LambdaHack-0.9.4.1: A game engine library for tactical squad ASCII roguelike dungeon crawlers

Game.LambdaHack.Client.UI.HandleHumanLocalM

Description

Semantics of Game.LambdaHack.Client.UI.HumanCmd client commands that do not return server requests,, but only change internal client state. None of such commands takes game time.

Synopsis

# Local commands

Display items from a given container store and possibly let the user chose one.

psuitReq :: (MonadClient m, MonadClientUI m) => m (Either Text (ItemFull -> Either ReqFailure (Point, Bool))) Source #

On top of permittedProjectClient, it also checks legality of aiming at the target and projection range. It also modifies eps.

Switch current member to the next on the viewed level, if any, wrapping.

Switch current member to the previous in the whole dungeon, wrapping.

# Commands specific to aiming

cancelHuman :: MonadClientUI m => m () Source #

End aiming mode, rejecting the current position.

Accept the current x-hair position as target, ending aiming mode, if active.

Move the xhair. Assumes aiming mode.

Start aiming.

aimFloorHuman :: MonadClientUI m => m () Source #

Cycle aiming mode. Do not change position of the xhair, switch among things at that position.

Change the displayed level in aiming mode to (at most) k levels shallower. Enters aiming mode, if not already in one.

epsIncrHuman :: (MonadClient m, MonadClientUI m) => Bool -> m () Source #

Tweak the eps parameter of the aiming digital line.

# Internal operations

Check whether one is permitted to aim (for projecting) at a target. The check is stricter for actor targets, assuming the player simply wants to hit a single actor. In order to fine tune trick-shots, e.g., piercing many actors, other aiming modes should be used. Returns a different seps if needed to reach the target.

Note: Simple Perception check is not enough for the check, e.g., because the target actor can be obscured by a glass wall.

eitherHistory :: forall m. MonadClientUI m => Bool -> m () Source #