4b11859d04
Add an `equippedItems` field to the CreatureType raw, which provides a chance for generating that creature with an item equipped, which goes into a new `inventory` field on the creature entity itself. Currently the creature doesn't actually *use* this equipped item, but it's a step. This commit also adds a broken-dagger equipped 90% of the time to the "husk" creature. Change-Id: I6416c0678ba7bc1b002c5ce6119f7dc97dd86437
30 lines
826 B
Haskell
30 lines
826 B
Haskell
-- |
|
|
|
|
module Xanthous.Entities.RawsSpec (main, test) where
|
|
|
|
import Test.Prelude
|
|
import Xanthous.Entities.Raws
|
|
import Xanthous.Entities.RawTypes
|
|
(_Creature, entityName, generateParams, HasEquippedItem (equippedItem))
|
|
|
|
main :: IO ()
|
|
main = defaultMain test
|
|
|
|
test :: TestTree
|
|
test = testGroup "Xanthous.Entities.Raws"
|
|
[ testGroup "raws"
|
|
[ testCase "are all valid" $ raws `deepseq` pure ()
|
|
, testCase "all CreatureEquippedItems reference existent entity names" $
|
|
let notFound
|
|
= raws
|
|
^.. folded
|
|
. _Creature
|
|
. generateParams
|
|
. _Just
|
|
. equippedItem
|
|
. _Just
|
|
. entityName
|
|
. filtered (isNothing . raw)
|
|
in null notFound @? ("Some entities weren't found: " <> show notFound)
|
|
]
|
|
]
|