bf9b09bd8c
This algorithm is a little rough around the edges right now, but generally the idea is we find a relatively closed-off region of the map, and place rooms randomly on it, expanding them until they run into each other, then we put doors in the walls of the rooms and a single door opening into the region. Later on, we'll generate friendly (or unfriendly!) NPCs to put in those rooms. Change-Id: Ic989b9905f55ad92a01fdf6db11aa57afb4ce383 Reviewed-on: https://cl.tvl.fyi/c/depot/+/726 Reviewed-by: glittershark <grfn@gws.fyi>
25 lines
892 B
Haskell
25 lines
892 B
Haskell
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module Xanthous.RandomSpec (main, test) where
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--------------------------------------------------------------------------------
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import Test.Prelude
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--------------------------------------------------------------------------------
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import Control.Monad.Random
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--------------------------------------------------------------------------------
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import Xanthous.Random
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--------------------------------------------------------------------------------
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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.Random"
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[ testGroup "chooseSubset"
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[ testProperty "chooses a subset"
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$ \(l :: [Int]) (Positive (r :: Double)) -> randomTest $ do
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ss <- chooseSubset r l
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pure $ all (`elem` l) ss
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]
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]
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where
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randomTest prop = evalRandT prop . mkStdGen =<< arbitrary
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