Safe Haskell | None |
---|---|
Language | Haskell2010 |
Game.LambdaHack.Content.TileKind
Contents
Description
The type of tile kinds. Every terrain tile in the game is an instantiated tile kind.
Synopsis
- pattern S_UNKNOWN_SPACE :: GroupName TileKind
- pattern S_UNKNOWN_OUTER_FENCE :: GroupName TileKind
- pattern S_BASIC_OUTER_FENCE :: GroupName TileKind
- pattern AQUATIC :: GroupName TileKind
- data TileKind = TileKind {}
- data ProjectileTriggers
- data Feature
- = Embed (GroupName ItemKind)
- | OpenTo (GroupName TileKind)
- | CloseTo (GroupName TileKind)
- | ChangeTo (GroupName TileKind)
- | OpenWith ProjectileTriggers [(Int, GroupName ItemKind)] (GroupName TileKind)
- | CloseWith ProjectileTriggers [(Int, GroupName ItemKind)] (GroupName TileKind)
- | ChangeWith ProjectileTriggers [(Int, GroupName ItemKind)] (GroupName TileKind)
- | HideAs (GroupName TileKind)
- | BuildAs (GroupName TileKind)
- | RevealAs (GroupName TileKind)
- | ObscureAs (GroupName TileKind)
- | Walkable
- | Clear
- | Dark
- | OftenItem
- | VeryOftenItem
- | OftenActor
- | NoItem
- | NoActor
- | ConsideredByAI
- | Trail
- | Spice
- 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
- mandatoryGroups :: [GroupName TileKind]
- mandatoryGroupsSingleton :: [GroupName TileKind]
- validateSingle :: TileKind -> [Text]
- validateAll :: [TileKind] -> ContentData TileKind -> [Text]
- validateDups :: TileKind -> Feature -> [Text]
Documentation
pattern S_UNKNOWN_SPACE :: GroupName TileKind Source #
pattern S_UNKNOWN_OUTER_FENCE :: GroupName TileKind Source #
pattern S_BASIC_OUTER_FENCE :: GroupName 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.
Constructors
TileKind | |
Fields
|
data ProjectileTriggers Source #
Marks whether projectiles are permitted to trigger the tile transformation action.
Instances
Eq ProjectileTriggers Source # | |
Defined in Game.LambdaHack.Content.TileKind Methods (==) :: ProjectileTriggers -> ProjectileTriggers -> Bool # (/=) :: ProjectileTriggers -> ProjectileTriggers -> Bool # | |
Show ProjectileTriggers Source # | |
Defined in Game.LambdaHack.Content.TileKind Methods showsPrec :: Int -> ProjectileTriggers -> ShowS # show :: ProjectileTriggers -> String # showList :: [ProjectileTriggers] -> ShowS # |
All possible terrain tile features.
Constructors
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 |
Walkable | actors can walk through |
Clear | actors can see through |
Dark | is not lit with an ambient light |
OftenItem | initial items often generated there |
VeryOftenItem | initial items very often generated there |
OftenActor | initial actors often generated there;
counterpart of |
NoItem | no items ever generated there |
NoActor | no actors ever generated there |
ConsideredByAI | even if otherwise uninteresting, taken into account for triggering by AI |
Trail | used for visible trails throughout the level |
Spice | 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) |
makeData :: [TileKind] -> [GroupName TileKind] -> [GroupName TileKind] -> ContentData TileKind Source #
isSuspectKind :: TileKind -> Bool Source #
isOpenableKind :: TileKind -> Bool Source #
isClosableKind :: TileKind -> Bool Source #
floorSymbol :: Char Source #
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.