tvl-depot/test/Xanthous/GameSpec.hs
Griffin Smith 8a1235c3dc 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.
2019-11-29 22:59:15 -05:00

53 lines
1.9 KiB
Haskell

module Xanthous.GameSpec where
import Test.Prelude hiding (Down)
import Xanthous.Game
import Xanthous.Game.State
import Control.Lens.Properties
import Xanthous.Data (move, Direction(Down))
import Xanthous.Data.EntityMap (atPosition)
main :: IO ()
main = defaultMain test
test :: TestTree
test
= localOption (QuickCheckTests 10)
. localOption (QuickCheckMaxSize 10)
$ testGroup "Xanthous.Game"
[ testGroup "positionedCharacter"
[ testProperty "lens laws" $ isLens positionedCharacter
, testCase "updates the position of the character" $ do
initialGame <- getInitialState
let initialPos = initialGame ^. characterPosition
updatedGame = initialGame & characterPosition %~ move Down
updatedPos = updatedGame ^. characterPosition
updatedPos @?= move Down initialPos
updatedGame ^. entities . atPosition initialPos @?= fromList []
updatedGame ^. entities . atPosition updatedPos
@?= fromList [SomeEntity $ initialGame ^. character]
]
, testGroup "characterPosition"
[ testProperty "lens laws" $ isLens characterPosition
]
, testGroup "character"
[ testProperty "lens laws" $ isLens character
]
, testGroup "MessageHistory"
[ testGroup "MonoComonad laws"
[ testProperty "oextend oextract ≡ id"
$ \(mh :: MessageHistory) -> oextend oextract mh === mh
, testProperty "oextract ∘ oextend f ≡ f"
$ \(mh :: MessageHistory) f -> (oextract . oextend f) mh === f mh
, testProperty "oextend f ∘ oextend g ≡ oextend (f . oextend g)"
$ \(mh :: MessageHistory) f g ->
(oextend f . oextend g) mh === oextend (f . oextend g) mh
]
]
, testGroup "Saving the game"
[ testProperty "forms a prism" $ isPrism saved
, testProperty "preserves the character ID" $ \gs ->
let Just gs' = loadGame $ saveGame gs
in gs' ^. character === gs ^. character
]
]