LambdaHack-0.11.0.0: A game engine library for tactical squad ASCII roguelike dungeon crawlers
Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Common.Tile

Description

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).

Synopsis

Tile property lookup speedup tables and their construction

newtype Tab a Source #

A map morally indexed by ContentId TileKind.

Constructors

Tab (Vector a) 

Speedup property lookups

isClear :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether a tile does not block vision. Essential for efficiency of FOV, hence tabulated.

isLit :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether a tile has ambient light --- is lit on its own. Essential for efficiency of Perception, hence tabulated.

isHideout :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether a tile is a good hideout: walkable and dark.

isWalkable :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether actors can walk into a tile. Essential for efficiency of pathfinding, hence tabulated.

isDoor :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether a tile is a door, open or closed. Essential for efficiency of pathfinding, hence tabulated.

isChangable :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether a tile is changable.

isSuspect :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether a tile is suspect. Essential for efficiency of pathfinding, hence tabulated.

isExplorable :: TileSpeedup -> ContentId TileKind -> Bool Source #

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.

isEasyOpen :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether a tile kind (specified by its id) has an OpenTo feature or is walkable even without opening.

Slow property lookups

kindHasFeature :: Feature -> TileKind -> Bool Source #

Whether a tile kind has the given feature.

isOpenable :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether a tile kind (specified by its id) has an OpenTo feature.

isClosable :: TileSpeedup -> ContentId TileKind -> Bool Source #

Whether a tile kind (specified by its id) has a CloseTo feature.

Internal operations