. Returns the positions that -- are currently in the field of view. The actor's own position is -- considred in his field of view. fullscan :: Int -> Point -> FovClear -> EnumSet Point instance GHC.Classes.Eq a => GHC.Classes.Eq (Game.LambdaHack.Server.Fov.FovValid a) instance GHC.Show.Show a => GHC.Show.Show (Game.LambdaHack.Server.Fov.FovValid a) instance GHC.Classes.Eq Game.LambdaHack.Server.Fov.PerReachable instance GHC.Show.Show Game.LambdaHack.Server.Fov.PerReachable instance GHC.Classes.Eq Game.LambdaHack.Server.Fov.CacheBeforeLucid instance GHC.Show.Show Game.LambdaHack.Server.Fov.CacheBeforeLucid instance GHC.Classes.Eq Game.LambdaHack.Server.Fov.PerceptionCache instance GHC.Show.Show Game.LambdaHack.Server.Fov.PerceptionCache instance GHC.Classes.Eq Game.LambdaHack.Server.Fov.FovShine instance GHC.Show.Show Game.LambdaHack.Server.Fov.FovShine instance GHC.Classes.Eq Game.LambdaHack.Server.Fov.FovLucid instance GHC.Show.Show Game.LambdaHack.Server.Fov.FovLucid instance GHC.Classes.Eq Game.LambdaHack.Server.Fov.FovClear instance GHC.Show.Show Game.LambdaHack.Server.Fov.FovClear instance GHC.Classes.Eq Game.LambdaHack.Server.Fov.FovLit instance GHC.Show.Show Game.LambdaHack.Server.Fov.FovLit -- | Creation of items on the server. Types and operations that don't -- involve server state nor our custom monads. module Game.LambdaHack.Server.ItemRev -- | 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 meaningful properties can be derived from them. -- Note: 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. data ItemKnown ItemKnown :: ItemIdentity -> AspectRecord -> Maybe FactionId -> ItemKnown data NewItem NewItem :: ItemKnown -> ItemFull -> ItemQuant -> NewItem NoNewItem :: NewItem -- | Reverse item map, for item creation, to keep items and item -- identifiers in bijection. type ItemRev = HashMap ItemKnown ItemId type UniqueSet = EnumSet (ContentId ItemKind) -- | Roll an item kind based on given Freqs and kind rarities newItemKind :: COps -> UniqueSet -> Freqs ItemKind -> AbsDepth -> AbsDepth -> Int -> Frequency (ContentId ItemKind, ItemKind) -- | Given item kind frequency, roll item kind, generate item aspects based -- on level and put together the full item data set. newItem :: COps -> Frequency (ContentId ItemKind, ItemKind) -> FlavourMap -> DiscoveryKindRev -> AbsDepth -> AbsDepth -> Rnd NewItem -- | 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. data DiscoveryKindRev emptyDiscoveryKindRev :: DiscoveryKindRev serverDiscos :: COps -> DiscoveryKindRev -> Rnd (DiscoveryKind, DiscoveryKindRev) -- | 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. data FlavourMap emptyFlavourMap :: FlavourMap -- | Randomly chooses flavour for all item kinds for this game. dungeonFlavourMap :: COps -> FlavourMap -> Rnd FlavourMap -- | Assigns flavours to item kinds. Assures no flavor is repeated for the -- same symbol, except for items with only one permitted flavour. rollFlavourMap :: Vector Word16 -> Rnd (EnumMap (ContentId ItemKind) Flavour, EnumMap (ContentSymbol ItemKind) (EnumSet Flavour)) -> ContentId ItemKind -> ItemKind -> Rnd (EnumMap (ContentId ItemKind) Flavour, EnumMap (ContentSymbol ItemKind) (EnumSet Flavour)) -- | Build an item with the given kind and aspects. buildItem :: COps -> AspectRecord -> FlavourMap -> DiscoveryKindRev -> ContentId ItemKind -> Item -- | Keep in a vector the information that is retained from playthrough to -- playthrough. The information being, e.g., ItemKindIx or -- Flavour. The information is morally indexed by ContentId -- ItemKind and its Enum instance fits in Word16. keepMetaGameInformation :: ContentData ItemKind -> Vector Word16 -> Vector Word16 instance GHC.Generics.Generic Game.LambdaHack.Server.ItemRev.ItemKnown instance GHC.Classes.Eq Game.LambdaHack.Server.ItemRev.ItemKnown instance GHC.Show.Show Game.LambdaHack.Server.ItemRev.ItemKnown instance Data.Binary.Class.Binary Game.LambdaHack.Server.ItemRev.DiscoveryKindRev instance GHC.Show.Show Game.LambdaHack.Server.ItemRev.DiscoveryKindRev instance Data.Binary.Class.Binary Game.LambdaHack.Server.ItemRev.FlavourMap instance GHC.Show.Show Game.LambdaHack.Server.ItemRev.FlavourMap instance Data.Binary.Class.Binary Game.LambdaHack.Server.ItemRev.ItemKnown instance Data.Hashable.Class.Hashable Game.LambdaHack.Server.ItemRev.ItemKnown -- | Server and client game state types and operations. module Game.LambdaHack.Server.ServerOptions -- | Options that affect the behaviour of the server (including game -- rules). data ServerOptions ServerOptions :: Bool -> Bool -> Bool -> Bool -> Bool -> Bool -> Maybe (GroupName ModeKind) -> Bool -> Bool -> Maybe SMGen -> Maybe SMGen -> Bool -> Challenge -> Bool -> String -> Bool -> Maybe Int -> Bool -> Bool -> ClientOptions -> ServerOptions [sknowMap] :: ServerOptions -> Bool [sknowEvents] :: ServerOptions -> Bool [sknowItems] :: ServerOptions -> Bool [sniff] :: ServerOptions -> Bool [sallClear] :: ServerOptions -> Bool [sboostRandomItem] :: ServerOptions -> Bool [sgameMode] :: ServerOptions -> Maybe (GroupName ModeKind) [sautomateAll] :: ServerOptions -> Bool [skeepAutomated] :: ServerOptions -> Bool [sdungeonRng] :: ServerOptions -> Maybe SMGen [smainRng] :: ServerOptions -> Maybe SMGen [snewGameSer] :: ServerOptions -> Bool [scurChalSer] :: ServerOptions -> Challenge [sdumpInitRngs] :: ServerOptions -> Bool [ssavePrefixSer] :: ServerOptions -> String [sdbgMsgSer] :: ServerOptions -> Bool [sassertExplored] :: ServerOptions -> Maybe Int [sshowItemSamples] :: ServerOptions -> Bool [sstopAfterGameOver] :: ServerOptions -> Bool [sclientOptions] :: ServerOptions -> ClientOptions data RNGs RNGs :: Maybe SMGen -> Maybe SMGen -> RNGs [dungeonRandomGenerator] :: RNGs -> Maybe SMGen [startingRandomGenerator] :: RNGs -> Maybe SMGen -- | Default value of server options. defServerOptions :: ServerOptions instance GHC.Show.Show Game.LambdaHack.Server.ServerOptions.ServerOptions instance GHC.Show.Show Game.LambdaHack.Server.ServerOptions.RNGs instance Data.Binary.Class.Binary Game.LambdaHack.Server.ServerOptions.RNGs instance Data.Binary.Class.Binary Game.LambdaHack.Server.ServerOptions.ServerOptions -- | The dungeon generation routine. It creates empty dungeons, without -- actors and without items, either lying on the floor or embedded inside -- tiles. module Game.LambdaHack.Server.DungeonGen -- | Freshly generated and not yet populated dungeon. data FreshDungeon FreshDungeon :: Dungeon -> AbsDepth -> FreshDungeon -- | maps for all levels [freshDungeon] :: FreshDungeon -> Dungeon -- | absolute dungeon depth [freshTotalDepth] :: FreshDungeon -> AbsDepth -- | Generate the dungeon for a new game. dungeonGen :: COps -> ServerOptions -> Caves -> Rnd FreshDungeon convertTileMaps :: COps -> Bool -> Rnd (ContentId TileKind) -> Maybe (Rnd (ContentId TileKind)) -> Area -> TileMapEM -> Rnd TileMap buildTileMap :: COps -> Cave -> Rnd TileMap anchorDown :: Y buildLevel :: COps -> ServerOptions -> LevelId -> ContentId CaveKind -> CaveKind -> Int -> Int -> AbsDepth -> [(Point, Text)] -> Rnd (Level, [(Point, Text)]) snapToStairList :: Int -> [Point] -> Point -> Either Point Point placeDownStairs :: Text -> Bool -> ServerOptions -> LevelId -> CaveKind -> Area -> [Point] -> [Point] -> Rnd (Maybe Point) levelFromCave :: COps -> Cave -> AbsDepth -> TileMap -> ([Point], [Point]) -> [Point] -> Level -- | Server and client game state types and operations. module Game.LambdaHack.Server.State -- | State with server-specific data, including a copy of each client's -- basic game state, but not the server's basic state. data StateServer StateServer :: ActorTime -> ActorTime -> ActorPushedBy -> GearOfTeams -> GearOfTeams -> EnumMap TeamContinuity Int -> FactionAnalytics -> ActorAnalytics -> GenerationAnalytics -> EnumSet ActorId -> DiscoveryKindRev -> UniqueSet -> ItemRev -> FlavourMap -> ActorId -> ItemId -> EnumMap LevelId Int -> IntMap Int -> () -> EnumMap FactionId State -> PerFid -> PerValidFid -> PerCacheFid -> FovLucidLid -> FovClearLid -> FovLitLid -> EnumSet LevelId -> Bool -> SMGen -> RNGs -> Bool -> Bool -> Bool -> ServerOptions -> ServerOptions -> StateServer -- | absolute times of actors next actions [sactorTime] :: StateServer -> ActorTime -- | and same for actors with trajectories [strajTime] :: StateServer -> ActorTime -- | culprits for actors with trajectories [strajPushedBy] :: StateServer -> ActorPushedBy -- | metagame persistent personal characteristics and favourite gear of -- each numbered continued team member [steamGear] :: StateServer -> GearOfTeams -- | gear preferences to be taken into account in the current game [steamGearCur] :: StateServer -> GearOfTeams -- | stores next continued team character identity index number in this -- game [stcounter] :: StateServer -> EnumMap TeamContinuity Int -- | various past events data for factions [sfactionAn] :: StateServer -> FactionAnalytics -- | various past events data for actors [sactorAn] :: StateServer -> ActorAnalytics -- | item creation statistics, by item lore [sgenerationAn] :: StateServer -> GenerationAnalytics -- | actors currently in time stasis, invulnerable to time warps until move [sactorStasis] :: StateServer -> EnumSet ActorId -- | reverse map, used for item creation [sdiscoKindRev] :: StateServer -> DiscoveryKindRev -- | already generated unique items [suniqueSet] :: StateServer -> UniqueSet -- | reverse id map, used for item creation [sitemRev] :: StateServer -> ItemRev -- | association of flavour to item kinds [sflavour] :: StateServer -> FlavourMap -- | stores next actor index [sacounter] :: StateServer -> ActorId -- | stores next item index [sicounter] :: StateServer -> ItemId -- | how many spawned so far on the level [snumSpawned] :: StateServer -> EnumMap LevelId Int -- | how many times such group spawned [sbandSpawned] :: StateServer -> IntMap Int [sundo] :: StateServer -> () -- | each faction state, as seen by clients [sclientStates] :: StateServer -> EnumMap FactionId State -- | perception of all factions [sperFid] :: StateServer -> PerFid -- | perception validity for all factions [sperValidFid] :: StateServer -> PerValidFid -- | perception cache of all factions [sperCacheFid] :: StateServer -> PerCacheFid -- | ambient or shining light positions [sfovLucidLid] :: StateServer -> FovLucidLid -- | clear tiles positions [sfovClearLid] :: StateServer -> FovClearLid -- | ambient light positions [sfovLitLid] :: StateServer -> FovLitLid -- | the set of active arenas [sarenas] :: StateServer -> EnumSet LevelId -- | whether active arenas valid [svalidArenas] :: StateServer -> Bool -- | current random generator [srandom] :: StateServer -> SMGen -- | initial random generators [srngs] :: StateServer -> RNGs -- | exit game loop after clip's end; usually no game save follows [sbreakLoop] :: StateServer -> Bool -- | exit game loop ASAP; usually with save [sbreakASAP] :: StateServer -> Bool -- | write savegame to file after loop exit [swriteSave] :: StateServer -> Bool -- | current commandline options [soptions] :: StateServer -> ServerOptions -- | options for the next game [soptionsNxt] :: StateServer -> ServerOptions -- | Position in time for each actor, grouped by level and by faction. type ActorTime = EnumMap FactionId (EnumMap LevelId (EnumMap ActorId Time)) -- | Record who last propelled a given actor with trajectory. type ActorPushedBy = EnumMap ActorId ActorId -- | Initial, empty game server state. emptyStateServer :: StateServer updateActorTime :: FactionId -> LevelId -> ActorId -> Time -> ActorTime -> ActorTime lookupActorTime :: FactionId -> LevelId -> ActorId -> ActorTime -> Maybe Time ageActor :: FactionId -> LevelId -> ActorId -> Delta Time -> ActorTime -> ActorTime -- | Per-team, per-actor metagame persistent favourite organs and gear. type GearOfTeams = EnumMap TeamContinuity (IntMap [(GroupName ItemKind, ContentId ItemKind)]) instance GHC.Show.Show Game.LambdaHack.Server.State.StateServer instance Data.Binary.Class.Binary Game.LambdaHack.Server.State.StateServer module Paths_LambdaHack version :: Version getBinDir :: IO FilePath getLibDir :: IO FilePath getDynLibDir :: IO FilePath getDataDir :: IO FilePath getLibexecDir :: IO FilePath getDataFileName :: FilePath -> IO FilePath getSysconfDir :: IO FilePath -- | Basic server monads and related operations. module Game.LambdaHack.Server.MonadServer class MonadStateRead m => MonadServer m getsServer :: MonadServer m => (StateServer -> a) -> m a modifyServer :: MonadServer m => (StateServer -> StateServer) -> m () chanSaveServer :: MonadServer m => m (ChanSave (State, StateServer)) liftIO :: MonadServer m => IO a -> m a -- | The monad for executing atomic game state transformations. class MonadServer m => MonadServerAtomic m -- | Execute an atomic command that changes the state on the server and on -- all clients that can notice it. execUpdAtomic :: MonadServerAtomic m => UpdAtomic -> m () -- | Execute an atomic command that changes the state on the server only. execUpdAtomicSer :: MonadServerAtomic m => UpdAtomic -> m Bool -- | Execute an atomic command that changes the state on the given single -- client only. execUpdAtomicFid :: MonadServerAtomic m => FactionId -> UpdAtomic -> m () -- | Execute an atomic command that changes the state on the given single -- client only. Catch AtomicFail and indicate if it was in fact -- raised. execUpdAtomicFidCatch :: MonadServerAtomic m => FactionId -> UpdAtomic -> m Bool -- | Execute an atomic command that only displays special effects. execSfxAtomic :: MonadServerAtomic m => SfxAtomic -> m () execSendPer :: MonadServerAtomic m => FactionId -> LevelId -> Perception -> Perception -> Perception -> m () getServer :: MonadServer m => m StateServer putServer :: MonadServer m => StateServer -> m () debugPossiblyPrint :: MonadServer m => Text -> m () debugPossiblyPrintAndExit :: MonadServer m => Text -> m () serverPrint :: MonadServer m => Text -> m () saveServer :: MonadServer m => m () -- | Dumps to stdout the RNG states from the start of the game. dumpRngs :: MonadServer m => RNGs -> m () -- | Read the high scores dictionary. Return the empty table if no file. restoreScore :: forall m. MonadServer m => COps -> m ScoreDict -- | Generate a new score, register it and save. registerScore :: MonadServer m => Status -> FactionId -> m () -- | Invoke pseudo-random computation with the generator kept in the state. rndToAction :: MonadServer m => Rnd a -> m a -- | Gets a random generator from the user-submitted options or, if not -- present, generates one. getSetGen :: MonadServer m => Maybe SMGen -> m SMGen -- | Server operations for items. module Game.LambdaHack.Server.ItemM registerItem :: MonadServerAtomic m => Bool -> ItemFullKit -> ItemKnown -> Container -> m ItemId moveStashIfNeeded :: MonadStateRead m => Container -> m [UpdAtomic] randomResetTimeout :: MonadServerAtomic m => Int -> ItemId -> ItemFull -> [ItemTimer] -> Container -> m () embedItemOnPos :: MonadServerAtomic m => LevelId -> Point -> ContentId TileKind -> m () prepareItemKind :: MonadServerAtomic m => Int -> AbsDepth -> Freqs ItemKind -> m (Frequency (ContentId ItemKind, ItemKind)) rollItemAspect :: MonadServerAtomic m => Frequency (ContentId ItemKind, ItemKind) -> AbsDepth -> m NewItem rollAndRegisterItem :: MonadServerAtomic m => Bool -> AbsDepth -> Frequency (ContentId ItemKind, ItemKind) -> Container -> Maybe Int -> m (Maybe (ItemId, ItemFullKit)) placeItemsInDungeon :: forall m. MonadServerAtomic m => EnumMap LevelId (EnumMap FactionId Point) -> m () embedItemsInDungeon :: MonadServerAtomic m => m () -- | Mapping over actor's items from a give store. mapActorCStore_ :: MonadServer m => CStore -> (ItemId -> ItemQuant -> m ()) -> Actor -> m () onlyRegisterItem :: MonadServerAtomic m => ItemKnown -> m ItemId computeRndTimeout :: Time -> ItemFull -> Rnd (Maybe ItemTimer) createCaveItem :: MonadServerAtomic m => Point -> LevelId -> m () createEmbedItem :: MonadServerAtomic m => LevelId -> Point -> GroupName ItemKind -> m () -- | Handle atomic commands on the server, after they are executed to -- change server State and before they are sent to clients. module Game.LambdaHack.Server.HandleAtomicM -- | Effect of atomic actions on server state is calculated with the global -- state from after the command is executed (except where the supplied -- oldState is used). cmdAtomicSemSer :: MonadServer m => State -> UpdAtomic -> m () validateFloor :: MonadServer m => ItemId -> LevelId -> m () validateFloorBag :: MonadServer m => ItemBag -> LevelId -> m () levelOfStash :: MonadStateRead m => ActorId -> m LevelId invalidateArenas :: MonadServer m => m () updateSclear :: MonadServer m => LevelId -> Point -> ContentId TileKind -> ContentId TileKind -> m Bool updateSlit :: MonadServer m => LevelId -> Point -> ContentId TileKind -> ContentId TileKind -> m Bool invalidateLucidLid :: MonadServer m => LevelId -> m () invalidateLucidAid :: MonadServer m => ActorId -> m () actorHasShine :: ActorMaxSkills -> ActorId -> Bool itemAffectsShineRadius :: DiscoveryAspect -> ItemId -> Bool itemAffectsPerRadius :: DiscoveryAspect -> ItemId -> Bool addPerActor :: MonadServer m => ActorId -> Actor -> m () addPerActorAny :: MonadServer m => ActorId -> Actor -> m () deletePerActor :: MonadServer m => ActorMaxSkills -> ActorId -> Actor -> m () deletePerActorAny :: MonadServer m => ActorId -> Actor -> m () invalidatePerActor :: MonadServer m => ActorId -> m () reconsiderPerActor :: MonadServer m => ActorId -> m () invalidatePerLid :: MonadServer m => LevelId -> m () -- | Debug output for requests and responses. module Game.LambdaHack.Server.DebugM debugResponse :: MonadServer m => FactionId -> Response -> m () debugRequestAI :: MonadServer m => ActorId -> m () debugRequestUI :: MonadServer m => ActorId -> m () debugShow :: Show a => a -> Text debugPretty :: MonadServer m => FactionId -> Text -> UpdAtomic -> m () debugPlain :: MonadServer m => FactionId -> Text -> UpdAtomic -> m () data DebugAid DebugAid :: Text -> ActorId -> FactionId -> LevelId -> Int64 -> Maybe Time -> Maybe Time -> Time -> DebugAid [label] :: DebugAid -> Text [aid] :: DebugAid -> ActorId [faction] :: DebugAid -> FactionId [lid] :: DebugAid -> LevelId [bHP] :: DebugAid -> Int64 [btime] :: DebugAid -> Maybe Time [btrTime] :: DebugAid -> Maybe Time [time] :: DebugAid -> Time debugAid :: MonadServer m => ActorId -> Text -> m Text instance GHC.Show.Show Game.LambdaHack.Server.DebugM.DebugAid -- | The server definitions for the server-client communication protocol. module Game.LambdaHack.Server.ProtocolM type CliSerQueue = MVar -- | Connection information for all factions, indexed by faction -- identifier. type ConnServerDict = EnumMap FactionId ChanServer -- | Connection channel between the server and a single client. data ChanServer ChanServer :: CliSerQueue Response -> CliSerQueue RequestAI -> Maybe (CliSerQueue RequestUI) -> ChanServer [responseS] :: ChanServer -> CliSerQueue Response [requestAIS] :: ChanServer -> CliSerQueue RequestAI [requestUIS] :: ChanServer -> Maybe (CliSerQueue RequestUI) -- | The server monad with the ability to communicate with clients. class MonadServer m => MonadServerComm m getsDict :: MonadServerComm m => (ConnServerDict -> a) -> m a modifyDict :: MonadServerComm m => (ConnServerDict -> ConnServerDict) -> m () liftIO :: MonadServerComm m => IO a -> m a putDict :: MonadServerComm m => ConnServerDict -> m () -- | If the AtomicFail conditions hold, send a command to client, -- otherwise do nothing. sendUpdate :: (MonadServerAtomic m, MonadServerComm m) => FactionId -> UpdAtomic -> m () -- | Send a command to client, crashing if the AtomicFail -- conditions don't hold when executed on the client's state. sendUpdateCheck :: (MonadServerAtomic m, MonadServerComm m) => FactionId -> UpdAtomic -> m () sendUpdNoState :: MonadServerComm m => FactionId -> UpdAtomic -> m () sendSfx :: MonadServerComm m => FactionId -> SfxAtomic -> m () sendQueryAI :: MonadServerComm m => FactionId -> ActorId -> m RequestAI sendQueryUI :: (MonadServerAtomic m, MonadServerComm m) => Response -> FactionId -> ActorId -> m RequestUI killAllClients :: (MonadServerAtomic m, MonadServerComm m) => m () childrenServer :: MVar [Async ()] -- | Update connections to the new definition of factions. Connect to -- clients in old or newly spawned threads that read and write directly -- to the channels. updateConn :: (MonadServerAtomic m, MonadServerComm m) => (Bool -> FactionId -> ChanServer -> IO ()) -> m () tryRestore :: MonadServerComm m => m (Maybe (State, StateServer)) writeQueue :: MonadServerComm m => Response -> CliSerQueue Response -> m () readQueueAI :: MonadServerComm m => CliSerQueue RequestAI -> m RequestAI readQueueUI :: MonadServerComm m => CliSerQueue RequestUI -> m RequestUI newQueue :: IO (CliSerQueue a) -- | Server operations common to many modules. module Game.LambdaHack.Server.CommonM revealAll :: MonadServerAtomic m => FactionId -> m () -- | Generate the atomic updates that jointly perform a given item move. generalMoveItem :: MonadStateRead m => Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic] deduceQuits :: MonadServerAtomic m => FactionId -> Status -> m () -- | Save game on server and all clients. writeSaveAll :: MonadServerAtomic m => Bool -> Bool -> m () verifyCaches :: MonadServer m => m () deduceKilled :: MonadServerAtomic m => ActorId -> m () electLeader :: MonadServerAtomic m => FactionId -> LevelId -> ActorId -> m () setFreshLeader :: MonadServerAtomic m => FactionId -> ActorId -> m () updatePer :: MonadServerAtomic m => FactionId -> LevelId -> m () projectFail :: MonadServerAtomic m => ActorId -> ActorId -> Point -> Point -> Int -> Bool -> ItemId -> CStore -> Bool -> m (Maybe ReqFailure) addActorFromGroup :: MonadServerAtomic m => GroupName ItemKind -> FactionId -> Point -> LevelId -> Time -> m (Maybe ActorId) registerActor :: MonadServerAtomic m => Bool -> ItemKnown -> ItemFullKit -> FactionId -> Point -> LevelId -> Time -> m ActorId discoverIfMinorEffects :: MonadServerAtomic m => Container -> ItemId -> ContentId ItemKind -> m () pickWeaponServer :: MonadServer m => ActorId -> m (Maybe (ItemId, CStore)) currentSkillsServer :: MonadServer m => ActorId -> m Skills allGroupItems :: MonadServerAtomic m => CStore -> GroupName ItemKind -> ActorId -> m [(ItemId, ItemQuant)] addCondition :: MonadServerAtomic m => Bool -> GroupName ItemKind -> ActorId -> m () removeConditionSingle :: MonadServerAtomic m => GroupName ItemKind -> ActorId -> m Int addSleep :: MonadServerAtomic m => ActorId -> m () removeSleepSingle :: MonadServerAtomic m => ActorId -> m () addKillToAnalytics :: MonadServerAtomic m => ActorId -> KillHow -> FactionId -> ItemId -> m () revealItems :: MonadServerAtomic m => FactionId -> m () revealPerceptionLid :: MonadServerAtomic m => FactionId -> (LevelId, Level) -> m () containerMoveItem :: MonadStateRead m => Bool -> ItemId -> Int -> Container -> Container -> m [UpdAtomic] quitF :: MonadServerAtomic m => Status -> FactionId -> m () -- | Tell whether a faction that we know is still in game, keeps arena. -- Keeping arena means, if the faction is still in game, it always has a -- leader in the dungeon somewhere. So, leaderless factions and spawner -- factions do not keep an arena, even though the latter usually has a -- leader for most of the game. keepArenaFact :: Faction -> Bool anyActorsAlive :: MonadServer m => FactionId -> ActorId -> m Bool updatePerFromNew :: MonadServerAtomic m => FactionId -> LevelId -> Perception -> m () recomputeCachePer :: MonadServer m => FactionId -> LevelId -> m Perception projectBla :: MonadServerAtomic m => ActorId -> ActorId -> Point -> [Point] -> ItemId -> CStore -> Bool -> m () addProjectile :: MonadServerAtomic m => ActorId -> Point -> [Point] -> ItemId -> ItemQuant -> LevelId -> FactionId -> Time -> m () addNonProjectile :: MonadServerAtomic m => Bool -> ItemId -> ItemFullKit -> FactionId -> Point -> LevelId -> Time -> m ActorId addActorIid :: MonadServerAtomic m => ItemId -> ItemFull -> Bool -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> m ActorId getCacheLucid :: MonadServer m => LevelId -> m FovLucid getCacheTotal :: MonadServer m => FactionId -> LevelId -> m CacheBeforeLucid -- | Operations for starting and restarting the game. module Game.LambdaHack.Server.StartM initPer :: MonadServer m => m () reinitGame :: MonadServerAtomic m => FactionDict -> m () gameReset :: MonadServer m => ServerOptions -> Maybe (GroupName ModeKind) -> Maybe SMGen -> m State -- | Apply options that don't need a new game. applyDebug :: MonadServer m => m () sampleTrunks :: MonadServerAtomic m => Dungeon -> m GenerationAnalytics sampleItems :: MonadServerAtomic m => Dungeon -> m GenerationAnalytics mapFromFuns :: Ord b => [a] -> [a -> b] -> Map b a resetFactions :: FactionDict -> ContentId ModeKind -> Int -> AbsDepth -> Roster -> Rnd FactionDict populateDungeon :: forall m. MonadServerAtomic m => m () -- | Find starting postions for all factions. Try to make them distant from -- each other. Place as many of the factions, as possible, over stairs. -- Place the first faction(s) over escape(s) (we assume they are -- guardians of the escapes). This implies the inital factions (if any) -- start far from escapes. findEntryPoss :: COps -> Level -> Int -> Rnd [Point] -- | Server operations performed periodically in the game loop and related -- operations. module Game.LambdaHack.Server.PeriodicM -- | Spawn, possibly, a monster according to the level's actor groups. We -- assume heroes are never spawned. spawnMonster :: MonadServerAtomic m => m () addManyActors :: MonadServerAtomic m => Bool -> Int -> Freqs ItemKind -> LevelId -> Time -> Maybe Point -> Int -> m Bool -- | Advance the move time for the given actor. advanceTime :: MonadServerAtomic m => ActorId -> Int -> Bool -> m () -- | Advance the trajectory