Safe Haskell | None |
---|
Game.LambdaHack.Actor
Description
Actors in the game: monsters and heroes. No operation in this module
involves the State
or Action
type.
- data ActorId
- isAHero :: ActorId -> Bool
- isAMonster :: ActorId -> Bool
- invalidActorId :: ActorId
- findHeroName :: CP -> Int -> String
- monsterGenChance :: Int -> Int -> Rnd Bool
- data Actor = Actor {}
- template :: Id ActorKind -> Maybe Char -> Maybe String -> Int -> Point -> Actor
- addHp :: Ops ActorKind -> Int -> Actor -> Actor
- unoccupied :: [Actor] -> Point -> Bool
- heroKindId :: Ops ActorKind -> Id ActorKind
- data Target
Actor identifiers and related operations
A unique identifier of an actor in a dungeon.
isAMonster :: ActorId -> BoolSource
Checks whether an actor identifier represents a monster.
invalidActorId :: ActorIdSource
An actor that is not on any level.
findHeroName :: CP -> Int -> StringSource
Find a hero name in the config file, or create a stock name.
monsterGenChance :: Int -> Int -> Rnd BoolSource
Chance that a new monster is generated. Currently depends on the number of monsters already present, and on the level. In the future, the strength of the character and the strength of the monsters present could further influence the chance, and the chance could also affect which monster is generated. How many and which monsters are generated will also depend on the cave kind used to build the level.
The Acto
r type
Actor properties that are changing throughout the game.
If they are dublets of properties from ActorKind
,
they are usually modified temporarily, but tend to return
to the original value from ActorKind
over time. E.g., HP.
Constructors
Actor | |
Fields
|
template :: Id ActorKind -> Maybe Char -> Maybe String -> Int -> Point -> ActorSource
A template for a new actor. The initial target is invalid to force a reset ASAP.
unoccupied :: [Actor] -> Point -> BoolSource
Checks for the presence of actors in a location. Does not check if the tile is walkable.