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authorGriffin Smith <root@gws.fyi>2019-11-30T03·59-0500
committerGriffin Smith <root@gws.fyi>2019-11-30T03·59-0500
commit8a1235c3dcf7fe69b2e2ea3eea326858d26d38b9 (patch)
tree398c6dce549602c9890fbded64e3bdf2646b2a1f /src/Xanthous/AI/Gormlak.hs
parent7d8ce026a2acc5a4d208110750be188f0ce5591c (diff)
Use menus for combat and picking up items
Refactor a bunch of stuff around to allow for polymorphically surfacing
an EntityChar for all entities, and use this to write a generic
`entityMenu` function, which generates a menu from the chars of a list
of entities - and use that to fully implement (removing `undefined`)
menus for both attacking and picking things up when there are multiple
entities on the relevant tile.
Diffstat (limited to 'src/Xanthous/AI/Gormlak.hs')
-rw-r--r--src/Xanthous/AI/Gormlak.hs4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Xanthous/AI/Gormlak.hs b/src/Xanthous/AI/Gormlak.hs
index 268e33ad6c..8b30bc2c9d 100644
--- a/src/Xanthous/AI/Gormlak.hs
+++ b/src/Xanthous/AI/Gormlak.hs
@@ -24,8 +24,7 @@ import           Xanthous.Entities.Creature
 import           Xanthous.Entities.Character (Character)
 import qualified Xanthous.Entities.Character as Character
 import qualified Xanthous.Entities.RawTypes as Raw
-import           Xanthous.Entities (Entity(..), Brain(..), brainVia)
-import           Xanthous.Game.State (entities, GameState, entityIs)
+import           Xanthous.Game.State
 import           Xanthous.Game.Lenses
                  ( Collision(..), entityCollision, collisionAt
                  , character, characterPosition
@@ -99,3 +98,4 @@ instance Brain Creature where step = brainVia GormlakBrain
 instance Entity Creature where
   blocksVision _ = False
   description = view $ Creature.creatureType . Raw.description
+  entityChar = view $ Creature.creatureType . char