From 8a1235c3dcf7fe69b2e2ea3eea326858d26d38b9 Mon Sep 17 00:00:00 2001 From: Griffin Smith Date: Fri, 29 Nov 2019 22:59:15 -0500 Subject: 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. --- src/Xanthous/AI/Gormlak.hs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/Xanthous/AI/Gormlak.hs') diff --git a/src/Xanthous/AI/Gormlak.hs b/src/Xanthous/AI/Gormlak.hs index 268e33ad6caa..8b30bc2c9de0 100644 --- a/src/Xanthous/AI/Gormlak.hs +++ b/src/Xanthous/AI/Gormlak.hs @@ -24,8 +24,7 @@ import Xanthous.Entities.Creature import Xanthous.Entities.Character (Character) import qualified Xanthous.Entities.Character as Character import qualified Xanthous.Entities.RawTypes as Raw -import Xanthous.Entities (Entity(..), Brain(..), brainVia) -import Xanthous.Game.State (entities, GameState, entityIs) +import Xanthous.Game.State import Xanthous.Game.Lenses ( Collision(..), entityCollision, collisionAt , character, characterPosition @@ -99,3 +98,4 @@ instance Brain Creature where step = brainVia GormlakBrain instance Entity Creature where blocksVision _ = False description = view $ Creature.creatureType . Raw.description + entityChar = view $ Creature.creatureType . char -- cgit 1.4.1