32421916e0
Recalculate the character's lines of sight every time we step the game, rather than just every time the character *moves*. I had originally thought this was a non-contiguous lines-of-sight bug - which there's a test disproving - but it actually turned out to be that actions like eating or attacking would step the game forward (thus moving gormlaks) without re-calculating the positions visible to the character.
32 lines
1 KiB
Haskell
32 lines
1 KiB
Haskell
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.Data.EntityMap.GraphicsSpec
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import qualified Xanthous.DataSpec
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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.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.EntityCharSpec.test
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, Xanthous.Data.EntityMapSpec.test
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, Xanthous.Data.EntityMap.GraphicsSpec.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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, Xanthous.MessageSpec.test
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, Xanthous.OrphansSpec.test
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, Xanthous.DataSpec.test
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, Xanthous.UtilSpec.test
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, Xanthous.Util.GraphicsSpec.test
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, Xanthous.Util.InflectionSpec.test
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]
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