diff options
author | Griffin Smith <root@gws.fyi> | 2019-11-30T03·59-0500 |
---|---|---|
committer | Griffin Smith <root@gws.fyi> | 2019-11-30T03·59-0500 |
commit | 8a1235c3dcf7fe69b2e2ea3eea326858d26d38b9 (patch) | |
tree | 398c6dce549602c9890fbded64e3bdf2646b2a1f /test/Spec.hs | |
parent | 7d8ce026a2acc5a4d208110750be188f0ce5591c (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.hs | 8 |
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 |