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Within LTS Haskell 24.66 (ghc-9.10.3)
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atomicForget :: FactionId -> LevelId -> Perception -> State -> [UpdAtomic]LambdaHack Game.LambdaHack.Server.BroadcastAtomic No documentation available.
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LambdaHack Game.LambdaHack.Server.Fov No documentation available.
CacheBeforeLucid :: PerReachable -> PerVisible -> PerSmelled -> CacheBeforeLucidLambdaHack Game.LambdaHack.Server.Fov No documentation available.
cacheBeforeLucidFromActor :: FovClear -> Actor -> Skills -> CacheBeforeLucidLambdaHack Game.LambdaHack.Server.Fov Compute positions reachable by the actor. Reachable are all fields on a visually unblocked path from the actor position. Also compute positions seen by noctovision and perceived by smell.
effKineticPerformed :: EffApplyFlags -> BoolLambdaHack Game.LambdaHack.Server.HandleEffectM No documentation available.
keepMetaGameInformation :: ContentData ItemKind -> Vector Word16 -> Vector Word16LambdaHack Game.LambdaHack.Server.ItemRev Keep in a vector the information that is retained from playthrough to playthrough. The information being, e.g., ItemKindIx or Flavour. The information is morally indexed by ContentId ItemKind and its Enum instance fits in Word16.
arenasForLoop :: MonadStateRead m => m (EnumSet LevelId)LambdaHack Game.LambdaHack.Server.LoopM No documentation available.
tieKnotForAsync :: ServerOptions -> IO ()LambdaHack TieKnot Tie the LambdaHack engine client, server and frontend code with the game-specific content definitions, and run the game. The custom monad types to be used are determined by the executorSer call, which in turn calls executorCli. If other functions are used in their place- the types are different and so the whole pattern of computation differs. Which of the frontends is run inside the UI client depends on the flags supplied when compiling the engine library. Similarly for the choice of native vs JS builds.
transformListMonad :: (List l, List k) => (ItemM l (k a) -> ItemM k (k a)) -> l a -> k aList Data.List.Class Transform the underlying monad of a list given a way to transform the monad
> import Data.List.Tree (bfs) > bfs (transformListMonad (\(Identity x) -> [x, x]) "hey" :: ListT [] Char) "hheeeeyyyyyyyy"
unmarshalFormat :: ALenum -> FormatOpenAL Sound.OpenAL.AL.Extensions No documentation available.