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  1. Precious :: Flag

    LambdaHack Game.LambdaHack.Definition.Ability

    AI and UI flag: don't risk identifying by use; also, can't throw or apply if not calm enough; also may be used for UI flavour or AI hints

  2. module Game.LambdaHack.Server.DungeonGen.Place

    Generation of places from place kinds.

  3. data Place

    LambdaHack Game.LambdaHack.Server.DungeonGen.Place

    The parameters of a place. All are immutable and rolled and fixed at the time when a place is generated.

  4. Place :: ContentId PlaceKind -> Area -> TileMapEM -> TileMapEM -> Place

    LambdaHack Game.LambdaHack.Server.DungeonGen.Place

    No documentation available.

  5. type PerActor = EnumMap ActorId FovValid CacheBeforeLucid

    LambdaHack Game.LambdaHack.Server.Fov

    No documentation available.

  6. type PerCacheFid = EnumMap FactionId PerCacheLid

    LambdaHack Game.LambdaHack.Server.Fov

    Server cache of perceptions, indexed by faction identifier.

  7. type PerCacheLid = EnumMap LevelId PerceptionCache

    LambdaHack Game.LambdaHack.Server.Fov

    Server cache of perceptions of a single faction, indexed by level identifier.

  8. newtype PerReachable

    LambdaHack Game.LambdaHack.Server.Fov

    Visually reachable positions (light passes through them to the actor). They need to be intersected with lucid positions to obtain visible positions.

  9. PerReachable :: EnumSet Point -> PerReachable

    LambdaHack Game.LambdaHack.Server.Fov

    No documentation available.

  10. type PerValidFid = EnumMap FactionId EnumMap LevelId Bool

    LambdaHack Game.LambdaHack.Server.Fov

    Main perception validity map, for all factions. The inner type is not a set, due to an unbenchmarked theory that a constant shape map is faster.

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