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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/Item.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/Item.hs')
-rw-r--r-- | src/Xanthous/Entities/Item.hs | 10 |
1 files changed, 2 insertions, 8 deletions
diff --git a/src/Xanthous/Entities/Item.hs b/src/Xanthous/Entities/Item.hs index ddd387af8c78..465110069c1d 100644 --- a/src/Xanthous/Entities/Item.hs +++ b/src/Xanthous/Entities/Item.hs @@ -15,14 +15,7 @@ import Data.Aeson.Generic.DerivingVia -------------------------------------------------------------------------------- import Xanthous.Entities.RawTypes hiding (Item, description, isEdible) import qualified Xanthous.Entities.RawTypes as Raw -import Xanthous.Entities - ( Draw(..) - , Entity(..) - , DrawRawChar(..) - , Brain(..) - , Brainless(..) - , brainVia - ) +import Xanthous.Game.State -------------------------------------------------------------------------------- data Item = Item @@ -47,6 +40,7 @@ instance Arbitrary Item where instance Entity Item where blocksVision _ = False description = view $ itemType . Raw.description + entityChar = view $ itemType . Raw.char newWithType :: ItemType -> Item newWithType = Item |