following time for the given actor. advanceTimeTraj :: MonadServerAtomic m => ActorId -> m () -- | Add communication overhead time delta to all non-projectile, non-dying -- faction's actors, except the leader. Effectively, this limits moves of -- a faction on a level to 10, regardless of the number of actors and -- their speeds. To avoid animals suddenly acting extremely sluggish -- whenever monster's leader visits a distant arena that has a crowd of -- animals, overhead applies only to actors on the same level. Since the -- number of active levels is limited, this bounds the total moves per -- turn of each faction as well. -- -- Leader is immune from overhead and so he is faster than other faction -- members and of equal speed to leaders of other factions (of equal base -- speed) regardless how numerous the faction is. Thanks to this, there -- is no problem with leader of a numerous faction having very long UI -- turns, introducing UI lag. overheadActorTime :: MonadServerAtomic m => FactionId -> LevelId -> m () -- | Swap the relative move times of two actors (e.g., when switching a UI -- leader). Notice that their trajectory move times are not swapped. swapTime :: MonadServerAtomic m => ActorId -> ActorId -> m () updateCalm :: MonadServerAtomic m => ActorId -> Int64 -> m () leadLevelSwitch :: MonadServerAtomic m => m () -- | Continue or exit or restart the game. endOrLoop :: (MonadServerAtomic m, MonadServerComm m) => m () -> (Maybe (GroupName ModeKind) -> m ()) -> m () addAnyActor :: MonadServerAtomic m => Bool -> Int -> Freqs ItemKind -> LevelId -> Time -> Maybe Point -> m (Maybe (ActorId, Point)) rollSpawnPos :: COps -> EnumSet Point -> Bool -> Bool -> LevelId -> Level -> FactionId -> State -> Rnd (Maybe Point) gameExit :: (MonadServerAtomic m, MonadServerComm m) => m () -- | Handle effects. They are most often caused by requests sent by clients -- but sometimes also caused by projectiles or periodically activated -- items. module Game.LambdaHack.Server.HandleEffectM data UseResult UseDud :: UseResult UseId :: UseResult UseUp :: UseResult data EffToUse EffBare :: EffToUse EffBareAndOnCombine :: EffToUse EffOnCombine :: EffToUse data EffApplyFlags EffApplyFlags :: EffToUse -> Bool -> Bool -> Bool -> ActivationFlag -> Bool -> EffApplyFlags [effToUse] :: EffApplyFlags -> EffToUse [effVoluntary] :: EffApplyFlags -> Bool [effUseAllCopies] :: EffApplyFlags -> Bool [effKineticPerformed] :: EffApplyFlags -> Bool [effActivation] :: EffApplyFlags -> ActivationFlag [effMayDestroy] :: EffApplyFlags -> Bool applyItem :: MonadServerAtomic m => ActorId -> ItemId -> CStore -> m () cutCalm :: MonadServerAtomic m => ActorId -> m () kineticEffectAndDestroy :: MonadServerAtomic m => EffApplyFlags -> ActorId -> ActorId -> ActorId -> ItemId -> Container -> m UseResult effectAndDestroyAndAddKill :: MonadServerAtomic m => EffApplyFlags -> ActorId -> ActorId -> ActorId -> ItemId -> Container -> ItemFull -> m UseResult itemEffectEmbedded :: MonadServerAtomic m => EffToUse -> Bool -> ActorId -> LevelId -> Point -> ItemId -> m UseResult highestImpression :: MonadServerAtomic m => Actor -> m (Maybe (FactionId, Int)) dominateFidSfx :: MonadServerAtomic m => ActorId -> ActorId -> ItemId -> FactionId -> m Bool -- | Drop all actor's equipped items. dropAllEquippedItems :: MonadServerAtomic m => ActorId -> Actor -> m () pickDroppable :: MonadStateRead m => Bool -> ActorId -> Actor -> m Container consumeItems :: MonadServerAtomic m => ActorId -> EnumMap CStore ItemBag -> [(CStore, (ItemId, ItemFull))] -> m () -- | Drop a single actor's item (though possibly multiple copies). Note -- that if there are multiple copies, at most one explodes to avoid -- excessive carnage and UI clutter (let's say, the multiple explosions -- interfere with each other or perhaps larger quantities of explosives -- tend to be packaged more safely). Note also that OnSmash -- effects are activated even if item discharged. dropCStoreItem :: MonadServerAtomic m => Bool -> Bool -> CStore -> ActorId -> Actor -> Int -> ItemId -> ItemQuant -> m UseResult applyKineticDamage :: MonadServerAtomic m => ActorId -> ActorId -> ItemId -> m Bool refillHP :: MonadServerAtomic m => ActorId -> ActorId -> Int64 -> m () effectAndDestroy :: MonadServerAtomic m => EffApplyFlags -> ActorId -> ActorId -> ItemId -> Container -> ItemFull -> m UseResult imperishableKit :: ActivationFlag -> ItemFull -> Bool -- | The source actor affects the target actor, with a given item. If any -- of the effects fires up, the item gets identified. Even using raw -- damage (beating the enemy with the magic wand, for example) identifies -- the item. This means a costly UpdDiscover is processed for -- each random timeout weapon hit and for most projectiles, but at least -- not for most explosion particles nor plain organs. And if not needed, -- the UpdDiscover are eventually not sent to clients. So, enemy -- missiles that hit us are no longer mysterious until picked up, which -- is for the better, because the client knows their charging status and -- so can generate accurate messages in the case when not recharged. This -- also means that thrown consumables in flasks sturdy enough to cause -- damage are always identified at hit, even if no effect activated. So -- throwing them at foes is a better identification method than applying. -- -- Note that if we activate a durable non-passive item, e.g., a spiked -- shield, from the ground, it will get identified, which is perfectly -- fine, until we want to add sticky armor that can't be easily taken off -- (and, e.g., has some maluses). itemEffectDisco :: MonadServerAtomic m => EffApplyFlags -> ActorId -> ActorId -> ItemId -> ContentId ItemKind -> ItemKind -> Container -> [Effect] -> m UseResult -- | Source actor affects target actor, with a given effect and it -- strength. Both actors are on the current level and can be the same -- actor. The item may or may not still be in the container. effectSem :: MonadServerAtomic m => EffApplyFlags -> ActorId -> ActorId -> ItemId -> Container -> Effect -> m UseResult effectBurn :: MonadServerAtomic m => Dice -> ActorId -> ActorId -> ItemId -> m UseResult effectExplode :: MonadServerAtomic m => m () -> GroupName ItemKind -> ActorId -> ActorId -> Container -> m UseResult effectRefillHP :: MonadServerAtomic m => Int -> ActorId -> ActorId -> ItemId -> m UseResult effectRefillCalm :: MonadServerAtomic m => m () -> Int -> ActorId -> ActorId -> m UseResult effectDominate :: MonadServerAtomic m => ActorId -> ActorId -> ItemId -> m UseResult dominateFid :: MonadServerAtomic m => FactionId -> ActorId -> ActorId -> m () effectImpress :: MonadServerAtomic m => (Effect -> m UseResult) -> m () -> ActorId -> ActorId -> m UseResult effectPutToSleep :: MonadServerAtomic m => m () -> ActorId -> m UseResult effectYell :: MonadServerAtomic m => m () -> ActorId -> m UseResult effectSummon :: MonadServerAtomic m => GroupName ItemKind -> Dice -> ItemId -> ActorId -> ActorId -> ActivationFlag -> m UseResult effectAscend :: MonadServerAtomic m => (Effect -> m UseResult) -> m () -> Bool -> ActorId -> ActorId -> Container -> m UseResult findStairExit :: MonadStateRead m => FactionId -> Bool -> LevelId -> Point -> m Point switchLevels1 :: MonadServerAtomic m => (ActorId, Actor) -> m (Maybe ActorId) switchLevels2 :: MonadServerAtomic m => LevelId -> Point -> (ActorId, Actor) -> Maybe Time -> Maybe Time -> Maybe ActorId -> m () -- | The faction leaves the dungeon. effectEscape :: MonadServerAtomic m => m () -> ActorId -> ActorId -> m UseResult -- | Advance target actor time by this many time clips. Not by actor moves, -- to hurt fast actors more. effectParalyze :: MonadServerAtomic m => m () -> Dice -> ActorId -> ActorId -> m UseResult paralyze :: MonadServerAtomic m => m () -> Dice -> ActorId -> ActorId -> m UseResult -- | Advance target actor time by this many time clips. Not by actor moves, -- to hurt fast actors more. Due to water, so resistable. effectParalyzeInWater :: MonadServerAtomic m => m () -> Dice -> ActorId -> ActorId -> m UseResult -- | Give target actor the given number of tenths of extra move. Don't give -- an absolute amount of time units, to benefit slow actors more. effectInsertMove :: MonadServerAtomic m => m () -> Dice -> ActorId -> ActorId -> m UseResult -- | Teleport the target actor. Note that projectiles can be teleported, -- too, for extra fun. effectTeleport :: MonadServerAtomic m => m () -> Dice -> ActorId -> ActorId -> m UseResult effectCreateItem :: MonadServerAtomic m => Maybe FactionId -> Maybe Int -> ActorId -> ActorId -> Maybe ItemId -> CStore -> GroupName ItemKind -> TimerDice -> m UseResult -- | Make the target actor destroy items in a store from the given group. -- The item that caused the effect itself is *not* immune, because often -- the item needs to destroy itself, e.g., to model wear and tear. In -- such a case, the item may need to be identified, in a container, when -- it no longer exists, at least in the container. This is OK. Durable -- items are not immune, unlike the tools in ConsumeItems. effectDestroyItem :: MonadServerAtomic m => m () -> Int -> Int -> CStore -> ActorId -> GroupName ItemKind -> m UseResult -- | Make the target actor drop items in a store from the given group. The -- item that caused the effect itself is immune (any copies). effectDropItem :: MonadServerAtomic m => m () -> ItemId -> Int -> Int -> CStore -> GroupName ItemKind -> ActorId -> m UseResult -- | Make the target actor destroy the given items, if all present, or none -- at all, if any is missing. To be used in crafting. The item that -- caused the effect itself is not considered (any copies). effectConsumeItems :: MonadServerAtomic m => m () -> ItemId -> ActorId -> [(Int, GroupName ItemKind)] -> [(Int, GroupName ItemKind)] -> m UseResult effectRecharge :: forall m. MonadServerAtomic m => Bool -> m () -> ItemId -> Int -> Dice -> ActorId -> m UseResult effectPolyItem :: MonadServerAtomic m => m () -> ItemId -> ActorId -> m UseResult effectRerollItem :: forall m. MonadServerAtomic m => m () -> ItemId -> ActorId -> m UseResult effectDupItem :: MonadServerAtomic m => m () -> ItemId -> ActorId -> m UseResult effectIdentify :: MonadServerAtomic m => m () -> ItemId -> ActorId -> m UseResult identifyIid :: MonadServerAtomic m => ItemId -> Container -> ContentId ItemKind -> ItemKind -> m () effectDetect :: MonadServerAtomic m => m () -> DetectKind -> Int -> ActorId -> Container -> m UseResult effectDetectX :: MonadServerAtomic m => DetectKind -> (Point -> Bool) -> ([Point] -> m Bool) -> m () -> Int -> ActorId -> m UseResult -- | Send the target actor flying like a projectile. If the actors are -- adjacent, the vector is directed outwards, if no, inwards, if it's the -- same actor, boldpos is used, if it can't, a random outward vector of -- length 10 is picked. effectSendFlying :: MonadServerAtomic m => m () -> ThrowMod -> ActorId -> ActorId -> Container -> Maybe Bool -> m UseResult sendFlyingVector :: MonadServerAtomic m => ActorId -> ActorId -> Container -> Maybe Bool -> m Vector effectApplyPerfume :: MonadServerAtomic m => m () -> ActorId -> m UseResult effectAtMostOneOf :: MonadServerAtomic m => (Effect -> m UseResult) -> [Effect] -> m UseResult effectOneOf :: MonadServerAtomic m => (Effect -> m UseResult) -> [Effect] -> m UseResult effectAndEffect :: forall m. MonadServerAtomic m => (Effect -> m UseResult) -> ActorId -> Effect -> Effect -> m UseResult effectAndEffectSem :: forall m. MonadServerAtomic m => (Effect -> m UseResult) -> Effect -> Effect -> m UseResult effectOrEffect :: forall m. MonadServerAtomic m => (Effect -> m UseResult) -> FactionId -> Effect -> Effect -> m UseResult effectSeqEffect :: forall m. MonadServerAtomic m => (Effect -> m UseResult) -> [Effect] -> m UseResult effectWhen :: forall m. MonadServerAtomic m => (Effect -> m UseResult) -> ActorId -> Condition -> Effect -> ActivationFlag -> m UseResult effectUnless :: forall m. MonadServerAtomic m => (Effect -> m UseResult) -> ActorId -> Condition -> Effect -> ActivationFlag -> m UseResult effectIfThenElse :: forall m. MonadServerAtomic m => (Effect -> m UseResult) -> ActorId -> Condition -> Effect -> Effect -> ActivationFlag -> m UseResult effectVerbNoLonger :: MonadServerAtomic m => Bool -> m () -> ActorId -> m UseResult effectVerbMsg :: MonadServerAtomic m => m () -> ActorId -> m UseResult effectVerbMsgFail :: MonadServerAtomic m => m () -> ActorId -> m UseResult instance GHC.Classes.Ord Game.LambdaHack.Server.HandleEffectM.UseResult instance GHC.Classes.Eq Game.LambdaHack.Server.HandleEffectM.UseResult instance GHC.Classes.Eq Game.LambdaHack.Server.HandleEffectM.EffToUse -- | Semantics of requests . A couple of them do not take time, the rest -- does. Note that since the results are atomic commands, which are -- executed only later (on the server and some of the clients), all -- condition are checkd by the semantic functions in the context of the -- state before the server command. Even if one or more atomic actions -- are already issued by the point an expression is evaluated, they do -- not influence the outcome of the evaluation. module Game.LambdaHack.Server.HandleRequestM -- | The semantics of server commands. AI always takes time and so doesn't -- loop. handleRequestAI :: MonadServerAtomic m => ReqAI -> m (Maybe RequestTimed) -- | The semantics of server commands. Only the first two cases affect -- time. handleRequestUI :: MonadServerAtomic m => FactionId -> ActorId -> ReqUI -> m (Maybe RequestTimed) handleRequestTimed :: MonadServerAtomic m => FactionId -> ActorId -> RequestTimed -> m Bool switchLeader :: MonadServerAtomic m => FactionId -> ActorId -> m () reqMoveGeneric :: MonadServerAtomic m => Bool -> Bool -> ActorId -> Vector -> m () reqDisplaceGeneric :: MonadServerAtomic m => Bool -> ActorId -> ActorId -> m () reqAlterFail :: forall m. MonadServerAtomic m => Bool -> EffToUse -> Bool -> ActorId -> Point -> m (Maybe ReqFailure) reqGameDropAndExit :: MonadServerAtomic m => ActorId -> m () reqGameSaveAndExit :: MonadServerAtomic m => ActorId -> m () execFailure :: MonadServerAtomic m => ActorId -> RequestTimed -> ReqFailure -> m () checkWaiting :: RequestTimed -> Maybe Bool -- | This is a shorthand. Instead of setting bwatch in -- ReqWait and unsetting in all other requests, we call this -- once after executing a request. In game state, we collect the number -- of server requests pertaining to the actor (the number of actor's -- "moves"), through which the actor was waiting. processWatchfulness :: MonadServerAtomic m => Maybe Bool -> ActorId -> m () affectStash :: MonadServerAtomic m => Actor -> m () -- | Clear deltas for Calm and HP for proper UI display and AI hints. managePerRequest :: MonadServerAtomic m => ActorId -> m () handleRequestTimedCases :: MonadServerAtomic m => ActorId -> RequestTimed -> m () -- | Add a smell trace for the actor to the level. If smell already there -- and the actor can smell, remove smell. Projectiles are ignored. As -- long as an actor can smell, he doesn't leave any smell ever. Smell -- trace is never left in water tiles. affectSmell :: MonadServerAtomic m => ActorId -> m () -- | Actor moves or attacks or alters by bumping. Note that client may not -- be able to see an invisible monster so it's the server that determines -- if melee took place, etc. Also, only the server is authorized to check -- if a move is legal and it needs full context for that, e.g., the -- initial actor position to check if melee attack does not try to reach -- to a distant tile. reqMove :: MonadServerAtomic m => ActorId -> Vector -> m () -- | Resolves the result of an actor moving into another. Actors on -- unwalkable positions can be attacked without any restrictions. For -- instance, an actor embedded in a wall can be attacked from an adjacent -- position. This function is analogous to projectGroupItem, but for -- melee and not using up the weapon. No problem if there are many -- projectiles at the spot. We just attack the one specified. reqMelee :: MonadServerAtomic m => ActorId -> ActorId -> ItemId -> CStore -> m () reqMeleeChecked :: forall m. MonadServerAtomic m => Bool -> ActorId -> ActorId -> ItemId -> CStore -> m () -- | Actor tries to swap positions with another. reqDisplace :: MonadServerAtomic m => ActorId -> ActorId -> m () -- | Search and/or alter the tile. reqAlter :: MonadServerAtomic m => ActorId -> Point -> m () -- | Do nothing. Wait skill 1 required. Bracing requires 2, sleep 3, -- lurking 4. -- -- Something is sometimes done in processWatchfulness. reqWait :: MonadServerAtomic m => ActorId -> m () -- | Do nothing. -- -- Something is sometimes done in processWatchfulness. reqWait10 :: MonadServerAtomic m => ActorId -> m () -- | Yellyawnstretch/taunt. Wakes up (gradually) from sleep. Causes -- noise heard by enemies on the level even if out of their hearing -- range. -- -- Governed by the waiting skill (because everyone is supposed to have -- it). unlike ReqWait, induces overhead. -- -- This is similar to the effect Yell, but always voluntary. reqYell :: MonadServerAtomic m => ActorId -> m () reqMoveItems :: MonadServerAtomic m => ActorId -> [(ItemId, Int, CStore, CStore)] -> m () reqMoveItem :: MonadServerAtomic m => Bool -> ActorId -> Bool -> (ItemId, Int, CStore, CStore) -> m () reqProject :: MonadServerAtomic m => ActorId -> Point -> Int -> ItemId -> CStore -> m () reqApply :: MonadServerAtomic m => ActorId -> ItemId -> CStore -> m () reqGameRestart :: MonadServerAtomic m => ActorId -> GroupName ModeKind -> Challenge -> m () reqGameSave :: MonadServer m => m () reqDoctrine :: MonadServerAtomic m => FactionId -> Doctrine -> m () reqAutomate :: MonadServerAtomic m => FactionId -> m () -- | The main loop of the server, processing human and computer player -- moves turn by turn. module Game.LambdaHack.Server.LoopM -- | Start a game session, including the clients, and then loop, -- communicating with the clients. -- -- The loop is started in server state that is empty, see -- emptyStateServer. loopSer :: (MonadServerAtomic m, MonadServerComm m) => ServerOptions -> (Bool -> FactionId -> ChanServer -> IO ()) -> m () factionArena :: MonadStateRead m => Faction -> m (Maybe LevelId) arenasForLoop :: MonadStateRead m => m (EnumSet LevelId) handleFidUpd :: forall m. (MonadServerAtomic m, MonadServerComm m) => (FactionId -> m ()) -> FactionId -> Faction -> m () -- | Handle a clip (the smallest fraction of a game turn for which a frame -- may potentially be generated). Run the leader and other actors moves. -- Eventually advance the time and repeat. loopUpd :: forall m. (MonadServerAtomic m, MonadServerComm m) => m () -> m () -- | Handle the end of every clip. Do whatever has to be done every fixed -- number of clips, e.g., monster generation. Advance time. Perform -- periodic saves, if applicable. -- -- This is never run if UI requested save or exit or restart and it's -- correct, because we know nobody moved and no time was or needs to be -- advanced and arenas are not changed. After game was saved and exited, -- on game resume the first clip is performed with empty arenas, so arena -- time is not updated and nobody moves, nor anything happens, but arenas -- are here correctly updated. endClip :: forall m. MonadServerAtomic m => (FactionId -> m ()) -> m () -- | Check if the given actor is dominated and update his calm. manageCalmAndDomination :: MonadServerAtomic m => ActorId -> Actor -> m () -- | Trigger periodic items for all actors on the given level. applyPeriodicLevel :: MonadServerAtomic m => m () handleTrajectories :: MonadServerAtomic m => LevelId -> FactionId -> m () hTrajectories :: MonadServerAtomic m => ActorId -> m () -- | Manage trajectory of a projectile or a pushed other actor. -- -- Colliding with a wall or actor doesn't take time, because the -- projectile does not move (the move is blocked). Not advancing time -- forces dead projectiles to be destroyed ASAP. Otherwise, with some -- timings, it can stay on the game map dead, blocking path of -- human-controlled actors and alarming the hapless human. advanceTrajectory :: MonadServerAtomic m => ActorId -> Actor -> m () handleActors :: (MonadServerAtomic m, MonadServerComm m) => LevelId -> FactionId -> m Bool hActors :: forall m. (MonadServerAtomic m, MonadServerComm m) => [ActorId] -> m Bool handleUIunderAI :: (MonadServerAtomic m, MonadServerComm m) => FactionId -> ActorId -> m () dieSer :: MonadServerAtomic m => ActorId -> Actor -> m () restartGame :: MonadServerAtomic m => m () -> m () -> Maybe (GroupName ModeKind) -> m () -- | Sending atomic commands to clients and executing them on the server. -- -- See -- https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture. module Game.LambdaHack.Server.BroadcastAtomic -- | Send an atomic action to all clients that can see it. handleAndBroadcast :: (MonadServerAtomic m, MonadServerComm m) => PosAtomic -> [UpdAtomic] -> CmdAtomic -> m () sendPer :: (MonadServerAtomic m, MonadServerComm m) => FactionId -> LevelId -> Perception -> Perception -> Perception -> m () handleCmdAtomicServer :: MonadServerAtomic m => UpdAtomic -> m (PosAtomic, [UpdAtomic], Bool) cmdItemsFromIids :: [ItemId] -> State -> State -> [UpdAtomic] -- | Messages for some unseen atomic commands. hearUpdAtomic :: MonadStateRead m => UpdAtomic -> m (Bool, Maybe Point) -- | Messages for some unseen sfx. hearSfxAtomic :: MonadServer m => SfxAtomic -> m (Maybe (HearMsg, Bool, Point)) filterHear :: MonadStateRead m => Point -> [(ActorId, Actor)] -> m [ActorId] atomicForget :: FactionId -> LevelId -> Perception -> State -> [UpdAtomic] atomicRemember :: LevelId -> Perception -> State -> State -> [UpdAtomic] -- | Parsing of commandline arguments. module Game.LambdaHack.Server.Commandline -- | Parser for server options from commandline arguments. serverOptionsPI :: ParserInfo ServerOptions serverOptionsP :: Parser ServerOptions -- | Semantics of requests that are sent by clients to the server, in terms -- of game state changes and responses to be sent to the clients. -- -- See -- https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture. module Game.LambdaHack.Server -- | Start a game session, including the clients, and then loop, -- communicating with the clients. -- -- The loop is started in server state that is empty, see -- emptyStateServer. loopSer :: (MonadServerAtomic m, MonadServerComm m) => ServerOptions -> (Bool -> FactionId -> ChanServer -> IO ()) -> m () -- | Connection channel between the server and a single client. data ChanServer ChanServer :: CliSerQueue Response -> CliSerQueue RequestAI -> Maybe (CliSerQueue RequestUI) -> ChanServer [responseS] :: ChanServer -> CliSerQueue Response [requestAIS] :: ChanServer -> CliSerQueue RequestAI [requestUIS] :: ChanServer -> Maybe (CliSerQueue RequestUI) -- | Parser for server options from commandline arguments. serverOptionsPI :: ParserInfo ServerOptions -- | Options that affect the behaviour of the server (including game -- rules). data ServerOptions ServerOptions :: Bool -> Bool -> Bool -> Bool -> Bool -> Bool -> Maybe (GroupName ModeKind) -> Bool -> Bool -> Maybe SMGen -> Maybe SMGen -> Bool -> Challenge -> Bool -> String -> Bool -> Maybe Int -> Bool -> Bool -> ClientOptions -> ServerOptions [sknowMap] :: ServerOptions -> Bool [sknowEvents] :: ServerOptions -> Bool [sknowItems] :: ServerOptions -> Bool [sniff] :: ServerOptions -> Bool [sallClear] :: ServerOptions -> Bool [sboostRandomItem] :: ServerOptions -> Bool [sgameMode] :: ServerOptions -> Maybe (GroupName ModeKind) [sautomateAll] :: ServerOptions -> Bool [skeepAutomated] :: ServerOptions -> Bool [sdungeonRng] :: ServerOptions -> Maybe SMGen [smainRng] :: ServerOptions -> Maybe SMGen [snewGameSer] :: ServerOptions -> Bool [scurChalSer] :: ServerOptions -> Challenge [sdumpInitRngs] :: ServerOptions -> Bool [ssavePrefixSer] :: ServerOptions -> String [sdbgMsgSer] :: ServerOptions -> Bool [sassertExplored] :: ServerOptions -> Maybe Int [sshowItemSamples] :: ServerOptions -> Bool [sstopAfterGameOver] :: ServerOptions -> Bool [sclientOptions] :: ServerOptions -> ClientOptions -- | The implementation of our custom game client monads. Just as any other -- component of the library, this implementation can be substituted. module Implementation.MonadClientImplementation -- | Run the main client loop, with the given arguments and empty initial -- states, in the IO monad. executorCli :: CCUI -> UIOptions -> ClientOptions -> COps -> Bool -> FactionId -> ChanServer -> IO () data CliState CliState :: State -> StateClient -> Maybe SessionUI -> ChanServer -> ChanSave (StateClient, Maybe SessionUI) -> CliState -- | current global state [cliState] :: CliState -> State -- | current client state [cliClient] :: CliState -> StateClient -- | UI state, empty for AI clients [cliSession] :: CliState -> Maybe SessionUI -- | this client connection information [cliDict] :: CliState -> ChanServer -- | connection to the save thread [cliToSave] :: CliState -> ChanSave (StateClient, Maybe SessionUI) -- | Client state transformation monad. newtype CliImplementation a CliImplementation :: StateT CliState IO a -> CliImplementation a [runCliImplementation] :: CliImplementation a -> StateT CliState IO a instance GHC.Base.Applicative Implementation.MonadClientImplementation.CliImplementation instance GHC.Base.Functor Implementation.MonadClientImplementation.CliImplementation instance GHC.Base.Monad Implementation.MonadClientImplementation.CliImplementation instance Game.LambdaHack.Common.MonadStateRead.MonadStateRead Implementation.MonadClientImplementation.CliImplementation instance Game.LambdaHack.Atomic.MonadStateWrite.MonadStateWrite Implementation.MonadClientImplementation.CliImplementation instance Game.LambdaHack.Client.MonadClient.MonadClientRead