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/Prelude.hs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'src/Xanthous/Prelude.hs') 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 +-------------------------------------------------------------------------------- -- cgit 1.4.1