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.
This commit is contained in:
Griffin Smith 2019-11-29 22:59:15 -05:00
parent 7d8ce026a2
commit 8a1235c3dc
26 changed files with 232 additions and 212 deletions

View file

@ -1,23 +1,23 @@
import Test.Prelude
import qualified Xanthous.Data.EntityCharSpec
import qualified Xanthous.Data.EntityMapSpec
import qualified Xanthous.DataSpec
import qualified Xanthous.EntitiesSpec
import qualified Xanthous.Entities.RawsSpec
import qualified Xanthous.GameSpec
import qualified Xanthous.Generators.UtilSpec
import qualified Xanthous.MessageSpec
import qualified Xanthous.OrphansSpec
import qualified Xanthous.UtilSpec
import qualified Xanthous.Util.GraphicsSpec
import qualified Xanthous.Util.InflectionSpec
import qualified Xanthous.UtilSpec
main :: IO ()
main = defaultMain test
test :: TestTree
test = testGroup "Xanthous"
[ Xanthous.Data.EntityMapSpec.test
, Xanthous.EntitiesSpec.test
[ Xanthous.Data.EntityCharSpec.test
, Xanthous.Data.EntityMapSpec.test
, Xanthous.Entities.RawsSpec.test
, Xanthous.GameSpec.test
, Xanthous.Generators.UtilSpec.test