#10 #18 Fix parsing

This commit is contained in:
Tibo De Peuter 2022-12-22 22:05:25 +01:00
parent 5cc96cbdba
commit f3bce99120
18 changed files with 289 additions and 103 deletions

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@ -58,6 +58,8 @@ These are the keybinds *in* the game. All other keybinds in the menus should be
| Move down | `Arrow Down` | `s` | | Move down | `Arrow Down` | `s` |
| Move right | `Arrow Right` | `d` | | Move right | `Arrow Right` | `d` |
| Show inventory | `i` | | | Show inventory | `i` | |
| Restart level | `r` | |
| Quit game | `Esc` | |
### Example playthrough ### Example playthrough

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@ -15,4 +15,4 @@ levels: [
entities: [] entities: []
} }
] ]

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@ -19,8 +19,8 @@ levels: [
items: [ items: [
{ {
id: "key", id: "key",
x: 0, x: 1,
y: 1, y: 2,
name: "Sleutel", name: "Sleutel",
description: "Deze sleutel kan een deur openen", description: "Deze sleutel kan een deur openen",
useTimes: 1, useTimes: 1,
@ -35,8 +35,8 @@ levels: [
entities: [ entities: [
{ {
id: "door", id: "door",
x: 0, x: 1,
y: 3, y: 4,
name: "Deur", name: "Deur",
description: "Deze deur kan geopend worden met een sleutel", description: "Deze deur kan geopend worden met een sleutel",
direction: up, direction: up,
@ -48,4 +48,4 @@ levels: [
} }
] ]
} }
] ]

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@ -76,4 +76,4 @@ levels: [
} }
] ]
} }
] ]

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@ -131,4 +131,4 @@ levels: [
} }
] ]
} }
] ]

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@ -1,9 +1,6 @@
# Dit gehele bestand is een Block player: {
# Dit is een entry: key + value
player: { # Value is hier een block
hp: 50, hp: 50,
inventory: [ # BlockList inventory: [
{ {
id: "dagger", id: "dagger",
x: 0, x: 0,
@ -18,7 +15,6 @@ player: { # Value is hier een block
] ]
} }
# Dit is een entry
levels: [ levels: [
{ {
layout: { layout: {
@ -135,4 +131,4 @@ levels: [
} }
] ]
} }
] ]

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@ -9,7 +9,7 @@ import RPGEngine.Config ( bgColor, winDimensions, winOffsets )
import RPGEngine.Render ( initWindow, render ) import RPGEngine.Render ( initWindow, render )
import RPGEngine.Input ( handleAllInput ) import RPGEngine.Input ( handleAllInput )
import RPGEngine.Input.Playing ( checkPlaying, spawnPlayer ) import RPGEngine.Input.Playing ( checkPlaying, spawnPlayer )
import RPGEngine.Data (Game (..), State (..), Layout, Level (..), Physical (..)) import RPGEngine.Data (Game (..), State (..), Layout, Level (..), Physical (..), Entity(..), Direction(..), Player(..))
import RPGEngine.Data.Default (defaultLevel, defaultPlayer) import RPGEngine.Data.Default (defaultLevel, defaultPlayer)
import Graphics.Gloss ( play ) import Graphics.Gloss ( play )
@ -27,22 +27,15 @@ playRPGEngine title fps = do
-- TODO revert this -- TODO revert this
-- Initialize the game -- Initialize the game
initGame :: Game initGame :: Game
-- initGame = Game { initGame = Game { state = Menu }
-- state = Menu{ base = StateBase{ -- initGame = Game{ state = initState }
-- renderer = renderMenu, -- where initState = Playing{
-- inputHandler = handleInputMenu -- levels = [defaultLevel, otherLevel],
-- }} -- count = 0,
-- } -- level = defaultLevel,
initGame = Game{ -- player = spawnPlayer defaultLevel defaultPlayer,
state = initState -- restart = initState
} -- }
where initState = Playing{
levels = [defaultLevel, otherLevel],
count = 0,
level = defaultLevel,
player = spawnPlayer defaultLevel defaultPlayer,
restart = initState
}
-- TODO remove this -- TODO remove this
otherLayout :: Layout otherLayout :: Layout
@ -50,6 +43,8 @@ otherLayout = [
[Blocked, Blocked, Blocked], [Blocked, Blocked, Blocked],
[Blocked, Entrance, Blocked], [Blocked, Entrance, Blocked],
[Blocked, Walkable, Blocked], [Blocked, Walkable, Blocked],
[Blocked, Walkable, Blocked],
[Blocked, Walkable, Blocked],
[Blocked, Exit, Blocked], [Blocked, Exit, Blocked],
[Blocked, Blocked, Blocked] [Blocked, Blocked, Blocked]
] ]
@ -69,12 +64,30 @@ otherLevel = Level {
(1, 2, Walkable), (1, 2, Walkable),
(2, 2, Blocked), (2, 2, Blocked),
(0, 3, Blocked), (0, 3, Blocked),
(1, 3, Exit), (1, 3, Walkable),
(2, 3, Blocked), (2, 3, Blocked),
(0, 4, Blocked), (0, 4, Blocked),
(1, 4, Blocked), (1, 4, Walkable),
(2, 4, Blocked) (2, 4, Blocked),
(0, 5, Blocked),
(1, 5, Exit),
(2, 5, Blocked),
(0, 6, Blocked),
(1, 6, Blocked),
(2, 6, Blocked)
], ],
items = [], items = [],
entities = [] entities = [
Entity{
entityId = "door",
entityX = 1,
entityY = 3,
entityName = "Epic door",
entityDescription = "epic description",
entityActions = [],
entityValue = Nothing,
entityHp = Nothing,
direction = North
}
]
} }

