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



The type of tile kinds. Every terrain tile in the game is an instantiated tile kind.



data TileKind Source #

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.





Instances details
Show TileKind Source # 
Instance details

Defined in Game.LambdaHack.Content.TileKind

data ProjectileTriggers Source #

Marks whether projectiles are permitted to trigger the tile transformation action.



data Feature Source #

All possible terrain tile features.


Embed (GroupName ItemKind)

initially an item of this group is embedded; we assume the item has effects and is supposed to be triggered

OpenTo (GroupName TileKind)

goes from a closed to closed or open tile when altered

CloseTo (GroupName TileKind)

goes from an open to open or closed tile when altered

ChangeTo (GroupName TileKind)

alters tile, but does not change walkability

OpenWith ProjectileTriggers [(Int, GroupName ItemKind)] (GroupName TileKind)

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

CloseWith ProjectileTriggers [(Int, GroupName ItemKind)] (GroupName TileKind) 
ChangeWith ProjectileTriggers [(Int, GroupName ItemKind)] (GroupName TileKind) 
HideAs (GroupName TileKind)

when hidden, looks as the unique tile of the group

BuildAs (GroupName TileKind)

when generating, may be transformed to the unique tile of the group

RevealAs (GroupName TileKind)

when generating in opening, can be revealed to belong to the group

ObscureAs (GroupName TileKind)

when generating in solid wall, can be revealed to belong to the group


actors can walk through


actors can see through


is not lit with an ambient light


initial items often generated there


initial items very often generated there


initial actors often generated there; counterpart of VeryOftenItem for dark places


no items ever generated there


no actors ever generated there


even if otherwise uninteresting, taken into account for triggering by AI


used for visible trails throughout the level


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)


Instances details
Eq Feature Source # 
Instance details

Defined in Game.LambdaHack.Content.TileKind


(==) :: Feature -> Feature -> Bool #

(/=) :: Feature -> Feature -> Bool #

Show Feature Source # 
Instance details

Defined in Game.LambdaHack.Content.TileKind

Internal operations

validateSingle :: TileKind -> [Text] Source #

Validate a single tile kind.

validateAll :: [TileKind] -> ContentData TileKind -> [Text] Source #

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.