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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/Entities/Creature.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/Entities/Creature.hs')
-rw-r--r-- | src/Xanthous/Entities/Creature.hs | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/Xanthous/Entities/Creature.hs b/src/Xanthous/Entities/Creature.hs index 6e955324a06a..a44b3b22813b 100644 --- a/src/Xanthous/Entities/Creature.hs +++ b/src/Xanthous/Entities/Creature.hs @@ -68,6 +68,7 @@ instance Entity Creature where blocksVision _ = False description = view $ creatureType . Raw.description entityChar = view $ creatureType . char + entityCollision = const $ Just Combat -------------------------------------------------------------------------------- |