LambdaHack-0.4.99.0: A game engine library for roguelike dungeon crawlers

Safe HaskellNone

Game.LambdaHack.Common.Tile

Description

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).

Synopsis

Documentation

type SmellTime = TimeSource

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, perhaps a hidden door. 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 one can easily explore a tile, possibly finding a treasure or a clue. Doors can't be explorable since revealing a secret tile should not change it's (walkable and) explorable status. Door status should not depend on whether they are open or not so that a foe opening a door doesn't force us to backtrack to explore it.

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.

isChangeable :: Ops TileKind -> Id TileKind -> BoolSource

Whether a tile kind (specified by its id) has a ChangeTo feature. Essential for efficiency of pathfinding, hence tabulated.

data Tab Source