tvl-depot/test/Xanthous/Data/EntityMap/GraphicsSpec.hs
Griffin Smith 32421916e0 Update the vision every time we step the game
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.
2019-12-23 17:55:28 -05:00

47 lines
1.5 KiB
Haskell

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module Xanthous.Data.EntityMap.GraphicsSpec (main, test) where
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import Test.Prelude
import Data.Aeson
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import Xanthous.Game.State
import Xanthous.Data
import Xanthous.Data.EntityMap
import Xanthous.Data.EntityMap.Graphics
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main :: IO ()
main = defaultMain test
test :: TestTree
test = testGroup "Xanthous.Data.EntityMap.Graphics"
[ testGroup "visiblePositions"
[ testCase "non-contiguous bug 1" $
let charPos = Position 20 20
gormlakPos = Position 17 19
em = insertAt gormlakPos TestEntity
. insertAt charPos TestEntity
$ mempty
visPositions = visiblePositions charPos 12 em
in (gormlakPos `member` visPositions) @?
( "not ("
<> show gormlakPos <> " `member` "
<> show visPositions
<> ")"
)
]
]
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data TestEntity = TestEntity
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (ToJSON, FromJSON, NFData)
instance Brain TestEntity where
step _ = pure
instance Draw TestEntity
instance Entity TestEntity where
blocksVision _ = False
description _ = ""
entityChar _ = "e"