Added basic parser functionality & tests for these functionalites. Split tests in several files
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README.md
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README.md
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@ -1,3 +1,250 @@
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# RPG-Engine
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Schrijf een game-engine voor een rollenspel
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Schrijf een game-engine voor een rollenspel
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https://pixel-poem.itch.io/dungeon-assetpuck
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https://kyrise.itch.io/kyrises-free-16x16-rpg-icon-pack
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# RPG Engine requirements
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## Functional requirements
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- [ ] Parsing of engine configuration file to game object
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- [ ] Rendering of all game objects (Levels, objects, entities, ...)
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- [ ] A start menu with the possibility of selecting a level
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- [ ] An end screen that shows wether or not a player won
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- [ ] Support for built-in engine functions
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- [ ] Player can move around in grid-world.
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- [ ] Player can pick up objects.
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- [ ] Player can use objects.
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- [ ] Player can loose and gain health points.
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- [ ] Player can interact with other entities (fight enimies, open doors, ...).
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- [ ] Player can go to the next level.
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## Not-functional requirements
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- [ ] Use Parsing.
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- [ ] Use at least one (1) monad transformer.
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- [ ] Write good and plenty of documentation.:w
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- [ ] Write tests (for example, using HSpec).
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---
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# Plaats om dingen neer te jotten
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```
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Play <--- HandleInput
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v
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Level <--- LoadLevel <--- Parse
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v
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RenderLevel
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```
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- [ ] State paradigma gebruiken om van startscherm naar playscherm naar pause scherm naar endscherm te gaan
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Nuttige links:
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- https://jakewheat.github.io/intro_to_parsing/
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```
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Jarne — Today at 22:44
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Da kan hoor en had da eerst, me gloss eeft geen goede text dus...
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ListDirectory, en er was ook een fuctie takeBaseName
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```
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# RPG-Engine Documentation
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## Playing the game
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TODO
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- Input commands etc
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- An example playthrough
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## Writing your own stages
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A stage description file, conventionally named `<stage_name>.txt` is a file with a JSON-like format. It is used to describe
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everything inside a single stage of your game, including anything related to the player, the levels your game contains
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and what happens in that level. It is essentially the raw representation of the initial state of a single game.
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> Note: At the moment, every game has a single stage description file. Chaining several files together is not possible yet.
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A stage description file consists of several elements.
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| Element | Short description |
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| --------------- | --------------------------------------------------------------------------------------------------------- |
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| `Block` | optionally surrounded by `{ ... }`, consists of several `Entry`'s, optionally separated by commas `,` |
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| `Entry` | is a `Key` - `Value` pair, optionally separated by a colon `:` |
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| `Key` | is a unique, predefined `String` describing `Value` |
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| `Value` | is either a `Block` or a `BlockList` or a traditional value, such as `String` or `Int` |
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| `BlockList` | is a number of `Block`'s, surrounded by `[ ... ]`, separated by commas, can be empty |
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We'll look at the following example to explain these concepts.
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```javascript
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player: {
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hp: 50,
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inventory: [
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{
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id: "dagger",
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x: 0,
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y: 0,
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name: "Dagger",
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description: "Basic dagger you found somewhere",
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useTimes: infinite,
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value: 10,
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actions: {}
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}
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]
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}
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levels: [
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{
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layout: {
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| * * * * * *
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| * s . . e *
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| * * * * * *
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},
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items: [],
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entities: []
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},
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{
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layout: {
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| * * * * * * * *
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| * s . . . . e *
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| * * * * * * * *
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},
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items: [
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{
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id: "key",
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x: 3,
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y: 1,
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name: "Doorkey",
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description: "Unlocks a secret door",
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useTimes: 1,
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value: 0,
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actions: {
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[not(inventoryFull())] retrieveItem(key),
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[] leave()
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}
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}
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],
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entities: [
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{
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id: "door",
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x: 4,
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y: 1,
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name: "Secret door",
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description: "This secret door can only be opened with a key",
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direction: left,
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actions: {
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[inventoryContains(key)] useItem(key),
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[] leave()
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}
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}
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]
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}
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]
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```
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This stage description file consists of a single `Block`. A stage description file always does. This top level `Block`
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contains two `Value`s `player` and `levels`, not separated by commas.
