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PosFidAndSight :: FactionId -> LevelId -> [Point] -> PosAtomicLambdaHack Game.LambdaHack.Atomic observers and the faction notice
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LambdaHack Game.LambdaHack.Atomic never broadcasted, but sent manually
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LambdaHack Game.LambdaHack.Atomic only the server notices
PosSight :: LevelId -> [Point] -> PosAtomicLambdaHack Game.LambdaHack.Atomic whomever sees all the positions, notices
PosSightLevels :: [(LevelId, Point)] -> PosAtomicLambdaHack Game.LambdaHack.Atomic whomever sees all the positions, notices
PosSmell :: LevelId -> [Point] -> PosAtomicLambdaHack Game.LambdaHack.Atomic whomever smells all the positions, notices
module Game.LambdaHack.Atomic.
PosAtomicRead Representation and computation of visiblity of atomic commands by clients. See https://github.com/LambdaHack/LambdaHack/wiki/Client-server-architecture.
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LambdaHack Game.LambdaHack.Atomic.PosAtomicRead everybody notices
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LambdaHack Game.LambdaHack.Atomic.PosAtomicRead The type representing visibility of atomic commands to factions, based on the position of the command, etc. Note that the server sees and smells all positions. Also note that hearing is not covered because it gives very restricted information, so hearing doesn't equal seeing (and we assume smelling actors get lots of data from smells).
PosFid :: FactionId -> PosAtomicLambdaHack Game.LambdaHack.Atomic.PosAtomicRead only the faction notices, server doesn't