parent
5cc96cbdba
commit
f3bce99120
18 changed files with 289 additions and 103 deletions
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@ -6,24 +6,50 @@ import RPGEngine.Data
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import RPGEngine.Parse.Core
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import RPGEngine.Parse.TextToStructure
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import RPGEngine.Parse.StructureToGame
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import RPGEngine.Parse.TextToStructure (gameFile)
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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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-- TODO There is a weird bug that caused this to go in an infinite loop. Fix later.
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xit "Simple game" $ do
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let input = "player: {\n hp: 50,\n inventory: []\n}\n\nlevels: [\n {\n layout: {\n | * * * * * *\n | * s . . e *\n | * * * * * *\n },\n \n items: [],\n\n entities: []\n\n\n }\n]"
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correct = Game {
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state = Playing {
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levels = [],
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count = 0,
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level = Level {
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RPGEngine.Data.layout = [],
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index = [],
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items = [],
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entities = []
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},
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player = Player {
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playerHp = Just 50,
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inventory = [],
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position = (0, 0),
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showHp = True,
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showInventory = False
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},
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restart = Menu
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}
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}
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(Right struct) = parseWith gameFile input
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structureToGame struct `shouldBe` correct
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it "More complex game" $ do
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pendingWith "fix parsing first"
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it "Game with multiple levels" $ do
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pendingWith "fix parsing first"
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describe "Player" $ do
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it "cannot die" $ do
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let input = "player: { hp: infinite, inventory: [] }"
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correct = Player {
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playerHp = Prelude.Nothing,
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inventory = [],
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position = (0, 0)
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playerHp = Prelude.Nothing,
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inventory = [],
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position = (0, 0),
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showHp = True,
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showInventory = False
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}
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Right (Entry (Tag "player") struct) = parseWith structure input
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structureToPlayer struct `shouldBe` correct
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@ -31,9 +57,11 @@ spec = do
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it "without inventory" $ do
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let input = "player: { hp: 50, inventory: [] }"
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correct = Player {
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playerHp = Just 50,
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inventory = [],
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position = (0, 0)
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playerHp = Just 50,
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inventory = [],
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position = (0, 0),
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showHp = True,
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showInventory = False
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}
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Right (Entry (Tag "player") struct) = parseWith structure input
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structureToPlayer struct `shouldBe` correct
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@ -54,14 +82,12 @@ spec = do
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useTimes = Prelude.Nothing
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}
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],
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position = (0, 0)
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position = (0, 0),
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showHp = True,
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showInventory = False
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}
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Right (Entry (Tag "player") struct) = parseWith structure input
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structureToPlayer struct `shouldBe` correct
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describe "Layout" $ do
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it "simple" $ do
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pending
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describe "Items" $ do
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it "simple" $ do
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@ -117,23 +143,40 @@ spec = do
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structureToActions struct `shouldBe` correct
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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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it "Simple entity" $ do
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pendingWith "fix parsing first"
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describe "Level" $ do
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it "Simple layout" $ do
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let input = "{ layout: { | * * * * * * \n| * s . . e *\n| * * * * * * }, items: [], entities: [] }"
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let input = "{ layout: { | * * * * * *\n| * s . . e *\n| * * * * * *\n }, items: [], entities: [] }"
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correct = Level {
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RPGEngine.Data.layout = [
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
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[Blocked, Entrance, Walkable, Walkable, Exit, Blocked],
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
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],
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index = [
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(0, 0, Blocked),
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(1, 0, Blocked),
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(2, 0, Blocked),
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(3, 0, Blocked),
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(4, 0, Blocked),
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(5, 0, Blocked),
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(0, 1, Blocked),
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(1, 1, Entrance),
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(2, 1, Walkable),
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(3, 1, Walkable),
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(4, 1, Exit),
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(5, 1, Blocked),
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(0, 2, Blocked),
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(1, 2, Blocked),
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(2, 2, Blocked),
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(3, 2, Blocked),
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(4, 2, Blocked),
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(5, 2, Blocked)
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],
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items = [],
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entities = []
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}
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Right struct = parseWith structure input
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structureToLevel struct `shouldBe` correct
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it "TODO: Complex layout" $ do
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pending
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structureToLevel struct `shouldBe` correct
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@ -5,6 +5,8 @@ import Test.Hspec
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import RPGEngine.Data
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import RPGEngine.Parse.Core
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import RPGEngine.Parse.TextToStructure
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import Text.Parsec.String (parseFromFile)
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import GHC.IO (unsafePerformIO)
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spec :: Spec
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spec = do
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@ -68,7 +70,7 @@ spec = do
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]], "")
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parseWithRest structure input `shouldBe` correct
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let input = "entities: [ { id: \"door\", x: 4, y: 1, name:\"Secret door\", description: \"This secret door can only be opened with a key\", direction: left , actions: { [inventoryContains(key)] useItem(key), [] leave() } } ]"
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let input = "entities: [ { id: \"door\", x: 4, y: 1, name:\"Secret door\", description: \"This secret door can only be opened with a key\", direction: left, actions: { [inventoryContains(key)] useItem(key), [] leave() } } ]"
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correct = Right (Entry (Tag "entities") $ Block [ Block [
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Entry (Tag "id") $ Regular $ String "door",
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Entry (Tag "x") $ Regular $ Integer 4,
