Safe Haskell | None |
---|---|
Language | Haskell2010 |
Game.LambdaHack.Server.PeriodicServer
Description
Server operations performed periodically in the game loop and related operations.
- spawnMonster :: (MonadAtomic m, MonadServer m) => LevelId -> m ()
- addAnyActor :: (MonadAtomic m, MonadServer m) => Freqs ItemKind -> LevelId -> Time -> Maybe Point -> m (Maybe ActorId)
- dominateFidSfx :: (MonadAtomic m, MonadServer m) => FactionId -> ActorId -> m Bool
- advanceTime :: (MonadAtomic m, MonadServer m) => ActorId -> m ()
- managePerTurn :: (MonadAtomic m, MonadServer m) => ActorId -> m ()
- leadLevelSwitch :: (MonadAtomic m, MonadServer m) => m ()
Documentation
spawnMonster :: (MonadAtomic m, MonadServer m) => LevelId -> m () Source
Sapwn, possibly, a monster according to the level's actor groups. We assume heroes are never spawned.
addAnyActor :: (MonadAtomic m, MonadServer m) => Freqs ItemKind -> LevelId -> Time -> Maybe Point -> m (Maybe ActorId) Source
dominateFidSfx :: (MonadAtomic m, MonadServer m) => FactionId -> ActorId -> m Bool Source
advanceTime :: (MonadAtomic m, MonadServer m) => ActorId -> m () Source
Advance the move time for the given actor
managePerTurn :: (MonadAtomic m, MonadServer m) => ActorId -> m () Source
Check if the given actor is dominated and update his calm. We don't update calm once per game turn (even though it would make fast actors less overpowered), beucase the effects of close enemies would sometimes manifest only after a couple of player turns (or perhaps never at all, if the player and enemy move away before that moment). A side effect is that under peaceful circumstances, non-max calm causes a consistent Calm regeneration UI indicator to be displayed each turn (not every few turns).
leadLevelSwitch :: (MonadAtomic m, MonadServer m) => m () Source