Safe Haskell | None |
---|---|
Language | Haskell2010 |
- fidActorNotProjAssocs :: FactionId -> State -> [(ActorId, Actor)]
- actorAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)]
- actorRegularAssocs :: (FactionId -> Bool) -> LevelId -> State -> [(ActorId, Actor)]
- warActorRegularList :: FactionId -> LevelId -> State -> [Actor]
- friendlyActorRegularList :: FactionId -> LevelId -> State -> [Actor]
- fidActorRegularIds :: FactionId -> LevelId -> State -> [ActorId]
- bagAssocs :: State -> ItemBag -> [(ItemId, Item)]
- bagAssocsK :: State -> ItemBag -> [(ItemId, (Item, ItemQuant))]
- calculateTotal :: FactionId -> State -> (ItemBag, Int)
- mergeItemQuant :: ItemQuant -> ItemQuant -> ItemQuant
- sharedEqp :: FactionId -> State -> ItemBag
- sharedAllOwnedFid :: Bool -> FactionId -> State -> ItemBag
- findIid :: ActorId -> FactionId -> ItemId -> State -> [(ActorId, (Actor, CStore))]
- getContainerBag :: Container -> State -> ItemBag
- getFloorBag :: LevelId -> Point -> State -> ItemBag
- getEmbedBag :: LevelId -> Point -> State -> ItemBag
- getBodyStoreBag :: Actor -> CStore -> State -> ItemBag
- mapActorItems_ :: Monad m => (CStore -> ItemId -> ItemQuant -> m a) -> Actor -> State -> m ()
- getActorAssocs :: ActorId -> CStore -> State -> [(ItemId, Item)]
- nearbyFreePoints :: (Id TileKind -> Bool) -> Point -> LevelId -> State -> [Point]
- getCarriedAssocs :: Actor -> State -> [(ItemId, Item)]
- getCarriedIidCStore :: Actor -> [(ItemId, CStore)]
- posToAidsLvl :: Point -> Level -> [ActorId]
- posToAids :: Point -> LevelId -> State -> [ActorId]
- posToAssocs :: Point -> LevelId -> State -> [(ActorId, Actor)]
- getItemBody :: ItemId -> State -> Item
- memActor :: ActorId -> LevelId -> State -> Bool
- getActorBody :: ActorId -> State -> Actor
- getLocalTime :: LevelId -> State -> Time
- regenCalmDelta :: Actor -> AspectRecord -> State -> Int64
- actorInAmbient :: Actor -> State -> Bool
- canDeAmbientList :: Actor -> State -> [Point]
- actorSkills :: Maybe ActorId -> ActorId -> AspectRecord -> State -> Skills
- dispEnemy :: ActorId -> ActorId -> Skills -> State -> Bool
- fullAssocs :: COps -> DiscoveryKind -> DiscoveryAspect -> ActorId -> [CStore] -> State -> [(ItemId, ItemFull)]
- storeFromC :: Container -> CStore
- lidFromC :: Container -> State -> LevelId
- posFromC :: Container -> State -> Point
- aidFromC :: Container -> Maybe ActorId
- isEscape :: LevelId -> Point -> State -> Bool
- isStair :: LevelId -> Point -> State -> Bool
- anyFoeAdj :: ActorId -> State -> Bool
- actorAdjacentAssocs :: Actor -> State -> [(ActorId, Actor)]
- armorHurtBonus :: ActorAspect -> ActorId -> ActorId -> State -> Int
Documentation
calculateTotal :: FactionId -> State -> (ItemBag, Int) Source #
Calculate loot's worth for a given faction.
mapActorItems_ :: Monad m => (CStore -> ItemId -> ItemQuant -> m a) -> Actor -> State -> m () Source #
memActor :: ActorId -> LevelId -> State -> Bool Source #
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)
regenCalmDelta :: Actor -> AspectRecord -> State -> Int64 Source #
actorSkills :: Maybe ActorId -> ActorId -> AspectRecord -> State -> Skills Source #
fullAssocs :: COps -> DiscoveryKind -> DiscoveryAspect -> ActorId -> [CStore] -> State -> [(ItemId, ItemFull)] Source #
storeFromC :: Container -> CStore Source #
lidFromC :: Container -> State -> LevelId Source #
Determine the dungeon level of the container. If the item is in a shared stash, the level depends on which actor asks.
anyFoeAdj :: ActorId -> State -> Bool Source #
Require that any non-dying foe is adjacent. We include even projectiles that explode when stricken down, because they can be caught and then they don't explode, so it makes sense to focus on handling them. If there are many projectiles in a single adjacent position, we only test the first one, the one that would be hit in melee (this is not optimal if the actor would need to flee instead of meleeing, but fleeing with *many* projectiles adjacent is a possible waste of a move anyway).
armorHurtBonus :: ActorAspect -> ActorId -> ActorId -> State -> Int Source #