| 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. | ||
|---|---|---|
| .. | ||
| EntityCharSpec.hs | ||
| EntityMapSpec.hs | ||