Safe Haskell | None |
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- fidActorNotProjAssocs :: FactionId -> State -> [(ActorId, Actor)]
- fidActorNotProjList :: FactionId -> State -> [Actor]
- actorAssocsLvl :: (FactionId -> Bool) -> Level -> ActorDict -> [(ActorId, Actor)]
- actorAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)]
- actorList :: (FactionId -> Bool) -> LevelId -> State -> [Actor]
- actorRegularAssocsLvl :: (FactionId -> Bool) -> Level -> ActorDict -> [(ActorId, Actor)]
- actorRegularAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)]
- actorRegularList :: (FactionId -> Bool) -> LevelId -> State -> [Actor]
- bagAssocs :: State -> ItemBag -> [(ItemId, Item)]
- bagAssocsK :: State -> ItemBag -> [(ItemId, (Item, Int))]
- calculateTotal :: Actor -> State -> (ItemBag, Int)
- sharedAllOwned :: Actor -> State -> ItemBag
- sharedAllOwnedFid :: FactionId -> State -> ItemBag
- getCBag :: Container -> State -> ItemBag
- getActorBag :: ActorId -> CStore -> State -> ItemBag
- getBodyActorBag :: Actor -> CStore -> State -> ItemBag
- getActorAssocs :: ActorId -> CStore -> State -> [(ItemId, Item)]
- nearbyFreePoints :: (Id TileKind -> Bool) -> Point -> LevelId -> State -> [Point]
- whereTo :: LevelId -> Point -> Int -> Dungeon -> (LevelId, Point)
- getCarriedAssocs :: Actor -> State -> [(ItemId, Item)]
- posToActors :: Point -> LevelId -> State -> [((ActorId, Actor), [(ItemId, Item)])]
- posToActor :: Point -> LevelId -> State -> Maybe ((ActorId, Actor), [(ItemId, Item)])
- getItemBody :: ItemId -> State -> Item
- memActor :: ActorId -> LevelId -> State -> Bool
- getActorBody :: ActorId -> State -> Actor
- tryFindHeroK :: State -> FactionId -> Int -> Maybe (ActorId, Actor)
- getLocalTime :: LevelId -> State -> Time
- itemPrice :: (Item, Int) -> Int
- calmEnough :: Actor -> [ItemFull] -> Bool
- hpEnough :: Actor -> [ItemFull] -> Bool
- regenCalmDelta :: Actor -> [ItemFull] -> State -> Int64
- actorInAmbient :: Actor -> State -> Bool
- actorSkills :: ActorId -> Maybe ActorId -> [ItemFull] -> State -> Skills
- dispEnemy :: ActorId -> Maybe ActorId -> ActorId -> [ItemFull] -> State -> Bool
- radiusBlind :: Int -> Bool
- fullAssocs :: COps -> DiscoveryKind -> DiscoveryEffect -> ActorId -> [CStore] -> State -> [(ItemId, ItemFull)]
- itemToFull :: COps -> DiscoveryKind -> DiscoveryEffect -> ItemId -> Item -> Int -> ItemFull
- goesIntoInv :: Item -> Bool
- eqpOverfull :: Actor -> Int -> Bool
- storeFromC :: Container -> CStore
Documentation
fidActorNotProjList :: FactionId -> State -> [Actor]Source
calculateTotal :: Actor -> State -> (ItemBag, Int)Source
Calculate loot's worth for a faction of a given actor.
sharedAllOwned :: Actor -> State -> ItemBagSource
sharedAllOwnedFid :: FactionId -> State -> ItemBagSource
:: LevelId | level of the stairs |
-> Point | position of the stairs |
-> Int | jump up this many levels |
-> Dungeon | current game dungeon |
-> (LevelId, Point) | target level and the position of its receiving stairs |
Compute the level identifier and starting position on the level, after a level change.
posToActor :: Point -> LevelId -> State -> Maybe ((ActorId, Actor), [(ItemId, Item)])Source
Finds an actor at a position on the current level.
getItemBody :: ItemId -> State -> ItemSource
memActor :: ActorId -> LevelId -> State -> BoolSource
Checks if the actor is present on the current level. The order of argument here and in other functions is set to allow
b <- getsState (memActor a)
getActorBody :: ActorId -> State -> ActorSource
Gets actor body from the current level. Error if not found.
getLocalTime :: LevelId -> State -> TimeSource
Get current time from the dungeon data.
calmEnough :: Actor -> [ItemFull] -> BoolSource
actorInAmbient :: Actor -> State -> BoolSource
radiusBlind :: Int -> BoolSource
Determine if the sight radius is high enough to deem the actor capable of projecting items and similar activities. Otherwise, the actor is assumed to use a combination of peripherial vision, hearing, etc., and not the actual focused, long-distance sight sense.
fullAssocs :: COps -> DiscoveryKind -> DiscoveryEffect -> ActorId -> [CStore] -> State -> [(ItemId, ItemFull)]Source
itemToFull :: COps -> DiscoveryKind -> DiscoveryEffect -> ItemId -> Item -> Int -> ItemFullSource
goesIntoInv :: Item -> BoolSource
eqpOverfull :: Actor -> Int -> BoolSource
storeFromC :: Container -> CStoreSource