8a1235c3dc
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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.. | ||
Data | ||
Entities | ||
Generators | ||
Util | ||
DataSpec.hs | ||
GameSpec.hs | ||
MessageSpec.hs | ||
OrphansSpec.hs | ||
UtilSpec.hs |