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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/Orphans.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/Orphans.hs')
-rw-r--r-- | src/Xanthous/Orphans.hs | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/src/Xanthous/Orphans.hs b/src/Xanthous/Orphans.hs index 6714a3bc5610..bb6b0d024e32 100644 --- a/src/Xanthous/Orphans.hs +++ b/src/Xanthous/Orphans.hs @@ -21,7 +21,6 @@ import Data.Text.Zipper.Generic (GenericTextZipper) import Brick.Widgets.Core (getName) import System.Random (StdGen) import Test.QuickCheck -import Test.QuickCheck.Arbitrary.Generic import Text.Megaparsec (errorBundlePretty) import Text.Megaparsec.Pos import Text.Mustache |