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authorGriffin Smith <root@gws.fyi>2019-11-30T03·59-0500
committerGriffin Smith <root@gws.fyi>2019-11-30T03·59-0500
commit8a1235c3dcf7fe69b2e2ea3eea326858d26d38b9 (patch)
tree398c6dce549602c9890fbded64e3bdf2646b2a1f /test/Spec.hs
parent7d8ce026a2acc5a4d208110750be188f0ce5591c (diff)
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.
Diffstat (limited to 'test/Spec.hs')
-rw-r--r--test/Spec.hs8
1 files changed, 4 insertions, 4 deletions
diff --git a/test/Spec.hs b/test/Spec.hs
index bd31867294c8..cd2827e58b4e 100644
--- a/test/Spec.hs
+++ b/test/Spec.hs
@@ -1,23 +1,23 @@
 import Test.Prelude
+import qualified Xanthous.Data.EntityCharSpec
 import qualified Xanthous.Data.EntityMapSpec
 import qualified Xanthous.DataSpec
-import qualified Xanthous.EntitiesSpec
 import qualified Xanthous.Entities.RawsSpec
 import qualified Xanthous.GameSpec
 import qualified Xanthous.Generators.UtilSpec
 import qualified Xanthous.MessageSpec
 import qualified Xanthous.OrphansSpec
-import qualified Xanthous.UtilSpec
 import qualified Xanthous.Util.GraphicsSpec
 import qualified Xanthous.Util.InflectionSpec
+import qualified Xanthous.UtilSpec
 
 main :: IO ()
 main = defaultMain test
 
 test :: TestTree
 test = testGroup "Xanthous"
-  [ Xanthous.Data.EntityMapSpec.test
-  , Xanthous.EntitiesSpec.test
+  [ Xanthous.Data.EntityCharSpec.test
+  , Xanthous.Data.EntityMapSpec.test
   , Xanthous.Entities.RawsSpec.test
   , Xanthous.GameSpec.test
   , Xanthous.Generators.UtilSpec.test