Safe Haskell | None |
---|---|
Language | Haskell2010 |
Game.LambdaHack.Server.CommonServer
Description
Server operations common to many modules.
- execFailure :: (MonadAtomic m, MonadServer m) => ActorId -> RequestTimed a -> ReqFailure -> m ()
- resetFidPerception :: MonadServer m => PersLit -> FactionId -> LevelId -> m Perception
- resetLitInDungeon :: MonadServer m => m PersLit
- getPerFid :: MonadServer m => FactionId -> LevelId -> m Perception
- revealItems :: (MonadAtomic m, MonadServer m) => Maybe FactionId -> Maybe (ActorId, Actor) -> m ()
- moveStores :: (MonadAtomic m, MonadServer m) => ActorId -> CStore -> CStore -> m ()
- deduceQuits :: (MonadAtomic m, MonadServer m) => FactionId -> Maybe (ActorId, Actor) -> Status -> m ()
- deduceKilled :: (MonadAtomic m, MonadServer m) => ActorId -> Actor -> m ()
- electLeader :: MonadAtomic m => FactionId -> LevelId -> ActorId -> m ()
- addActor :: (MonadAtomic m, MonadServer m) => GroupName ItemKind -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Text -> Time -> m (Maybe ActorId)
- addActorIid :: (MonadAtomic m, MonadServer m) => ItemId -> ItemFull -> Bool -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Text -> Time -> m (Maybe ActorId)
- projectFail :: (MonadAtomic m, MonadServer m) => ActorId -> Point -> Int -> ItemId -> CStore -> Bool -> m (Maybe ReqFailure)
- pickWeaponServer :: MonadServer m => ActorId -> m (Maybe (ItemId, CStore))
- sumOrganEqpServer :: MonadServer m => EqpSlot -> ActorId -> m Int
- actorSkillsServer :: MonadServer m => ActorId -> m Skills
Documentation
execFailure :: (MonadAtomic m, MonadServer m) => ActorId -> RequestTimed a -> ReqFailure -> m () Source
resetFidPerception :: MonadServer m => PersLit -> FactionId -> LevelId -> m Perception Source
Update the cached perception for the selected level, for a faction. The assumption is the level, and only the level, has changed since the previous perception calculation.
resetLitInDungeon :: MonadServer m => m PersLit Source
getPerFid :: MonadServer m => FactionId -> LevelId -> m Perception Source
revealItems :: (MonadAtomic m, MonadServer m) => Maybe FactionId -> Maybe (ActorId, Actor) -> m () Source
moveStores :: (MonadAtomic m, MonadServer m) => ActorId -> CStore -> CStore -> m () Source
deduceQuits :: (MonadAtomic m, MonadServer m) => FactionId -> Maybe (ActorId, Actor) -> Status -> m () Source
deduceKilled :: (MonadAtomic m, MonadServer m) => ActorId -> Actor -> m () Source
electLeader :: MonadAtomic m => FactionId -> LevelId -> ActorId -> m () Source
addActor :: (MonadAtomic m, MonadServer m) => GroupName ItemKind -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Text -> Time -> m (Maybe ActorId) Source
addActorIid :: (MonadAtomic m, MonadServer m) => ItemId -> ItemFull -> Bool -> FactionId -> Point -> LevelId -> (Actor -> Actor) -> Text -> Time -> m (Maybe ActorId) Source
Arguments
:: (MonadAtomic m, MonadServer m) | |
=> ActorId | actor projecting the item (is on current lvl) |
-> Point | target position of the projectile |
-> Int | digital line parameter |
-> ItemId | the item to be projected |
-> CStore | whether the items comes from floor or inventory |
-> Bool | whether the item is a blast |
-> m (Maybe ReqFailure) |
pickWeaponServer :: MonadServer m => ActorId -> m (Maybe (ItemId, CStore)) Source
sumOrganEqpServer :: MonadServer m => EqpSlot -> ActorId -> m Int Source
actorSkillsServer :: MonadServer m => ActorId -> m Skills Source