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authorGriffin Smith <root@gws.fyi>2019-11-30T03·59-0500
committerGriffin Smith <root@gws.fyi>2019-11-30T03·59-0500
commit8a1235c3dcf7fe69b2e2ea3eea326858d26d38b9 (patch)
tree398c6dce549602c9890fbded64e3bdf2646b2a1f /src/Xanthous/Entities/RawTypes.hs
parent7d8ce026a2acc5a4d208110750be188f0ce5591c (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/RawTypes.hs')
-rw-r--r--src/Xanthous/Entities/RawTypes.hs3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/Xanthous/Entities/RawTypes.hs b/src/Xanthous/Entities/RawTypes.hs
index 09b250fb310d..f715f8743ab1 100644
--- a/src/Xanthous/Entities/RawTypes.hs
+++ b/src/Xanthous/Entities/RawTypes.hs
@@ -10,6 +10,7 @@ module Xanthous.Entities.RawTypes
 
   , _Creature
     -- * Lens classes
+  , HasChar(..)
   , HasName(..)
   , HasDescription(..)
   , HasLongDescription(..)
@@ -27,9 +28,9 @@ import Test.QuickCheck.Arbitrary.Generic
 import Data.Aeson.Generic.DerivingVia
 import Data.Aeson (ToJSON, FromJSON)
 --------------------------------------------------------------------------------
-import Xanthous.Entities (EntityChar, HasChar(..))
 import Xanthous.Messages (Message(..))
 import Xanthous.Data (TicksPerTile, Hitpoints)
+import Xanthous.Data.EntityChar
 --------------------------------------------------------------------------------
 data CreatureType = CreatureType
   { _name         :: !Text