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authorGriffin Smith <grfn@gws.fyi>2020-06-28T23·33-0400
committerglittershark <grfn@gws.fyi>2020-06-28T23·38+0000
commitbf9b09bd8c63261758140d51f24617c6f05af392 (patch)
tree4cf43fa084a73cc2e6b51e3f7c67ac1e6a80459b /users/glittershark/xanthous/test/Xanthous/RandomSpec.hs
parent6c7e14d2dcd3a3b124dc035e8feb8e79534cd66a (diff)
feat(xan): Generate random villages r/1111
This algorithm is a little rough around the edges right now, but
generally the idea is we find a relatively closed-off region of the map,
and place rooms randomly on it, expanding them until they run into each
other, then we put doors in the walls of the rooms and a single door
opening into the region. Later on, we'll generate friendly (or
unfriendly!) NPCs to put in those rooms.

Change-Id: Ic989b9905f55ad92a01fdf6db11aa57afb4ce383
Reviewed-on: https://cl.tvl.fyi/c/depot/+/726
Reviewed-by: glittershark <grfn@gws.fyi>
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diff --git a/users/glittershark/xanthous/test/Xanthous/RandomSpec.hs b/users/glittershark/xanthous/test/Xanthous/RandomSpec.hs
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+--------------------------------------------------------------------------------
+module Xanthous.RandomSpec (main, test) where
+--------------------------------------------------------------------------------
+import Test.Prelude
+--------------------------------------------------------------------------------
+import Control.Monad.Random
+--------------------------------------------------------------------------------
+import Xanthous.Random
+--------------------------------------------------------------------------------
+
+main :: IO ()
+main = defaultMain test
+
+test :: TestTree
+test = testGroup "Xanthous.Random"
+  [ testGroup "chooseSubset"
+    [ testProperty "chooses a subset"
+      $ \(l :: [Int]) (Positive (r :: Double)) -> randomTest $ do
+        ss <- chooseSubset r l
+        pure $ all (`elem` l) ss
+
+    ]
+  ]
+  where
+    randomTest prop = evalRandT prop . mkStdGen =<< arbitrary