LambdaHack-0.9.5.0: A game engine library for tactical squad ASCII roguelike dungeon crawlers
Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Common.Actor

Description

Actors in the game: heroes, monsters, etc.

Synopsis

The Actor type, its components and operations on them

data Actor Source #

Actor attributes that are changing throughout the game. If they appear to be dublets of aspects from actor kinds, e.g. HP, they may be results of casting the dice specified in their respective actor kind and/or may be modified temporarily, but return to the original value from their respective kind over time.

Other properties of an actor, in particular its current aspects, are derived from the actor's trunk, organs and equipment. A class of the aspects, the boolean ones, are called flags. Another class are skills. Stats are a subclass that determines if particular actions are permitted for the actor (or faction).

Constructors

Actor 

Fields

Instances

Instances details
Eq Actor Source # 
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Defined in Game.LambdaHack.Common.Actor

Methods

(==) :: Actor -> Actor -> Bool Source #

(/=) :: Actor -> Actor -> Bool Source #

Show Actor Source # 
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Defined in Game.LambdaHack.Common.Actor

Generic Actor Source # 
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Defined in Game.LambdaHack.Common.Actor

Associated Types

type Rep Actor :: Type -> Type Source #

Methods

from :: Actor -> Rep Actor x Source #

to :: Rep Actor x -> Actor Source #

Binary Actor Source # 
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Defined in Game.LambdaHack.Common.Actor

type Rep Actor Source # 
Instance details

Defined in Game.LambdaHack.Common.Actor

type Rep Actor = D1 ('MetaData "Actor" "Game.LambdaHack.Common.Actor" "LambdaHack-0.9.5.0-FWRdmmndH5GD6eZFvncKh2" 'False) (C1 ('MetaCons "Actor" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "btrunk") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 ItemId) :*: S1 ('MetaSel ('Just "bhp") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Int64)) :*: (S1 ('MetaSel ('Just "bhpDelta") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 ResDelta) :*: S1 ('MetaSel ('Just "bcalm") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Int64))) :*: ((S1 ('MetaSel ('Just "bcalmDelta") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 ResDelta) :*: S1 ('MetaSel ('Just "bpos") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Point)) :*: (S1 ('MetaSel ('Just "boldpos") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Point)) :*: S1 ('MetaSel ('Just "blid") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 LevelId)))) :*: (((S1 ('MetaSel ('Just "bfid") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 FactionId) :*: S1 ('MetaSel ('Just "btrajectory") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ([Vector], Speed)))) :*: (S1 ('MetaSel ('Just "borgan") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 ItemBag) :*: S1 ('MetaSel ('Just "beqp") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 ItemBag))) :*: ((S1 ('MetaSel ('Just "binv") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 ItemBag) :*: S1 ('MetaSel ('Just "bweapon") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Int)) :*: (S1 ('MetaSel ('Just "bwatch") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Watchfulness) :*: S1 ('MetaSel ('Just "bproj") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Bool))))))

data ResDelta Source #

Representation of recent changes to HP of Calm of an actor. This is reset every time the actor perfoms an action, so this is aggregated over actor turn (move), not time turn. The resource changes recorded in the tuple are, respectively, negative and positive.

Constructors

ResDelta 

Fields

Instances

Instances details
Eq ResDelta Source # 
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Defined in Game.LambdaHack.Common.Actor

Show ResDelta Source # 
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Defined in Game.LambdaHack.Common.Actor

Generic ResDelta Source # 
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Defined in Game.LambdaHack.Common.Actor

Associated Types

type Rep ResDelta :: Type -> Type Source #

Binary ResDelta Source # 
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Defined in Game.LambdaHack.Common.Actor

type Rep ResDelta Source # 
Instance details

Defined in Game.LambdaHack.Common.Actor

type Rep ResDelta = D1 ('MetaData "ResDelta" "Game.LambdaHack.Common.Actor" "LambdaHack-0.9.5.0-FWRdmmndH5GD6eZFvncKh2" 'False) (C1 ('MetaCons "ResDelta" 'PrefixI 'True) (S1 ('MetaSel ('Just "resCurrentTurn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Int64, Int64)) :*: S1 ('MetaSel ('Just "resPreviousTurn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Int64, Int64))))

data Watchfulness Source #

Constructors

WWatch 
WWait Int 
WSleep 
WWake 

Instances

Instances details
Eq Watchfulness Source # 
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Defined in Game.LambdaHack.Common.Actor

Show Watchfulness Source # 
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Defined in Game.LambdaHack.Common.Actor

Generic Watchfulness Source # 
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Defined in Game.LambdaHack.Common.Actor

Associated Types

type Rep Watchfulness :: Type -> Type Source #

Binary Watchfulness Source # 
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Defined in Game.LambdaHack.Common.Actor

type Rep Watchfulness Source # 
Instance details

Defined in Game.LambdaHack.Common.Actor

type Rep Watchfulness = D1 ('MetaData "Watchfulness" "Game.LambdaHack.Common.Actor" "LambdaHack-0.9.5.0-FWRdmmndH5GD6eZFvncKh2" 'False) ((C1 ('MetaCons "WWatch" 'PrefixI 'False) (U1 :: Type -> Type) :+: C1 ('MetaCons "WWait" 'PrefixI 'False) (S1 ('MetaSel ('Nothing :: Maybe Symbol) 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Int))) :+: (C1 ('MetaCons "WSleep" 'PrefixI 'False) (U1 :: Type -> Type) :+: C1 ('MetaCons "WWake" 'PrefixI 'False) (U1 :: Type -> Type)))

gearSpeed :: Skills -> Speed Source #

The speed from organs and gear; being pushed is ignored.

canSleep :: Skills -> Bool Source #

Has the skill and can wake up easily, so can sleep safely.

prefersSleep :: Skills -> Bool Source #

Can't loot, so sometimes prefers to sleep instead of exploring.

Assorted

type ActorDict = EnumMap ActorId Actor Source #

All actors on the level, indexed by actor identifier.

monsterGenChance :: AbsDepth -> AbsDepth -> Int -> Int -> Rnd Bool Source #

Chance that a new monster is generated. Depends on the number of monsters already present, and on the level depth and its cave kind.

smellTimeout :: Delta Time Source #

How long until an actor's smell vanishes from a tile.