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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/Prelude.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/Prelude.hs')
-rw-r--r--src/Xanthous/Prelude.hs6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/Xanthous/Prelude.hs b/src/Xanthous/Prelude.hs
index 756642440b..b17fd2897b 100644
--- a/src/Xanthous/Prelude.hs
+++ b/src/Xanthous/Prelude.hs
@@ -1,3 +1,4 @@
+--------------------------------------------------------------------------------
 module Xanthous.Prelude
   ( module ClassyPrelude
   , Type
@@ -5,11 +6,14 @@ module Xanthous.Prelude
   , module GHC.TypeLits
   , module Control.Lens
   , module Data.Void
+  , module Control.Comonad
   ) where
-
+--------------------------------------------------------------------------------
 import ClassyPrelude hiding
   (return, (<|), unsnoc, uncons, cons, snoc, index, (<.>), Index, say)
 import Data.Kind
 import GHC.TypeLits hiding (Text)
 import Control.Lens
 import Data.Void
+import Control.Comonad
+--------------------------------------------------------------------------------