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`player` describes a `Block` that represents the player of the game. Its `Entry`s are `hp` (a traditional value) and
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`inventory` (a `BlockList` of several other `Block`s). They are both separated by commas this time. It is possible for
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the inventory to be an empty list `[]`.
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`levels` is a `BlockList` that contains all the information to construct your game.
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### `layout` syntax
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If `Key` has the value `layout`, `Value` is none of the types discussed so far. Instead `Layout` is specifically made
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to describe the layout of a level. This object is surrounded by `{ ... }` and consists of multiple lines, starting with
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a vertical line `|` and several characters of the following:
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- `x` is an empty tile a.k.a. void.
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- `.` is a tile walkable by the player.
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- `*` is a tile not walkable by the player.
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- `s` is the starting position of the player.
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- `e` is the exit.
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All characters are interspersed with spaces.
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### `actions` syntax
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If `Key` has the value `actions`, the following changes are important for its `Value`, which in this case is a `Block`
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with zero or more `Entry`s like so:
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- `Key` has type `ConditionList`.
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A `ConditionList` consists of several `Condition`s, surrounded by `[ ... ]`, separated by commas. A `ConditionList`
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can be empty. If so, the conditional is always fulfilled.
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A `Condition` is one of the following:
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- `inventoryFull()`: the players inventory is full.
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- `inventoryContains(objectId)`: the players inventory contains an object with id `objectId`.
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- `not(condition)`: logical negation of `condition`.
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- `Value` is an `Action`.
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An `Action` is one of the following:
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- `leave()`
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- `retrieveItem(objectId)`
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- `useItem(objectId)`
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- `decreaseHp(entityId, objectId)`
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- `increasePlayerHp(objectId)`
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### Back to the example
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If we look at the example, all the objects are
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```
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>Block<
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Entry = Key ('player') + >Block<
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Entry = Key ('hp') + Value (50)
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Entry = Key ('inventory') + >BlockList<
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length = 1
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Block
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Entry = Key ('id') + Value ("dagger")
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... <several traditional entries like this>
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Entry = Key ('actions') + empty Block
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Entry = Key ('levels') + >BlockList<
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length = 2
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>Block<
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Entry = Key ('layout') + Layout
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<multiple lines that describe the layout>
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Entry = Key ('items') + empty BlockList
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Entry = Key ('entities') + empty BlockList
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>Block<
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Entry = Key ('layout') + Layout
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<multiple lines that describe the layout>
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Entry = Key ('items') + >BlockList<
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length = 1
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>Block<
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Entry = Key ('id') + Value ("key")
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... <several traditional entries like this>
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Entry = Key ('actions') + >Block<
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Entry = >ConditionList< + Action ('retrieveItem(key)')
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length = 1
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Condition ('not(inventoryFull())'))
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Entry = empty ConditionList + Action ('leave()')
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Entry = Key ('entities') + >BlockList<
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length = 1
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>Block<
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Entry = Key ('id') + Value ("door")
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... <several traditional entries like this>
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Entry = Key ('actions') + >Block<
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Entry = >ConditionList< + Action ('useItem(key)')
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length = 1
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Condition ('inventoryContains(key)')
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Entry = empty ConditionList + Action ('leave()')
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```
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132
lib/control/Parse.hs
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132
lib/control/Parse.hs
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module Parse where
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-- TODO Maak wrapper module
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-- TODO This module should not be used by anything except for wrapper module and tests
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import Game
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import Player
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import Text.Parsec
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import Text.Parsec.Char
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import Text.Parsec.String
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import Data.List
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import Data.Maybe
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import Text.Parsec.Error (Message(UnExpect))
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-- TODO parseFromFile gebruiken
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-- Parser type
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-- type Parser = Parsec String ()
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-- A wrapper, which takes a parser and some input and returns a
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-- parsed output.
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parseWith :: Parser a -> String -> Either ParseError a
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parseWith parser = parse parser ""
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ignoreWS :: Parser a -> Parser a
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ignoreWS parser = spaces >> parser
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-- Also return anything that has not yet been parsed
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parseWithRest :: Parser a -> String -> Either ParseError (a, String)
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-- fmap (,) over Parser monad and apply to rest
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parseWithRest parser = parse ((,) <$> parser <*> rest) ""
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where rest = manyTill anyToken eof
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parseToGame :: Game
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parseToGame = undefined
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-- Info in between brackets, '(..)', '[..]', '{..}' or '<..>'
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data Brackets a = Brackets a
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deriving (Eq, Show)
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parseToPlayer :: Player
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parseToPlayer = undefined
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-- any words separated by whitespace
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parseWord :: Parser String
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parseWord = do many alphaNum
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-- TODO Expand to allow different kinds of brackets, also see Brackets data type.
