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author | Griffin Smith <root@gws.fyi> | 2019-12-23T22·55-0500 |
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committer | Griffin Smith <root@gws.fyi> | 2019-12-23T22·55-0500 |
commit | 32421916e09dc56d91707af10474644276712fc5 (patch) | |
tree | d48ae5b6bf5239ddffe13f0fa3c2c34448839a78 /test/Spec.hs | |
parent | a58966d43f86d6fae92c1fc11e43650177fcecd1 (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.hs | 2 |
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 |