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@ -12,7 +12,7 @@ import RPGEngine.Render.Core ( Renderer )
-- A game is the base data container. -- A game is the base data container.
data Game = Game { data Game = Game {
state :: State state :: State
} } deriving (Eq, Show)
------------------------------- State -------------------------------- ------------------------------- State --------------------------------
@ -33,6 +33,7 @@ data State = Menu
| Win | Win
-- Lost a level -- Lost a level
| Lose { restart :: State } | Lose { restart :: State }
deriving (Eq, Show)
------------------------------- Level -------------------------------- ------------------------------- Level --------------------------------

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@ -64,9 +64,30 @@ defaultLevel = Level {
defaultPlayer :: Player defaultPlayer :: Player
defaultPlayer = Player { defaultPlayer = Player {
playerHp = Prelude.Nothing, -- Compares to infinity -- playerHp = Prelude.Nothing, -- Compares to infinity
inventory = [], playerHp = Just 50,
position = (0, 0) inventory = [ Item{
itemId = "key",
itemX = 0,
itemY = 0,
itemName = "Epic key",
itemDescription = "MyKey",
itemActions = [],
itemValue = Nothing,
useTimes = Nothing
}, Item{
itemId = "dagger",
itemX = 0,
itemY = 0,
itemName = "My dagger",
itemDescription = "dagger",
itemActions = [],
itemValue = Nothing,
useTimes = Nothing
}],
position = (0, 0),
showInventory = False,
showHp = True
} }
defaultSelector :: ListSelector defaultSelector :: ListSelector

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@ -20,7 +20,7 @@ type InputHandler a = Event -> (a -> a)
data ListSelector = ListSelector { data ListSelector = ListSelector {
selection :: Int, selection :: Int,
selected :: Bool selected :: Bool
} } deriving (Eq, Show)
------------------------------ Exported ------------------------------ ------------------------------ Exported ------------------------------

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@ -2,6 +2,7 @@ module RPGEngine.Input.Playing
( handleInputPlaying ( handleInputPlaying
, checkPlaying , checkPlaying
, spawnPlayer , spawnPlayer
, putCoords
) where ) where
import RPGEngine.Input.Core (InputHandler, handle, handleKey, composeInputHandlers) import RPGEngine.Input.Core (InputHandler, handle, handleKey, composeInputHandlers)
@ -32,6 +33,8 @@ handleInputPlaying = composeInputHandlers [
handleKey (Char 's') Down $ movePlayer South, handleKey (Char 's') Down $ movePlayer South,
handleKey (Char 'a') Down $ movePlayer West, handleKey (Char 'a') Down $ movePlayer West,
handleKey (Char 'r') Down restartGame,
handleKey (Char 'i') Down $ toggleInventoryShown True, handleKey (Char 'i') Down $ toggleInventoryShown True,
handleKey (Char 'i') Up $ toggleInventoryShown False handleKey (Char 'i') Up $ toggleInventoryShown False
] ]
@ -58,13 +61,15 @@ pauseGame g@Game{ state = playing@Playing{} } = pausedGame
where pausedGame = g{ state = Paused playing } where pausedGame = g{ state = Paused playing }
pauseGame g = g pauseGame g = g
restartGame :: Game -> Game
restartGame g@Game{ state = playing@Playing{ restart = restarted } } = g{ state = restarted }
-- Go to next level if there is a next level, otherwise, initialize win state. -- Go to next level if there is a next level, otherwise, initialize win state.
goToNextLevel :: State -> State goToNextLevel :: State -> State
goToNextLevel s@Playing{ levels = levels, level = current, count = count, player = player } = nextState goToNextLevel s@Playing{ levels = levels, level = current, count = count, player = player } = nextState
where -- Either the next level or winState where nextState | (count + 1) < length levels = nextLevelState
nextState | (count + 1) < length levels = nextLevelState
| otherwise = Win | otherwise = Win
nextLevelState = s{ level = nextLevel, count = count + 1, player = movedPlayer } nextLevelState = s{ level = nextLevel, count = count + 1, player = movedPlayer, restart = nextLevelState }
nextLevel = levels !! (count + 1) nextLevel = levels !! (count + 1)
movedPlayer = spawnPlayer nextLevel player movedPlayer = spawnPlayer nextLevel player
goToNextLevel s = s goToNextLevel s = s

