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

@ -0,0 +1,18 @@
--------------------------------------------------------------------------------
module Xanthous.Data.EntityCharSpec where
--------------------------------------------------------------------------------
import Test.Prelude
--------------------------------------------------------------------------------
import qualified Data.Aeson as JSON
--------------------------------------------------------------------------------
import Xanthous.Data.EntityChar
--------------------------------------------------------------------------------
main :: IO ()
main = defaultMain test
test :: TestTree
test = testGroup "Xanthous.Data.EntityChar"
[ testProperty "JSON round-trip" $ \(ec :: EntityChar) ->
JSON.decode (JSON.encode ec) === Just ec
]