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