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authorGriffin Smith <root@gws.fyi>2020-01-03T23·28-0500
committerGriffin Smith <root@gws.fyi>2020-01-03T23·28-0500
commit84f32efad4ff6d358fdeb985b3b4ac408e753b78 (patch)
treed22d15bbbd88d9dd253f13dd9bf64205022686b4 /src/Xanthous/Entities/Creature.hs
parent1b88921bc36e5da1ade5c52827d057dc2be65bc5 (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.hs1
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
 
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