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@ -6,13 +6,11 @@ import RPGEngine.Data ( Game )
import RPGEngine.Parse.StructureToGame ( structureToGame ) import RPGEngine.Parse.StructureToGame ( structureToGame )
import GHC.IO (unsafePerformIO) import GHC.IO (unsafePerformIO)
import Text.Parsec.String (parseFromFile) import Text.Parsec.String (parseFromFile)
import RPGEngine.Parse.TextToStructure (structure) import RPGEngine.Parse.TextToStructure ( gameFile )
------------------------------ Exported ------------------------------ ------------------------------ Exported ------------------------------
parse :: FilePath -> Game parse :: FilePath -> Game
parse filename = structureToGame struct parse filename = structureToGame struct
where (Right struct) = unsafePerformIO io where (Right struct) = unsafePerformIO io
io = parseFromFile structure filename io = parseFromFile gameFile filename
tempParse = parseFromFile

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@ -10,26 +10,25 @@ import RPGEngine.Data
entityActions, entityValue, entityHp, direction), entityActions, entityValue, entityHp, direction),
Item(itemId, itemX, itemY, itemName, itemDescription, itemValue, Item(itemId, itemX, itemY, itemName, itemDescription, itemValue,
itemActions, useTimes), itemActions, useTimes),
Level(layout, items, entities), Level(layout, items, entities, index),
Game (..), State (..) ) Game (..), State (..) )
import RPGEngine.Parse.TextToStructure import RPGEngine.Parse.TextToStructure
( Value(Infinite, Action, Layout, String, Direction, Integer), ( Value(Infinite, Action, Layout, String, Direction, Integer),
Key(Tag, ConditionList), Key(Tag, ConditionList),
Structure(..) ) Structure(..) )
import RPGEngine.Data.Default (defaultPlayer, defaultLevel, defaultItem, defaultEntity) import RPGEngine.Data.Default (defaultPlayer, defaultLevel, defaultItem, defaultEntity)
import RPGEngine.Input.Playing (putCoords, spawnPlayer)
------------------------------ Exported ------------------------------ ------------------------------ Exported ------------------------------
structureToGame :: Structure -> Game structureToGame :: [Structure] -> Game
-- structureToGame [Entry(Tag "player") playerBlock, Entry(Tag "levels") levelsBlock] = game structureToGame [Entry (Tag "player") playerBlock, Entry (Tag "levels") levelsBlock] = game
structureToGame (Entry (Tag "player") playerBlock) = game where game = Game newState
where game = Game{ state = newState } newState = Playing newLevels 0 currentLevel newPlayer newState
newState = Playing{ levels = newLevels, level = currentLevel, player = newPlayer, restart = newState } newLevels = structureToLevels levelsBlock
-- newLevels = structureToLevels levelsBlock currentLevel = head newLevels
-- currentLevel = head newLevels newPlayer = spawnPlayer currentLevel $ structureToPlayer playerBlock
newLevels = [defaultLevel] structureToGame _ = Game Menu
currentLevel = defaultLevel
newPlayer = structureToPlayer playerBlock
------------------------------- Player ------------------------------- ------------------------------- Player -------------------------------
@ -60,7 +59,9 @@ structureToLevels (Block struct) = structureToLevel <$> struct
structureToLevels _ = [defaultLevel] structureToLevels _ = [defaultLevel]
structureToLevel :: Structure -> Level structureToLevel :: Structure -> Level
structureToLevel (Block entries) = structureToLevel' entries defaultLevel structureToLevel (Block entries) = indexIsSet
where indexIsSet = level{ index = putCoords level }
level = structureToLevel' entries defaultLevel
structureToLevel _ = defaultLevel structureToLevel _ = defaultLevel
structureToLevel' :: [Structure] -> Level -> Level structureToLevel' :: [Structure] -> Level -> Level

