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author | Griffin Smith <root@gws.fyi> | 2019-11-30T03·59-0500 |
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committer | Griffin Smith <root@gws.fyi> | 2019-11-30T03·59-0500 |
commit | 8a1235c3dcf7fe69b2e2ea3eea326858d26d38b9 (patch) | |
tree | 398c6dce549602c9890fbded64e3bdf2646b2a1f /src/Xanthous/Entities/Creature.hs | |
parent | 7d8ce026a2acc5a4d208110750be188f0ce5591c (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/Creature.hs')
-rw-r--r-- | src/Xanthous/Entities/Creature.hs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/Xanthous/Entities/Creature.hs b/src/Xanthous/Entities/Creature.hs index 11cad1ce6b8b..de9122746bcf 100644 --- a/src/Xanthous/Entities/Creature.hs +++ b/src/Xanthous/Entities/Creature.hs @@ -35,7 +35,7 @@ import Data.Aeson.Generic.DerivingVia import Data.Aeson (ToJSON, FromJSON) -------------------------------------------------------------------------------- import Xanthous.Entities.RawTypes hiding (Creature, description) -import Xanthous.Entities (Draw(..), DrawRawCharPriority(..)) +import Xanthous.Game.State import Xanthous.Data -------------------------------------------------------------------------------- |