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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/Entities/Character.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/Entities/Character.hs')
-rw-r--r--src/Xanthous/Entities/Character.hs3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/Xanthous/Entities/Character.hs b/src/Xanthous/Entities/Character.hs
index cc04340f6e24..22589252acce 100644
--- a/src/Xanthous/Entities/Character.hs
+++ b/src/Xanthous/Entities/Character.hs
@@ -27,7 +27,7 @@ import Data.Aeson.Generic.DerivingVia
 import Data.Aeson (ToJSON, FromJSON)
 import Data.Coerce (coerce)
 --------------------------------------------------------------------------------
-import Xanthous.Entities
+import Xanthous.Game.State
 import Xanthous.Entities.Item
 import Xanthous.Data (TicksPerTile, Hitpoints, Per, Ticks, (|*|), positioned)
 --------------------------------------------------------------------------------
@@ -68,6 +68,7 @@ instance Brain Character where
 instance Entity Character where
   blocksVision _ = False
   description _ = "yourself"
+  entityChar _ = "@"
 
 instance Arbitrary Character where
   arbitrary = genericArbitrary