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@ -83,6 +85,17 @@ spec = do
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]], "")
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parseWithRest structure input `shouldBe` correct
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it "combines actions and direction" $ do
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let input = "entities: [ { direction: left, actions: { [inventoryContains(key)] useItem(key), [] leave() } } ]"
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correct = Right (Entry (Tag "entities") $ Block [ Block [
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Entry (Tag "direction") $ Regular $ Direction West,
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Entry (Tag "actions") $ Block [
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Entry (ConditionList [InventoryContains "key"]) $ Regular $ Action $ UseItem "key",
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Entry (ConditionList []) $ Regular $ Action Leave
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]
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]], "")
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parseWithRest structure input `shouldBe` correct
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it "can parse entries" $ do
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let input = "id: \"dagger\""
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correct = Right $ Entry (Tag "id") $ Regular $ String "dagger"
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@ -252,22 +265,21 @@ spec = do
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parseWith RPGEngine.Parse.TextToStructure.direction input `shouldBe` correct
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it "can parse layouts" $ do
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let input = "| * * * * * * * *\n| * s . . . . e *\n| * * * * * * * *"
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let input = "{ | * * * * * * * *\n | * s . . . . e *\n | * * * * * * * *\n }"
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correct = Right $ Layout [
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
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[Blocked, Entrance, Walkable, Walkable, Walkable, Walkable, Exit, Blocked],
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
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]
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parseWith RPGEngine.Parse.TextToStructure.layout input `shouldBe` correct
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parseWith value input `shouldBe` correct
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let input = "{ |* * * * * * * *|* s . . . . e *|* * * * * * * * }"
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-- correct = Right $ Entry (Tag "layout") $ Regular $ Layout [
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correct = Right $ Layout [
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let input = "layout: { | * * * * * * * *\n | * s . . . . e *\n | * * * * * * * *\n }"
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correct = Right $ Entry (Tag "layout") $ Regular $ Layout [
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
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[Blocked, Entrance, Walkable, Walkable, Walkable, Walkable, Exit, Blocked],
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
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]
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parseWith RPGEngine.Parse.TextToStructure.value input `shouldBe` correct
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parseWith structure input `shouldBe` correct
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describe "Brackets" $ do
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it "matches closing <" $ do
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@ -289,3 +301,75 @@ spec = do
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let input = '['
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correct = ']'
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getMatchingClosingBracket input `shouldBe` correct
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describe "Full game file" $ do
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it "single level" $ do
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let input = "player: {\n hp: 50,\n inventory: []\n}\n\nlevels: [\n {\n layout: {\n | * * * * * *\n | * s . . e *\n | * * * * * *\n },\n \n items: [],\n\n entities: []\n\n\n }\n]"
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correct = Right [
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Entry (Tag "player") $ Block [
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Entry (Tag "hp") $ Regular $ Integer 50,
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Entry (Tag "inventory") $ Block []
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],
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Entry (Tag "levels") $ Block [ Block [
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Entry (Tag "layout") $ Regular $ Layout [
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
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[Blocked, Entrance, Walkable, Walkable, Exit, Blocked],
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
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],
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Entry (Tag "items") $ Block [],
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Entry (Tag "entities") $ Block []
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]]
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]
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parseWith gameFile input `shouldBe` correct
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it "two levels" $ do
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let input = "player: {\n hp: 50,\n inventory: []\n}\n\nlevels: [\n {\n layout: {\n | * * * * * *\n | * s . . e *\n | * * * * * *\n },\n \n items: [],\n\n entities: []\n },\n {\n layout: {\n | * * *\n | * e *\n | * . *\n | * . *\n | * . *\n | * . *\n | * s *\n | * * *\n },\n\n items: [],\n\n entities: []\n }\n]"
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correct = Right [
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Entry (Tag "player") $ Block [
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Entry (Tag "hp") $ Regular $ Integer 50,
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Entry (Tag "inventory") $ Block []
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],
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Entry (Tag "levels") $ Block [
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Block [
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Entry (Tag "layout") $ Regular $ Layout [
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
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[Blocked, Entrance, Walkable, Walkable, Exit, Blocked],
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
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],
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Entry (Tag "items") $ Block [],
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Entry (Tag "entities") $ Block []
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], Block [
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Entry (Tag "layout") $ Regular $ Layout [
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[Blocked,Blocked,Blocked],
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[Blocked,Exit,Blocked],
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[Blocked,Walkable,Blocked],
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[Blocked,Walkable,Blocked],
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[Blocked,Walkable,Blocked],
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[Blocked,Walkable,Blocked],
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[Blocked,Entrance,Blocked],
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[Blocked,Blocked,Blocked]
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],
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Entry (Tag "items") $ Block [],
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Entry (Tag "entities") $ Block []
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]
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]
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]
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parseWith gameFile input `shouldBe` correct
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it "from file" $ do
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let correct = Right [
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Entry (Tag "player") $ Block [
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Entry (Tag "hp") $ Regular $ Integer 50,
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Entry (Tag "inventory") $ Block []
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],
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Entry (Tag "levels") $ Block [ Block [
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Entry (Tag "layout") $ Regular $ Layout [
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
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[Blocked, Entrance, Walkable, Walkable, Exit, Blocked],
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[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
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],
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Entry (Tag "items") $ Block [],
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Entry (Tag "entities") $ Block []
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]]
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]
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unsafePerformIO (parseFromFile gameFile "levels/level1.txt") `shouldBe` correct
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19
test/Spec.hs
19
test/Spec.hs
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@ -1 +1,18 @@
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{-# OPTIONS_GHC -F -pgmF hspec-discover #-}
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{-# OPTIONS_GHC -F -pgmF hspec-discover #-}
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-------------------------- How to use Hspec --------------------------
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-- If a test has not yet been written:
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-- Use `pending` or `pendingWith`.
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-- it "Description" $ do
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-- pendingWith "Reason"
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-- Temporarily disable running a test:
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-- Replace `it` with `xit`
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-- xit "Description" $ do ...
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-- Temporarily only run a specific test:
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-- Put `focus` in front.
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-- it "Description" $ do ...
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-- becomes
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-- focus $ it "Description" $ do ...
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