Implementation.MonadClientImplementation.CliImplementation instance Game.LambdaHack.Client.MonadClient.MonadClient Implementation.MonadClientImplementation.CliImplementation instance Game.LambdaHack.Client.HandleAtomicM.MonadClientSetup Implementation.MonadClientImplementation.CliImplementation instance Game.LambdaHack.Client.UI.MonadClientUI.MonadClientUI Implementation.MonadClientImplementation.CliImplementation instance Game.LambdaHack.Client.LoopM.MonadClientReadResponse Implementation.MonadClientImplementation.CliImplementation instance Game.LambdaHack.Client.HandleResponseM.MonadClientWriteRequest Implementation.MonadClientImplementation.CliImplementation instance Game.LambdaHack.Client.HandleResponseM.MonadClientAtomic Implementation.MonadClientImplementation.CliImplementation -- | The implementation of our custom game server monads. Just as any other -- component of the library, this implementation can be substituted. module Implementation.MonadServerImplementation -- | Run the main server loop, with the given arguments and empty initial -- states, in the IO monad. executorSer :: COps -> CCUI -> ServerOptions -> UIOptions -> IO () data SerState SerState :: State -> StateServer -> ConnServerDict -> ChanSave (State, StateServer) -> SerState -- | current global state [serState] :: SerState -> State -- | current server state [serServer] :: SerState -> StateServer -- | client-server connection information [serDict] :: SerState -> ConnServerDict -- | connection to the save thread [serToSave] :: SerState -> ChanSave (State, StateServer) -- | Server state transformation monad. newtype SerImplementation a SerImplementation :: StateT SerState IO a -> SerImplementation a [runSerImplementation] :: SerImplementation a -> StateT SerState IO a instance GHC.Base.Applicative Implementation.MonadServerImplementation.SerImplementation instance GHC.Base.Functor Implementation.MonadServerImplementation.SerImplementation instance GHC.Base.Monad Implementation.MonadServerImplementation.SerImplementation instance Game.LambdaHack.Common.MonadStateRead.MonadStateRead Implementation.MonadServerImplementation.SerImplementation instance Game.LambdaHack.Atomic.MonadStateWrite.MonadStateWrite Implementation.MonadServerImplementation.SerImplementation instance Game.LambdaHack.Server.MonadServer.MonadServer Implementation.MonadServerImplementation.SerImplementation instance Game.LambdaHack.Server.ProtocolM.MonadServerComm Implementation.MonadServerImplementation.SerImplementation instance Game.LambdaHack.Server.MonadServer.MonadServerAtomic Implementation.MonadServerImplementation.SerImplementation -- | Game rules and assorted game setup data. module Content.RuleKind standardRules :: RuleContent -- | Actor organ definitions. module Content.ItemKindOrgan pattern S_FIST :: GroupName ItemKind pattern S_FOOT :: GroupName ItemKind pattern S_HOOKED_CLAW :: GroupName ItemKind pattern S_SMALL_CLAW :: GroupName ItemKind pattern S_SNOUT :: GroupName ItemKind pattern S_SMALL_JAW :: GroupName ItemKind pattern S_JAW :: GroupName ItemKind pattern S_LARGE_JAW :: GroupName ItemKind pattern S_ANTLER :: GroupName ItemKind pattern S_HORN :: GroupName ItemKind pattern S_RHINO_HORN :: GroupName ItemKind pattern S_TENTACLE :: GroupName ItemKind pattern S_TIP :: GroupName ItemKind pattern S_LIP :: GroupName ItemKind pattern S_THORN :: GroupName ItemKind pattern S_BOILING_FISSURE :: GroupName ItemKind pattern S_ARSENIC_FISSURE :: GroupName ItemKind pattern S_SULFUR_FISSURE :: GroupName ItemKind pattern S_BEE_STING :: GroupName ItemKind pattern S_STING :: GroupName ItemKind pattern S_VENOM_TOOTH :: GroupName ItemKind pattern S_VENOM_FANG :: GroupName ItemKind pattern S_SCREECHING_BEAK :: GroupName ItemKind pattern S_LARGE_TAIL :: GroupName ItemKind pattern S_HUGE_TAIL :: GroupName ItemKind pattern S_ARMORED_SKIN :: GroupName ItemKind pattern S_BARK :: GroupName ItemKind pattern S_NOSTRIL :: GroupName ItemKind pattern S_RATLLE :: GroupName ItemKind pattern S_INSECT_MORTALITY :: GroupName ItemKind pattern S_SAPIENT_BRAIN :: GroupName ItemKind pattern S_ANIMAL_BRAIN :: GroupName ItemKind pattern S_SCENT_GLAND :: GroupName ItemKind pattern S_BOILING_VENT :: GroupName ItemKind pattern S_ARSENIC_VENT :: GroupName ItemKind pattern S_SULFUR_VENT :: GroupName ItemKind pattern S_EYE_3 :: GroupName ItemKind pattern S_EYE_6 :: GroupName ItemKind pattern S_EYE_8 :: GroupName ItemKind pattern S_VISION_6 :: GroupName ItemKind pattern S_VISION_12 :: GroupName ItemKind pattern S_VISION_16 :: GroupName ItemKind pattern S_EAR_3 :: GroupName ItemKind pattern S_EAR_6 :: GroupName ItemKind pattern S_EAR_8 :: GroupName ItemKind pattern S_SPEED_GLAND_5 :: GroupName ItemKind pattern S_SPEED_GLAND_10 :: GroupName ItemKind pattern SCAVENGER :: GroupName ItemKind pattern S_TOOTH :: GroupName ItemKind pattern S_LASH :: GroupName ItemKind pattern S_RIGHT_TORSION :: GroupName ItemKind pattern S_LEFT_TORSION :: GroupName ItemKind pattern S_PUPIL :: GroupName ItemKind organsGNSingleton :: [GroupName ItemKind] organsGN :: [GroupName ItemKind] organs :: [ItemKind] -- | Actor (or rather actor body trunk) definitions. module Content.ItemKindActor pattern S_WOODEN_TORCH :: GroupName ItemKind pattern S_SANDSTONE_ROCK :: GroupName ItemKind pattern HERO :: GroupName ItemKind pattern SCOUT_HERO :: GroupName ItemKind pattern RANGER_HERO :: GroupName ItemKind pattern ESCAPIST_HERO :: GroupName ItemKind pattern AMBUSHER_HERO :: GroupName ItemKind pattern BRAWLER_HERO :: GroupName ItemKind pattern SOLDIER_HERO :: GroupName ItemKind pattern CIVILIAN :: GroupName ItemKind pattern MONSTER :: GroupName ItemKind pattern MOBILE_MONSTER :: GroupName ItemKind pattern SCOUT_MONSTER :: GroupName ItemKind pattern ANIMAL :: GroupName ItemKind pattern MOBILE_ANIMAL :: GroupName ItemKind pattern IMMOBILE_ANIMAL :: GroupName ItemKind pattern ADD_SIGHT :: GroupName ItemKind pattern ARMOR_RANGED :: GroupName ItemKind pattern ADD_NOCTO_1 :: GroupName ItemKind pattern WEAK_ARROW :: GroupName ItemKind pattern LIGHT_ATTENUATOR :: GroupName ItemKind pattern FIREPROOF_CLOTH :: GroupName ItemKind pattern RING_OF_OPPORTUNITY_SNIPER :: GroupName ItemKind pattern ANY_ARROW :: GroupName ItemKind pattern STARTING_ARMOR :: GroupName ItemKind pattern STARTING_WEAPON :: GroupName ItemKind pattern GEM :: GroupName ItemKind actorsGN :: [GroupName ItemKind] actorsGNSingleton :: [GroupName ItemKind] actors :: [ItemKind] -- | Basic players definitions. module Content.ModeKindPlayer playerHero :: Player playerAntiHero :: Player playerCivilian :: Player playerMonster :: Player playerAntiMonster :: Player playerAnimal :: Player -- | A special player, for summoned actors that don't belong to any of the -- main players of a given game. E.g., animals summoned during a brawl -- game between two hero factions land in the horror faction. In every -- game, either all factions for which summoning items exist should be -- present or a horror player should be added to host them. playerHorror :: Player playerMonsterTourist :: Player playerHunamConvict :: Player playerAnimalMagnificent :: Player playerAnimalExquisite :: Player hiHeroShort :: HiCondPoly hiHeroMedium :: HiCondPoly hiHeroLong :: HiCondPoly hiDweller :: HiCondPoly -- | Definitions of items embedded in map tiles. module Content.ItemKindEmbed pattern SCRATCH_ON_WALL :: GroupName ItemKind pattern OBSCENE_PICTOGRAM :: GroupName ItemKind pattern SUBTLE_FRESCO :: GroupName ItemKind pattern TREASURE_CACHE :: GroupName ItemKind pattern TREASURE_CACHE_TRAP :: GroupName ItemKind pattern SIGNAGE :: GroupName ItemKind pattern SMALL_FIRE :: GroupName ItemKind pattern BIG_FIRE :: GroupName ItemKind pattern FROST :: GroupName ItemKind pattern RUBBLE :: GroupName ItemKind pattern DOORWAY_TRAP_UNKNOWN :: GroupName ItemKind pattern DOORWAY_TRAP :: GroupName ItemKind pattern STAIRS_UP :: GroupName ItemKind pattern STAIRS_DOWN :: GroupName ItemKind pattern ESCAPE :: GroupName ItemKind pattern STAIRS_TRAP_UP :: GroupName ItemKind pattern STAIRS_TRAP_DOWN :: GroupName ItemKind pattern LECTERN :: GroupName ItemKind pattern SHALLOW_WATER :: GroupName ItemKind pattern STRAIGHT_PATH :: GroupName ItemKind pattern FROZEN_GROUND :: GroupName ItemKind embedsGN :: [GroupName ItemKind] embeds :: [ItemKind] -- | Definitions of tile kinds. Every terrain tile in the game is an -- instantiated tile kind. module Content.TileKind pattern FILLER_WALL :: GroupName TileKind pattern FLOOR_CORRIDOR_LIT :: GroupName TileKind pattern FLOOR_CORRIDOR_DARK :: GroupName TileKind pattern TRAIL_LIT :: GroupName TileKind pattern SAFE_TRAIL_LIT :: GroupName TileKind pattern LAB_TRAIL_LIT :: GroupName