Safe Haskell | None |
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The type of kinds of game modes.
- type Caves = IntMap (GroupName, Maybe Bool)
- data Roster = Roster {
- rosterList :: ![Player]
- rosterEnemy :: ![(Text, Text)]
- rosterAlly :: ![(Text, Text)]
- data Player = Player {
- fname :: !Text
- fgroup :: !GroupName
- fskillsOther :: !Skills
- fcanEscape :: !Bool
- fneverEmpty :: !Bool
- fhasNumbers :: !Bool
- fhasGender :: !Bool
- ftactic :: !Tactic
- fentryLevel :: !Int
- finitialActors :: !Int
- fleaderMode :: !LeaderMode
- fhasUI :: !Bool
- data ModeKind = ModeKind {}
- data Tactic
- data LeaderMode
- data AutoLeader = AutoLeader {
- autoDungeon :: !Bool
- autoLevel :: !Bool
- validateSingleModeKind :: ModeKind -> [Text]
- validateAllModeKind :: [ModeKind] -> [Text]
Documentation
type Caves = IntMap (GroupName, Maybe Bool)Source
Requested cave groups for particular levels. The second component
is the Escape
feature on the level. True
means it's represented
by @False@, by @
.
The specification of players for the game mode.
Roster | |
|
Properties of a particular player.
Player | |
|
Game mode specification.
TBlock | always only wait, even if enemy in melee range |
TFollow | always follow leader's target or his position if no target |
TExplore | if enemy nearby, attack, if no items, etc., explore unknown |
TRoam | if enemy nearby, attack, if no items, etc., roam randomly |
TPatrol | find an open and uncrowded area, patrol it according
to sight radius and fallback temporarily to |
data LeaderMode Source
If a faction with LeaderUI
and LeaderAI
has any actor, it has a leader.
LeaderNull | faction can have no leader, is whole under AI control |
LeaderAI AutoLeader | leader under AI control |
LeaderUI AutoLeader | leader under UI control, assumes |
data AutoLeader Source
AutoLeader | |
|
validateSingleModeKind :: ModeKind -> [Text]Source
Catch invalid game mode kind definitions.
validateAllModeKind :: [ModeKind] -> [Text]Source
Validate all game mode kinds. Currently always valid.