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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26 changed files with 232 additions and 212 deletions
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@ -18,11 +18,11 @@ import qualified Xanthous.Data.EntityMap as EntityMap
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instance Arbitrary GameState where
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arbitrary = do
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char <- arbitrary @Character
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chr <- arbitrary @Character
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charPos <- arbitrary
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_messageHistory <- arbitrary
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(_characterEntityID, _entities) <- arbitrary <&>
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EntityMap.insertAtReturningID charPos (SomeEntity char)
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EntityMap.insertAtReturningID charPos (SomeEntity chr)
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_revealedPositions <- fmap setFromList . sublistOf $ EntityMap.positions _entities
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_randomGen <- mkStdGen <$> arbitrary
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let _promptState = NoPrompt -- TODO
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