Safe Haskell | None |
---|
Game.LambdaHack.Server.Action
Description
Game action monads and basic building blocks for human and computer
player actions. Has no access to the the main action type.
Does not export the liftIO
operation nor a few other implementation
details.
- class MonadActionRO m => MonadServer m where
- getServer :: m StateServer
- getsServer :: (StateServer -> a) -> m a
- modifyServer :: (StateServer -> StateServer) -> m ()
- putServer :: StateServer -> m ()
- class MonadServer m => MonadConnServer m
- tryRestore :: MonadServer m => COps -> m (Maybe (State, StateServer))
- updateConn :: (MonadAtomic m, MonadConnServer m) => (FactionId -> ChanFrontend -> ChanServer CmdClientUI -> IO ()) -> (FactionId -> ChanServer CmdClientAI -> IO ()) -> m ()
- killAllClients :: (MonadAtomic m, MonadConnServer m) => m ()
- waitForChildren :: IO ()
- speedupCOps :: Bool -> COps -> COps
- sendUpdateUI :: MonadConnServer m => FactionId -> CmdClientUI -> m ()
- sendQueryUI :: MonadConnServer m => FactionId -> ActorId -> m CmdSer
- sendUpdateAI :: MonadConnServer m => FactionId -> CmdClientAI -> m ()
- sendQueryAI :: MonadConnServer m => FactionId -> ActorId -> m CmdSer
- saveGameSer :: MonadServer m => m ()
- saveGameBkp :: MonadServer m => m ()
- dumpCfg :: MonadServer m => FilePath -> m ()
- mkConfigRules :: MonadServer m => Ops RuleKind -> m (Config, StdGen, StdGen)
- restoreScore :: MonadServer m => Config -> m ScoreTable
- revealItems :: (MonadAtomic m, MonadServer m) => Maybe FactionId -> Maybe Actor -> m ()
- deduceQuits :: (MonadAtomic m, MonadServer m) => Actor -> Status -> m ()
- rndToAction :: MonadServer m => Rnd a -> m a
- fovMode :: MonadServer m => m FovMode
- resetFidPerception :: MonadServer m => FactionId -> LevelId -> m ()
- getPerFid :: MonadServer m => FactionId -> LevelId -> m Perception
Action monads
class MonadActionRO m => MonadServer m whereSource
Methods
getServer :: m StateServerSource
getsServer :: (StateServer -> a) -> m aSource
modifyServer :: (StateServer -> StateServer) -> m ()Source
putServer :: StateServer -> m ()Source
Instances
class MonadServer m => MonadConnServer m Source
Instances
tryRestore :: MonadServer m => COps -> m (Maybe (State, StateServer))Source
updateConn :: (MonadAtomic m, MonadConnServer m) => (FactionId -> ChanFrontend -> ChanServer CmdClientUI -> IO ()) -> (FactionId -> ChanServer CmdClientAI -> IO ()) -> m ()Source
Update connections to the new definition of factions. Connect to clients in old or newly spawned threads that read and write directly to the channels.
killAllClients :: (MonadAtomic m, MonadConnServer m) => m ()Source
waitForChildren :: IO ()Source
speedupCOps :: Bool -> COps -> COpsSource
Compute and insert auxiliary optimized components into game content, to be used in time-critical sections of the code.
Communication
sendUpdateUI :: MonadConnServer m => FactionId -> CmdClientUI -> m ()Source
sendQueryUI :: MonadConnServer m => FactionId -> ActorId -> m CmdSerSource
sendUpdateAI :: MonadConnServer m => FactionId -> CmdClientAI -> m ()Source
sendQueryAI :: MonadConnServer m => FactionId -> ActorId -> m CmdSerSource
Assorted primitives
saveGameSer :: MonadServer m => m ()Source
saveGameBkp :: MonadServer m => m ()Source
Save a backup of the save game file, in case of crashes.
See saveGameBkp
.
dumpCfg :: MonadServer m => FilePath -> m ()Source
Dumps the current game rules configuration to a file.
mkConfigRules :: MonadServer m => Ops RuleKind -> m (Config, StdGen, StdGen)Source
Create a server config file. Warning: when it's used, the game state may still be undefined, hence the content ops are given as an argument.
restoreScore :: MonadServer m => Config -> m ScoreTableSource
Read the high scores table. Return the empty table if no file. Warning: when it's used, the game state may still be undefined, hence the config is given as an argument.
revealItems :: (MonadAtomic m, MonadServer m) => Maybe FactionId -> Maybe Actor -> m ()Source
deduceQuits :: (MonadAtomic m, MonadServer m) => Actor -> Status -> m ()Source
rndToAction :: MonadServer m => Rnd a -> m aSource
Invoke pseudo-random computation with the generator kept in the state.
fovMode :: MonadServer m => m FovModeSource
resetFidPerception :: MonadServer m => FactionId -> LevelId -> m ()Source
Update the cached perception for the selected level, for a faction. The assumption is the level, and only the level, has changed since the previous perception calculation.
getPerFid :: MonadServer m => FactionId -> LevelId -> m PerceptionSource