diff options
author | Griffin Smith <root@gws.fyi> | 2019-11-30T03·59-0500 |
---|---|---|
committer | Griffin Smith <root@gws.fyi> | 2019-11-30T03·59-0500 |
commit | 8a1235c3dcf7fe69b2e2ea3eea326858d26d38b9 (patch) | |
tree | 398c6dce549602c9890fbded64e3bdf2646b2a1f /test/Xanthous/GameSpec.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 'test/Xanthous/GameSpec.hs')
-rw-r--r-- | test/Xanthous/GameSpec.hs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/test/Xanthous/GameSpec.hs b/test/Xanthous/GameSpec.hs index f9a9c543b90a..75e9f6215ade 100644 --- a/test/Xanthous/GameSpec.hs +++ b/test/Xanthous/GameSpec.hs @@ -2,10 +2,10 @@ module Xanthous.GameSpec where import Test.Prelude hiding (Down) import Xanthous.Game +import Xanthous.Game.State import Control.Lens.Properties import Xanthous.Data (move, Direction(Down)) import Xanthous.Data.EntityMap (atPosition) -import Xanthous.Entities (SomeEntity(SomeEntity)) main :: IO () main = defaultMain test |