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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/Game/Arbitrary.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/Game/Arbitrary.hs')
-rw-r--r-- | src/Xanthous/Game/Arbitrary.hs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Xanthous/Game/Arbitrary.hs b/src/Xanthous/Game/Arbitrary.hs index e8f9ae22c461..090eba634d4b 100644 --- a/src/Xanthous/Game/Arbitrary.hs +++ b/src/Xanthous/Game/Arbitrary.hs @@ -18,11 +18,11 @@ import qualified Xanthous.Data.EntityMap as EntityMap instance Arbitrary GameState where arbitrary = do - char <- arbitrary @Character + chr <- arbitrary @Character charPos <- arbitrary _messageHistory <- arbitrary (_characterEntityID, _entities) <- arbitrary <&> - EntityMap.insertAtReturningID charPos (SomeEntity char) + EntityMap.insertAtReturningID charPos (SomeEntity chr) _revealedPositions <- fmap setFromList . sublistOf $ EntityMap.positions _entities _randomGen <- mkStdGen <$> arbitrary let _promptState = NoPrompt -- TODO |