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Within LTS Haskell 24.32 (ghc-9.10.3)
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anyNameLit :: Attribute name => String -> [T name string] -> Boolxml-basic Text.XML.Basic.Attribute No documentation available.
anyValue :: (string -> Bool) -> [T name string] -> Boolxml-basic Text.XML.Basic.Attribute No documentation available.
anyValueLit :: Eq string => string -> [T name string] -> Boolxml-basic Text.XML.Basic.Attribute No documentation available.
anyKeyPressed :: MonadClientUI m => m BoolLambdaHack Game.LambdaHack.Client.UI No documentation available.
anyKeyPressed :: MonadClientUI m => m BoolLambdaHack Game.LambdaHack.Client.UI.MonadClientUI No documentation available.
anyInReport :: (MsgClass -> Bool) -> Report -> BoolLambdaHack Game.LambdaHack.Client.UI.Msg No documentation available.
anyFoeAdj :: ActorId -> State -> BoolLambdaHack Game.LambdaHack.Common.ActorState 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).
anyHarmfulFoeAdj :: ActorMaxSkills -> ActorId -> State -> BoolLambdaHack Game.LambdaHack.Common.ActorState No documentation available.
anyActorsAlive :: MonadServer m => FactionId -> ActorId -> m BoolLambdaHack Game.LambdaHack.Server.CommonM No documentation available.
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attoparsec-binary Data.Attoparsec.Binary Match any 16-bit big-endian word.