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author | Griffin Smith <root@gws.fyi> | 2020-01-03T23·28-0500 |
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committer | Griffin Smith <root@gws.fyi> | 2020-01-03T23·28-0500 |
commit | 84f32efad4ff6d358fdeb985b3b4ac408e753b78 (patch) | |
tree | d22d15bbbd88d9dd253f13dd9bf64205022686b4 /src/Xanthous/AI/Gormlak.hs | |
parent | 1b88921bc36e5da1ade5c52827d057dc2be65bc5 (diff) |
Track entity collision in the Entity class
Rather than having a single function in the Game.Lenses module for determining what collision type if any an entity has, track it in the Entity typeclass itself. This is both more extensible and a better separation of concerns and gets rid of one of the two needs for a circular import. Yay! As part of this, I realized nothing was being done to prevent doors from being placed on tiles that already had walls (since now that was properly causing a collision!) so I've fixed that as well.
Diffstat (limited to 'src/Xanthous/AI/Gormlak.hs')
-rw-r--r-- | src/Xanthous/AI/Gormlak.hs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Xanthous/AI/Gormlak.hs b/src/Xanthous/AI/Gormlak.hs index 031262533d21..8040fea35b8d 100644 --- a/src/Xanthous/AI/Gormlak.hs +++ b/src/Xanthous/AI/Gormlak.hs @@ -27,7 +27,7 @@ import qualified Xanthous.Entities.RawTypes as Raw import Xanthous.Entities.RawTypes (CreatureType) import Xanthous.Game.State import Xanthous.Game.Lenses - ( Collision(..), entityCollision, collisionAt + ( Collision(..), entitiesCollision, collisionAt , character, characterPosition ) import Xanthous.Data.EntityMap.Graphics (linesOfSight, canSee) @@ -90,7 +90,7 @@ stepGormlak ticks pe@(Positioned pos creature) = do then attackCharacter $> pos' else pure $ pos' `stepTowards` charPos else do - lines <- map (takeWhile (isNothing . entityCollision . map snd . snd) + lines <- map (takeWhile (isNothing . entitiesCollision . map snd . snd) -- the first item on these lines is always the creature itself . fromMaybe mempty . tailMay) . linesOfSight pos' (visionRadius creature') |