LambdaHack-0.2.1: A roguelike game engine in early and very active development

Safe HaskellSafe-Infered

Game.LambdaHack.Actor

Contents

Description

Actors in the game: monsters and heroes. No operation in this module involves the State or Action type.

Synopsis

Actor identifiers and related operations

type ActorId = IntSource

A unique identifier of an actor in a dungeon.

findHeroName :: CP -> Int -> StringSource

Find a hero name in the config file, or create a stock name.

monsterGenChance :: Int -> Int -> Rnd BoolSource

Chance that a new monster is generated. Currently depends on the number of monsters already present, and on the level. In the future, the strength of the character and the strength of the monsters present could further influence the chance, and the chance could also affect which monster is generated. How many and which monsters are generated will also depend on the cave kind used to build the level.

Party identifiers

data PartyId Source

The type of party identifiers.

heroParty, animalProjectiles, enemyProjectiles, heroProjectiles, animalParty, enemyParty :: PartyIdSource

All supported party identifiers. Animals and projectiles move every turn. Projectiles don't recognize friends and foes, animals turn friedly or hostile, depending on various factors.

allProjectiles :: [PartyId]Source

The list of parties that represent projectiles.

The Actor type

data Actor Source

Actor properties that are changing throughout the game. If they are dublets of properties from ActorKind, they are usually modified temporarily, but tend to return to the original value from ActorKind over time. E.g., HP.

Constructors

Actor 

Fields

bkind :: !(Id ActorKind)

the kind of the actor

bsymbol :: !(Maybe Char)

individual map symbol

bname :: !(Maybe String)

individual name

bcolor :: !(Maybe Color)

individual map color

bspeed :: !(Maybe Speed)

individual speed

bhp :: !Int

current hit points

bdir :: !(Maybe (Vector, Int))

direction and distance of running

btarget :: Target

target for ranged attacks and AI

bloc :: !Point

current location

bletter :: !Char

next inventory letter

btime :: !Time

absolute time of next action

bparty :: !PartyId

to which party the actor belongs

Instances

template :: Id ActorKind -> Maybe Char -> Maybe String -> Int -> Point -> Time -> PartyId -> ActorSource

A template for a new actor. The initial target is invalid to force a reset ASAP.

addHp :: Ops ActorKind -> Int -> Actor -> ActorSource

Increment current hit points of an actor.

unoccupied :: [Actor] -> Point -> BoolSource

Checks for the presence of actors in a location. Does not check if the tile is walkable.

heroKindId :: Ops ActorKind -> Id ActorKindSource

The unique kind of heroes.

projectileKindId :: Ops ActorKind -> Id ActorKindSource

The unique kind of projectiles.

actorSpeed :: Ops ActorKind -> Actor -> SpeedSource

Access actor speed, individual or, otherwise, stock.

Type of na actor target

data Target Source

The type of na actor target.

Constructors

TEnemy ActorId Point

target an actor with its last seen location

TLoc Point

target a given location

TPath [Vector]

target the list of locations one after another

TCursor

target current position of the cursor; default