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Within LTS Haskell 24.66 (ghc-9.10.3)

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  1. atomicForget :: FactionId -> LevelId -> Perception -> State -> [UpdAtomic]

    LambdaHack Game.LambdaHack.Server.BroadcastAtomic

    No documentation available.

  2. data CacheBeforeLucid

    LambdaHack Game.LambdaHack.Server.Fov

    No documentation available.

  3. CacheBeforeLucid :: PerReachable -> PerVisible -> PerSmelled -> CacheBeforeLucid

    LambdaHack Game.LambdaHack.Server.Fov

    No documentation available.

  4. cacheBeforeLucidFromActor :: FovClear -> Actor -> Skills -> CacheBeforeLucid

    LambdaHack 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.

  5. effKineticPerformed :: EffApplyFlags -> Bool

    LambdaHack Game.LambdaHack.Server.HandleEffectM

    No documentation available.

  6. keepMetaGameInformation :: ContentData ItemKind -> Vector Word16 -> Vector Word16

    LambdaHack 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.

  7. arenasForLoop :: MonadStateRead m => m (EnumSet LevelId)

    LambdaHack Game.LambdaHack.Server.LoopM

    No documentation available.

  8. 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.

  9. transformListMonad :: (List l, List k) => (ItemM l (k a) -> ItemM k (k a)) -> l a -> k a

    List 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"
    

  10. unmarshalFormat :: ALenum -> Format

    OpenAL Sound.OpenAL.AL.Extensions

    No documentation available.

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