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>
47 lines
1.7 KiB
Haskell
47 lines
1.7 KiB
Haskell
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import Test.Prelude
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import qualified Xanthous.Data.EntitiesSpec
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import qualified Xanthous.Data.EntityCharSpec
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import qualified Xanthous.Data.EntityMap.GraphicsSpec
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import qualified Xanthous.Data.EntityMapSpec
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import qualified Xanthous.Data.LevelsSpec
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import qualified Xanthous.Data.NestedMapSpec
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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.Messages.TemplateSpec
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import qualified Xanthous.OrphansSpec
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import qualified Xanthous.RandomSpec
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import qualified Xanthous.Util.GraphSpec
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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.EntitiesSpec.test
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, Xanthous.Data.EntityMap.GraphicsSpec.test
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, Xanthous.Data.EntityMapSpec.test
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, Xanthous.Data.LevelsSpec.test
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, Xanthous.Data.NestedMapSpec.test
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, Xanthous.DataSpec.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.Messages.TemplateSpec.test
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, Xanthous.OrphansSpec.test
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, Xanthous.RandomSpec.test
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, Xanthous.Util.GraphSpec.test
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, Xanthous.Util.GraphicsSpec.test
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, Xanthous.Util.InflectionSpec.test
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, Xanthous.UtilSpec.test
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, Xanthous.Data.EntityCharSpec.test
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]
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