Safe Haskell | None |
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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).
- type SmellTime = Time
- kindHasFeature :: Feature -> TileKind -> Bool
- hasFeature :: Ops TileKind -> Feature -> Id TileKind -> Bool
- isClear :: Ops TileKind -> Id TileKind -> Bool
- isLit :: Ops TileKind -> Id TileKind -> Bool
- isWalkable :: Ops TileKind -> Id TileKind -> Bool
- isPassable :: Ops TileKind -> Id TileKind -> Bool
- isDoor :: Ops TileKind -> Id TileKind -> Bool
- isSuspect :: Ops TileKind -> Id TileKind -> Bool
- isExplorable :: Ops TileKind -> Id TileKind -> Bool
- lookSimilar :: TileKind -> TileKind -> Bool
- speedup :: Bool -> Ops TileKind -> Speedup TileKind
- openTo :: Ops TileKind -> Id TileKind -> Rnd (Id TileKind)
- closeTo :: Ops TileKind -> Id TileKind -> Rnd (Id TileKind)
- causeEffects :: Ops TileKind -> Id TileKind -> [Effect Int]
- revealAs :: Ops TileKind -> Id TileKind -> Rnd (Id TileKind)
- hideAs :: Ops TileKind -> Id TileKind -> Id TileKind
- isOpenable :: Ops TileKind -> Id TileKind -> Bool
- isClosable :: Ops TileKind -> Id TileKind -> Bool
- isChangeable :: Ops TileKind -> Id TileKind -> Bool
- isEscape :: Ops TileKind -> Id TileKind -> Bool
- isStair :: Ops TileKind -> Id TileKind -> Bool
Documentation
The last time a hero left a smell in a given tile. To be used by monsters that hunt by smell.
kindHasFeature :: Feature -> TileKind -> BoolSource
Whether a tile kind has the given feature.
hasFeature :: Ops TileKind -> Feature -> Id TileKind -> BoolSource
Whether a tile kind (specified by its id) has the given feature.
isClear :: Ops TileKind -> Id TileKind -> BoolSource
Whether a tile does not block vision. Essential for efficiency of FOV, hence tabulated.
isLit :: Ops TileKind -> Id TileKind -> BoolSource
Whether a tile is lit on its own. Essential for efficiency of Perception, hence tabulated.
isWalkable :: Ops TileKind -> Id TileKind -> BoolSource
Whether actors can walk into a tile. Essential for efficiency of pathfinding, hence tabulated.
isPassable :: Ops TileKind -> Id TileKind -> BoolSource
Whether actors can walk into a tile, perhaps opening a door first. Essential for efficiency of pathfinding, hence tabulated.
isDoor :: Ops TileKind -> Id TileKind -> BoolSource
Whether a tile is a door, open or closed. Essential for efficiency of pathfinding, hence tabulated.
isSuspect :: Ops TileKind -> Id TileKind -> BoolSource
Whether a tile is suspect. Essential for efficiency of pathfinding, hence tabulated.
isExplorable :: Ops TileKind -> Id TileKind -> BoolSource
Whether a tile can be explored, possibly yielding a treasure. Note that non-walkable tiles can hold treasure, e.g., caches.
lookSimilar :: TileKind -> TileKind -> BoolSource
The player can't tell one tile from the other.
isOpenable :: Ops TileKind -> Id TileKind -> BoolSource
Whether a tile kind (specified by its id) has an OpenTo feature.
isClosable :: Ops TileKind -> Id TileKind -> BoolSource
Whether a tile kind (specified by its id) has a CloseTo feature.