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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/Entities.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/Entities.hs')
-rw-r--r-- | src/Xanthous/Entities/Entities.hs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/Xanthous/Entities/Entities.hs b/src/Xanthous/Entities/Entities.hs index 410a6514ae4f..7e41fc8b7b3a 100644 --- a/src/Xanthous/Entities/Entities.hs +++ b/src/Xanthous/Entities/Entities.hs @@ -9,7 +9,6 @@ import Test.QuickCheck import qualified Test.QuickCheck.Gen as Gen import Data.Aeson -------------------------------------------------------------------------------- -import Xanthous.Entities (Entity(..), SomeEntity(..)) import Xanthous.Entities.Character import Xanthous.Entities.Item import Xanthous.Entities.Creature @@ -46,6 +45,7 @@ deriving via WithOptions '[ FieldLabelModifier '[Drop 1] ] GameState instance Entity SomeEntity where blocksVision (SomeEntity ent) = blocksVision ent description (SomeEntity ent) = description ent + entityChar (SomeEntity ent) = entityChar ent instance Function SomeEntity where function = functionJSON |