TileKind pattern DAMP_FLOOR_LIT :: GroupName TileKind pattern DAMP_FLOOR_DARK :: GroupName TileKind pattern OUTDOOR_OUTER_FENCE :: GroupName TileKind pattern DIRT_LIT :: GroupName TileKind pattern DIRT_DARK :: GroupName TileKind pattern FLOOR_ARENA_LIT :: GroupName TileKind pattern FLOOR_ARENA_DARK :: GroupName TileKind pattern EMPTY_SET_LIT :: GroupName TileKind pattern EMPTY_SET_DARK :: GroupName TileKind pattern NOISE_SET_LIT :: GroupName TileKind pattern POWER_SET_LIT :: GroupName TileKind pattern POWER_SET_DARK :: GroupName TileKind pattern BATTLE_SET_LIT :: GroupName TileKind pattern BATTLE_SET_DARK :: GroupName TileKind pattern BRAWL_SET_LIT :: GroupName TileKind pattern SHOOTOUT_SET_LIT :: GroupName TileKind pattern ZOO_SET_LIT :: GroupName TileKind pattern ZOO_SET_DARK :: GroupName TileKind pattern ESCAPE_SET_LIT :: GroupName TileKind pattern ESCAPE_SET_DARK :: GroupName TileKind pattern AMBUSH_SET_LIT :: GroupName TileKind pattern AMBUSH_SET_DARK :: GroupName TileKind pattern ARENA_SET_LIT :: GroupName TileKind pattern ARENA_SET_DARK :: GroupName TileKind pattern RECT_WINDOWS_VERTICAL_LIT :: GroupName TileKind pattern RECT_WINDOWS_VERTICAL_DARK :: GroupName TileKind pattern RECT_WINDOWS_HORIZONTAL_LIT :: GroupName TileKind pattern RECT_WINDOWS_HORIZONTAL_DARK :: GroupName TileKind pattern TREE_SHADE_WALKABLE_LIT :: GroupName TileKind pattern TREE_SHADE_WALKABLE_DARK :: GroupName TileKind pattern SMOKE_CLUMP_LIT :: GroupName TileKind pattern SMOKE_CLUMP_DARK :: GroupName TileKind pattern GLASSHOUSE_VERTICAL_LIT :: GroupName TileKind pattern GLASSHOUSE_VERTICAL_DARK :: GroupName TileKind pattern GLASSHOUSE_HORIZONTAL_LIT :: GroupName TileKind pattern GLASSHOUSE_HORIZONTAL_DARK :: GroupName TileKind pattern BUSH_CLUMP_LIT :: GroupName TileKind pattern BUSH_CLUMP_DARK :: GroupName TileKind pattern FOG_CLUMP_LIT :: GroupName TileKind pattern FOG_CLUMP_DARK :: GroupName TileKind pattern STAIR_TERMINAL_LIT :: GroupName TileKind pattern STAIR_TERMINAL_DARK :: GroupName TileKind pattern CACHE :: GroupName TileKind pattern SIGNBOARD :: GroupName TileKind pattern STAIRCASE_UP :: GroupName TileKind pattern ORDINARY_STAIRCASE_UP :: GroupName TileKind pattern STAIRCASE_OUTDOOR_UP :: GroupName TileKind pattern GATED_STAIRCASE_UP :: GroupName TileKind pattern STAIRCASE_DOWN :: GroupName TileKind pattern ORDINARY_STAIRCASE_DOWN :: GroupName TileKind pattern STAIRCASE_OUTDOOR_DOWN :: GroupName TileKind pattern GATED_STAIRCASE_DOWN :: GroupName TileKind pattern ESCAPE_UP :: GroupName TileKind pattern ESCAPE_DOWN :: GroupName TileKind pattern ESCAPE_OUTDOOR_DOWN :: GroupName TileKind pattern FLOOR_ACTOR_ITEM_LIT :: GroupName TileKind pattern FLOOR_ACTOR_ITEM_DARK :: GroupName TileKind pattern S_PILLAR :: GroupName TileKind pattern S_RUBBLE_PILE :: GroupName TileKind pattern S_LAMP_POST :: GroupName TileKind pattern S_TREE_LIT :: GroupName TileKind pattern S_TREE_DARK :: GroupName TileKind pattern S_WALL_LIT :: GroupName TileKind pattern S_WALL_DARK :: GroupName TileKind pattern S_WALL_HORIZONTAL_LIT :: GroupName TileKind pattern S_WALL_HORIZONTAL_DARK :: GroupName TileKind pattern S_PULPIT :: GroupName TileKind pattern S_BUSH_LIT :: GroupName TileKind pattern S_FOG_LIT :: GroupName TileKind pattern S_SMOKE_LIT :: GroupName TileKind pattern S_FLOOR_ACTOR_LIT :: GroupName TileKind pattern S_FLOOR_ACTOR_DARK :: GroupName TileKind pattern S_FLOOR_ASHES_LIT :: GroupName TileKind pattern S_FLOOR_ASHES_DARK :: GroupName TileKind pattern S_SHADED_GROUND :: GroupName TileKind pattern S_SHALLOW_WATER_LIT :: GroupName TileKind pattern S_SHALLOW_WATER_DARK :: GroupName TileKind groupNamesSingleton :: [GroupName TileKind] groupNames :: [GroupName TileKind] content :: [TileKind] -- | Definitions of place kinds. Every room in the game is an instantiated -- place kind. module Content.PlaceKind pattern ROGUE :: GroupName PlaceKind pattern LABORATORY :: GroupName PlaceKind pattern ZOO :: GroupName PlaceKind pattern BRAWL :: GroupName PlaceKind pattern SHOOTOUT :: GroupName PlaceKind pattern ARENA :: GroupName PlaceKind pattern ESCAPE :: GroupName PlaceKind pattern AMBUSH :: GroupName PlaceKind pattern BATTLE :: GroupName PlaceKind pattern NOISE :: GroupName PlaceKind pattern MINE :: GroupName PlaceKind pattern EMPTY :: GroupName PlaceKind pattern INDOOR_ESCAPE_DOWN :: GroupName PlaceKind pattern INDOOR_ESCAPE_UP :: GroupName PlaceKind pattern OUTDOOR_ESCAPE_DOWN :: GroupName PlaceKind pattern TINY_STAIRCASE :: GroupName PlaceKind pattern OPEN_STAIRCASE :: GroupName PlaceKind pattern CLOSED_STAIRCASE :: GroupName PlaceKind pattern WALLED_STAIRCASE :: GroupName PlaceKind pattern GATED_TINY_STAIRCASE :: GroupName PlaceKind pattern GATED_OPEN_STAIRCASE :: GroupName PlaceKind pattern GATED_CLOSED_STAIRCASE :: GroupName PlaceKind pattern OUTDOOR_TINY_STAIRCASE :: GroupName PlaceKind pattern OUTDOOR_CLOSED_STAIRCASE :: GroupName PlaceKind pattern OUTDOOR_WALLED_STAIRCASE :: GroupName PlaceKind groupNamesSingleton :: [GroupName PlaceKind] groupNames :: [GroupName PlaceKind] content :: [PlaceKind] -- | Item definitions. module Content.ItemKind pattern HARPOON :: GroupName ItemKind pattern EDIBLE_PLANT :: GroupName ItemKind pattern RING_OF_OPPORTUNITY_GRENADIER :: GroupName ItemKind pattern ARMOR_LOOSE :: GroupName ItemKind pattern CLOTHING_MISC :: GroupName ItemKind pattern CHIC_GEAR :: GroupName ItemKind groupNamesSingleton :: [GroupName ItemKind] groupNames :: [GroupName ItemKind] content :: [ItemKind] items :: [ItemKind] otherItemContent :: [ItemKind] -- | Definitions of of cave kinds. Every level in the game is an -- instantiated cave kind. module Content.CaveKind pattern CAVE_ROGUE :: GroupName CaveKind pattern CAVE_ARENA :: GroupName CaveKind pattern CAVE_SMOKING :: GroupName CaveKind pattern CAVE_LABORATORY :: GroupName CaveKind pattern CAVE_NOISE :: GroupName CaveKind pattern CAVE_MINE :: GroupName CaveKind pattern CAVE_EMPTY :: GroupName CaveKind pattern CAVE_SHALLOW_ROGUE :: GroupName CaveKind pattern CAVE_OUTERMOST :: GroupName CaveKind pattern CAVE_RAID :: GroupName CaveKind pattern CAVE_BRAWL :: GroupName CaveKind pattern CAVE_SHOOTOUT :: GroupName CaveKind pattern CAVE_HUNT :: GroupName CaveKind pattern CAVE_ESCAPE :: GroupName CaveKind pattern CAVE_ZOO :: GroupName CaveKind pattern CAVE_AMBUSH :: GroupName CaveKind pattern CAVE_BATTLE :: GroupName CaveKind pattern CAVE_SAFARI_1 :: GroupName CaveKind pattern CAVE_SAFARI_2 :: GroupName CaveKind pattern CAVE_SAFARI_3 :: GroupName CaveKind groupNamesSingleton :: [GroupName CaveKind] groupNames :: [GroupName CaveKind] content :: [CaveKind] -- | The type of game mode definitions. module Content.ModeKind groupNamesSingleton :: [GroupName ModeKind] groupNames :: [GroupName ModeKind] content :: [ModeKind] pattern RAID :: GroupName ModeKind pattern BRAWL :: GroupName ModeKind pattern LONG :: GroupName ModeKind pattern CRAWL :: GroupName ModeKind pattern FOGGY :: GroupName ModeKind pattern SHOOTOUT :: GroupName ModeKind pattern PERILOUS :: GroupName ModeKind pattern HUNT :: GroupName ModeKind pattern NIGHT :: GroupName ModeKind pattern ESCAPE :: GroupName ModeKind pattern BURNING :: GroupName ModeKind pattern ZOO :: GroupName ModeKind pattern RANGED :: GroupName ModeKind pattern AMBUSH :: GroupName ModeKind pattern SAFARI :: GroupName ModeKind pattern DIG :: GroupName ModeKind pattern SEE :: GroupName ModeKind pattern SHORT :: GroupName ModeKind pattern CRAWL_EMPTY :: GroupName ModeKind pattern CRAWL_SURVIVAL :: GroupName ModeKind pattern SAFARI_SURVIVAL :: GroupName ModeKind pattern BATTLE :: GroupName ModeKind pattern BATTLE_DEFENSE :: GroupName ModeKind pattern BATTLE_SURVIVAL :: GroupName ModeKind pattern DEFENSE :: GroupName ModeKind pattern DEFENSE_EMPTY :: GroupName ModeKind -- | Here the knot of engine code pieces, frontend and the game-specific -- content definitions is tied, resulting in an executable game. module TieKnot -- | Tie the LambdaHack engine client, server and frontend code with the -- game-specific content definitions, and run the game. -- -- The custom monad types to be used are determined by the -- executorSer call, which in turn calls executorCli. -- If other functions are used in their place- the types are different -- and so the whole pattern of computation differs. Which of the -- frontends is run inside the UI client depends on the flags supplied -- when compiling the engine library. Similarly for the choice of native -- vs JS builds. tieKnotForAsync :: ServerOptions -> IO () -- | Runs tieKnotForAsync in an async and applies the main thread -- workaround. tieKnot :: ServerOptions -> IO ()