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-- TODO Check if brackets match order.
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-- TODO Allow nested brackets.
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brackets :: Parser (Brackets String)
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brackets = do
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ignoreWS $ char '('
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e <- ignoreWS $ many1 alphaNum
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ignoreWS $ char ')'
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return $ Brackets e
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------------------------
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data Value = String String
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| Integer Int
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| Infinite
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deriving (Show, Eq)
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-- See documentation for more details, only a short description is
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--provided here.
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data StructureElement = Block [StructureElement]
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| Entry String StructureElement-- Key + Value
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| Regular Value -- Regular value, Integer or String or Infinite
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| ConditionList [StructureElement]
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-- TODO
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| Condition -- inventoryFull() etc.
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-- TODO
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| Action -- leave(), useItem(objectId) etc.
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deriving (Show, Eq)
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-- TODO Add ConditionList and Action
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structureElement :: Parser StructureElement
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structureElement = choice [block, regular]
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-- A Block is a list of Entry s
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block :: Parser StructureElement
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block = do
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ignoreWS $ char '{'
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list <- ignoreWS $ many1 entry
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ignoreWS $ char '}'
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return $ Block list
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entry :: Parser StructureElement
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entry = do
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key <- ignoreWS $ many1 alphaNum
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ignoreWS $ char ':'
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value <- ignoreWS structureElement -- TODO Is this the correct one to use?
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return $ Entry key value
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regular :: Parser StructureElement
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regular = do
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value <- ignoreWS $ choice [integer, valueString, infinite]
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return $ Regular value
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integer :: Parser Value
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integer = do
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value <- ignoreWS $ many1 digit
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return $ Integer (read value :: Int)
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valueString :: Parser Value
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valueString = do
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ignoreWS $ char '"'
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value <- ignoreWS $ many1 (noneOf ['"'])
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ignoreWS $ char '"'
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return $ String value
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infinite :: Parser Value
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infinite = do
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ignoreWS $ string "infinite"
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notFollowedBy alphaNum
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return Infinite
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conditionList :: Parser StructureElement
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conditionList = do
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ignoreWS $ char '['
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list <- ignoreWS $ many1 condition
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ignoreWS $ char ']'
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return $ ConditionList list
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-- TODO
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condition :: Parser StructureElement
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condition = undefined
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-- TODO YOU ARE HERE
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action :: Parser StructureElement
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action = undefined
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@ -8,11 +8,12 @@ library
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hs-source-dirs: lib, lib/control, lib/data, lib/render
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build-depends:
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base >= 4.7 && <5,
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gloss >= 1.11 && < 1.14, gloss-juicy >= 0.2.3
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gloss >= 1.11 && < 1.14, gloss-juicy >= 0.2.3,
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parsec >= 3.1.15.1
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exposed-modules:
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RPGEngine,
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-- Control
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Input, InputHandling,
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Input, InputHandling, Parse,
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-- Data
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Game, Internals, Player, State,
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-- Render
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@ -26,7 +27,11 @@ executable rpg-engine
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test-suite rpg-engine-test
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type: exitcode-stdio-1.0
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main-is: RPG-Engine-Test.hs
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main-is: RPGEngineSpec.hs
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hs-source-dirs: test
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default-language: Haskell2010
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build-depends: base >=4.7 && <5, hspec <= 2.10.6, rpg-engine
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build-depends: base >=4.7 && <5, hspec <= 2.10.6, hspec-discover, rpg-engine
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other-modules:
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InteractionSpec,
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-- Parsing
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ParsedToGameSpec, ParserSpec
