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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/Game/Arbitrary.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/Game/Arbitrary.hs')
-rw-r--r--src/Xanthous/Game/Arbitrary.hs4
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