Every AI maintains a priority queue of "tasks" (typical tasks: kill PC; run&heal; pick items).
Approach task - get to distance 1 to a given target
Task to hold position on a specific place
Specialized shopkeeper AI
Wander task - walk around randomly
Wander in rectangular area
Area, a logical subset of map
Set of cells with tutorial messages
Goblin rockthrower: goblin armed with rocks
God, useful for debugging.
NPC - Non-Player Character
- adds doors to surrounding corridors
- transforms walls with adjacent corridors to fake walls
Basic per-turn effect: represents a condition for a being.
Connector in "down" direction
Connector in "up" direction
Abstract destroyable feature
Stained glass window, random shiny color.
Random dungeon generator using human-like digging patterns.
Maze generator - Icey's algorithm
See http://www.roguebasin.roguelikedevelopment.org/index.php?title=Simple_maze for explanation
Maze generator - Eller's algorithm
See http://homepages.cwi.nl/~tromp/maze.html for explanation
Random map generator, tries to fill the space evenly.
Anything that can be eaten
Lockpick item, used for opening locked doors
Projectile weapon (arrow, rock, .
Anything that can be read
Dungeon which disappears when left
Damage dealer interface - everything which deals damage (damaging slots, projectiles, attack spells)
Damage receiver interface - everything which receives damage
Interface for enterable objects (cells, areas, maps)
Modifier interface: everything that holds feat modifiers have this
Interface for flying objects
Random value - generalized throwing dice
Body part - place for an item
Projectile slot (rocks, arrows, .
Knocking (unlocking) spell
Abstract projectile spell
Switch position with a being
Complex dialogue interface
Lightweight visual representation, used for map memory
Visual interface: everything that can be visualized have this