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.
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@ -25,6 +25,7 @@ dependencies:
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- brick
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- checkers
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- classy-prelude
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- comonad
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- constraints
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- containers
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- data-default
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