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authorGriffin Smith <root@gws.fyi>2019-12-23T22·55-0500
committerGriffin Smith <root@gws.fyi>2019-12-23T22·55-0500
commit32421916e09dc56d91707af10474644276712fc5 (patch)
treed48ae5b6bf5239ddffe13f0fa3c2c34448839a78 /test/Spec.hs
parenta58966d43f86d6fae92c1fc11e43650177fcecd1 (diff)
Update the vision every time we step the game
Recalculate the character's lines of sight every time we step the game,
rather than just every time the character *moves*. I had originally
thought this was a non-contiguous lines-of-sight bug - which there's a
test disproving - but it actually turned out to be that actions like
eating or attacking would step the game forward (thus moving gormlaks)
without re-calculating the positions visible to the character.
Diffstat (limited to 'test/Spec.hs')
-rw-r--r--test/Spec.hs2
1 files changed, 2 insertions, 0 deletions
diff --git a/test/Spec.hs b/test/Spec.hs
index cd2827e58b4e..73b965bdb6ca 100644
--- a/test/Spec.hs
+++ b/test/Spec.hs
@@ -1,6 +1,7 @@
 import Test.Prelude
 import qualified Xanthous.Data.EntityCharSpec
 import qualified Xanthous.Data.EntityMapSpec
+import qualified Xanthous.Data.EntityMap.GraphicsSpec
 import qualified Xanthous.DataSpec
 import qualified Xanthous.Entities.RawsSpec
 import qualified Xanthous.GameSpec
@@ -18,6 +19,7 @@ test :: TestTree
 test = testGroup "Xanthous"
   [ Xanthous.Data.EntityCharSpec.test
   , Xanthous.Data.EntityMapSpec.test
+  , Xanthous.Data.EntityMap.GraphicsSpec.test
   , Xanthous.Entities.RawsSpec.test
   , Xanthous.GameSpec.test
   , Xanthous.Generators.UtilSpec.test