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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/Xanthous/Data
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/Xanthous/Data')
-rw-r--r--test/Xanthous/Data/EntityCharSpec.hs18
1 files changed, 18 insertions, 0 deletions
diff --git a/test/Xanthous/Data/EntityCharSpec.hs b/test/Xanthous/Data/EntityCharSpec.hs
new file mode 100644
index 000000000000..9e8024c9d223
--- /dev/null
+++ b/test/Xanthous/Data/EntityCharSpec.hs
@@ -0,0 +1,18 @@
+--------------------------------------------------------------------------------
+module Xanthous.Data.EntityCharSpec where
+--------------------------------------------------------------------------------
+import           Test.Prelude
+--------------------------------------------------------------------------------
+import qualified Data.Aeson as JSON
+--------------------------------------------------------------------------------
+import           Xanthous.Data.EntityChar
+--------------------------------------------------------------------------------
+
+main :: IO ()
+main = defaultMain test
+
+test :: TestTree
+test = testGroup "Xanthous.Data.EntityChar"
+  [ testProperty "JSON round-trip" $ \(ec :: EntityChar) ->
+      JSON.decode (JSON.encode ec) === Just ec
+  ]