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authorGriffin Smith <root@gws.fyi>2019-09-28T17·20-0400
committerGriffin Smith <root@gws.fyi>2019-09-28T19·03-0400
commit1a0f618a829ec356e29176c77ea90a8a5a0157b4 (patch)
tree90d255974b482f6d59dd26a503d28e7adb090188 /src/Xanthous/Game/Arbitrary.hs
parent915264acae35e71f79c6193d022baa2455d880d3 (diff)
Implement the start of creature AI
Add a Brain class, which determines for an entity the set of moves it
makes every step of the game, and begin to implement that for gormlaks.
The idea here is that every step of the game, a gormlak will move
towards the furthest-away wall it can see.
Diffstat (limited to 'src/Xanthous/Game/Arbitrary.hs')
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+{-# OPTIONS_GHC -fno-warn-orphans #-}
+{-# LANGUAGE RecordWildCards #-}
+--------------------------------------------------------------------------------
+module Xanthous.Game.Arbitrary where
+--------------------------------------------------------------------------------
+import           Xanthous.Prelude
+--------------------------------------------------------------------------------
+import           Test.QuickCheck
+import           System.Random
+--------------------------------------------------------------------------------
+import           Xanthous.Game.State
+import           Xanthous.Entities.Arbitrary ()
+import           Xanthous.Entities.Character
+import qualified Xanthous.Data.EntityMap as EntityMap
+--------------------------------------------------------------------------------
+
+instance Arbitrary GameState where
+  arbitrary = do
+    char <- arbitrary @Character
+    charPos <- arbitrary
+    _messageHistory <- arbitrary
+    (_characterEntityID, _entities) <- arbitrary <&>
+      EntityMap.insertAtReturningID charPos (SomeEntity char)
+    _revealedPositions <- fmap setFromList . sublistOf $ EntityMap.positions _entities
+    _randomGen <- mkStdGen <$> arbitrary
+    let _promptState = NoPrompt -- TODO
+    pure $ GameState {..}