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@ -42,6 +42,7 @@ extra-deps:
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#
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# extra-deps: []
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- gloss-juicy-0.2.3@sha256:0c3bca95237cbf91f8b3b1936a0661f1e0457acd80502276d54d6c5210f88b25,1618
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- parsec-3.1.15.1@sha256:8c7a36aaadff12a38817fc3c4ff6c87e3352cffd1a58df640de7ed7a97ad8fa3,4601
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# Override default flag values for local packages and extra-deps
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# flags: {}
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9
test/InteractionSpec.hs
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9
test/InteractionSpec.hs
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module InteractionSpec where
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import Test.Hspec
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spec :: Spec
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spec = do
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describe "Player with Inventory" $ do
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it "TODO: Simple test" $ do
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pending
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52
test/ParsedToGameSpec.hs
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52
test/ParsedToGameSpec.hs
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@ -0,0 +1,52 @@
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module ParsedToGameSpec where
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import Test.Hspec
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import Parse
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spec :: Spec
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spec = do
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describe "Game" $ do
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it "TODO: Simple game" $ do
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pending
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it "TODO: More complex game" $ do
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pending
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it "TODO: Game with multiple levels" $ do
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pending
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describe "Player" $ do
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it "TODO: Simple player" $ do
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pending
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describe "Inventory" $ do
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it "TODO: Empty inventory" $ do
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pending
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it "TODO: Singleton inventory" $ do
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pending
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it "TODO: Filled inventory" $ do
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pending
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describe "Items" $ do
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it "TODO: Simple item" $ do
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pending
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-- Check id
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-- Check x
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-- Check y
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-- Check name
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-- Check description
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-- Check useTimes
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-- Check value
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-- Check actions
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describe "Actions" $ do
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it "TODO: Simple action" $ do
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pending
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describe "Entities" $ do
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it "TODO: Simple entity" $ do
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pending
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describe "Level" $ do
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it "TODO: Simple layout" $ do
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pending
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it "TODO: Complex layout" $ do
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pending
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52
test/ParserSpec.hs
Normal file
52
test/ParserSpec.hs
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@ -0,0 +1,52 @@
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module ParserSpec where
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import Test.Hspec
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import Parse
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import Data.Either
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spec :: Spec
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spec = do
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describe "Basics of entries" $ do
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it "can parse integers" $ do
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let correct = Right $ Regular $ Integer 1
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correct `shouldBe` parseWith regular "1"
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it "can parse string" $ do
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let input = "dit is een string"
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correct = Right $ Regular $ String input
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correct `shouldBe` parseWith regular ("\"" ++ input ++ "\"")
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it "can parse infinite" $ do
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let correct = Right $ Regular Infinite
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correct `shouldBe` parseWith regular "infinite"
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let wrong = Right $ Regular Infinite
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wrong `shouldNotBe` parseWith regular "infinitee"
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it "can parse entries" $ do
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let input = "id : \"dagger\""
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correct = Right $ Entry "id" $ Regular $ String "dagger"
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correct `shouldBe` parseWith entry input
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let input = "x: 0"
|
||||
correct = Right $ Entry "x" $ Regular $ Integer 0
|
||||
correct `shouldBe` parseWith entry input
|
||||
|
||||
let input = "useTimes: infinite"
|
||||
correct = Right $ Entry "useTimes" $ Regular Infinite
|
||||
correct `shouldBe` parseWith entry input
|
||||
|
||||
describe "Special kinds" $ do
|
||||
it "can parse actions" $ do
|
||||
let input = "actions: {}"
|
||||
correct = Right $ Entry "actions" $ Regular Infinite -- TODO Change this
|
||||
correct `shouldBe` parseWith action input
|
||||
|
||||
it "can parse conditions" $ do
|
||||
pending
|
||||
|
||||
it "can parse layouts" $ do
|
||||
pending
|
||||
|
||||
describe "Lists and blocks" $ do
|
||||
it "can parse entities" $ do
|
||||
pending
|
||||
|
|
@ -1,7 +0,0 @@
|
|||
import Test.Hspec
|
||||
|
||||
main :: IO()
|
||||
main = hspec $ do
|
||||
describe "Dummy category" $ do
|
||||
it "Dummy test" $ do
|
||||
0 `shouldBe` 0
|
1
test/RPGEngineSpec.hs
Normal file
1
test/RPGEngineSpec.hs
Normal file
|
@ -0,0 +1 @@
|
|||
{-# OPTIONS_GHC -F -pgmF hspec-discover #-}
|
Reference in a new issue