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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/Prelude.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/Prelude.hs')
-rw-r--r-- | src/Xanthous/Prelude.hs | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/src/Xanthous/Prelude.hs b/src/Xanthous/Prelude.hs index 756642440b7e..b17fd2897bb1 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 +-------------------------------------------------------------------------------- |