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@ -18,9 +18,13 @@ import Text.Parsec
notFollowedBy, notFollowedBy,
sepBy, sepBy,
many, many,
try ) try, spaces, endOfLine )
import qualified Text.Parsec as P ( string ) import qualified Text.Parsec as P ( string )
import Text.Parsec.String ( Parser ) import Text.Parsec.String ( Parser )
import Text.Parsec.Combinator (lookAhead)
gameFile :: Parser [Structure]
gameFile = try $ do many1 $ ignoreWS structure
-------------------------- StructureElement -------------------------- -------------------------- StructureElement --------------------------
@ -111,7 +115,7 @@ data Value = String String
---------------------------------------------------------------------- ----------------------------------------------------------------------
value :: Parser Value value :: Parser Value
value = choice [layout, string, integer, infinite, action, direction] value = choice [layout, string, integer, infinite, direction, action]
string :: Parser Value string :: Parser Value
string = try $ String <$> between (char '\"') (char '\"') reading string = try $ String <$> between (char '\"') (char '\"') reading
@ -149,7 +153,7 @@ direction = try $ do
ignoreWS $ P.string "left", ignoreWS $ P.string "left",
ignoreWS $ P.string "right" ignoreWS $ P.string "right"
] ]
notFollowedBy alphaNum -- lookAhead $ char ','
return $ Direction $ make value return $ Direction $ make value
where make "up" = North where make "up" = North
make "right" = East make "right" = East
@ -160,15 +164,12 @@ direction = try $ do
layout :: Parser Value layout :: Parser Value
layout = try $ do layout = try $ do
open <- ignoreWS $ oneOf openingBrackets open <- ignoreWS $ oneOf openingBrackets
ignoreWS $ char '|'
list <- ignoreWS $ ignoreWS strip `sepBy` ignoreWS (char '|')
let closing = getMatchingClosingBracket open let closing = getMatchingClosingBracket open
ignoreWS $ char closing value <- many1 strip <* ignoreWS (char closing)
return $ Layout list return $ Layout value
strip :: Parser Strip strip :: Parser Strip
strip = try $ do strip = try $ do ignoreWS (char '|') *> ignoreWS (physical `sepBy` char ' ')
physical `sepBy` char ' '
physical :: Parser Physical physical :: Parser Physical
physical = try $ do physical = try $ do

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@ -55,7 +55,11 @@ test-suite rpg-engine-test
main-is: Spec.hs main-is: Spec.hs
hs-source-dirs: test hs-source-dirs: test
default-language: Haskell2010 default-language: Haskell2010
build-depends: base >=4.7 && <5, hspec <= 2.10.6, hspec-discover, rpg-engine build-depends:
base >=4.7 && <5,
rpg-engine,
hspec <= 2.10.6, hspec-discover,
parsec >= 3.1.15.1
other-modules: other-modules:
Parser.GameSpec Parser.GameSpec
Parser.StructureSpec Parser.StructureSpec

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@ -6,24 +6,50 @@ import RPGEngine.Data
import RPGEngine.Parse.Core import RPGEngine.Parse.Core
import RPGEngine.Parse.TextToStructure import RPGEngine.Parse.TextToStructure
import RPGEngine.Parse.StructureToGame import RPGEngine.Parse.StructureToGame
import RPGEngine.Parse.TextToStructure (gameFile)
spec :: Spec spec :: Spec
spec = do spec = do
describe "Game" $ do describe "Game" $ do
it "TODO: Simple game" $ do -- TODO There is a weird bug that caused this to go in an infinite loop. Fix later.
pending xit "Simple game" $ do
it "TODO: More complex game" $ do 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]"
pending correct = Game {
it "TODO: Game with multiple levels" $ do state = Playing {
pending levels = [],
count = 0,
level = Level {
RPGEngine.Data.layout = [],
index = [],
items = [],
entities = []
},
player = Player {
playerHp = Just 50,
inventory = [],
position = (0, 0),
showHp = True,
showInventory = False
},
restart = Menu
}
}
(Right struct) = parseWith gameFile input
structureToGame struct `shouldBe` correct
it "More complex game" $ do
pendingWith "fix parsing first"
it "Game with multiple levels" $ do
pendingWith "fix parsing first"
describe "Player" $ do describe "Player" $ do
it "cannot die" $ do it "cannot die" $ do
let input = "player: { hp: infinite, inventory: [] }" let input = "player: { hp: infinite, inventory: [] }"
correct = Player { correct = Player {
playerHp = Prelude.Nothing, playerHp = Prelude.Nothing,
inventory = [], inventory = [],
position = (0, 0) position = (0, 0),
showHp = True,
showInventory = False
} }
Right (Entry (Tag "player") struct) = parseWith structure input Right (Entry (Tag "player") struct) = parseWith structure input
structureToPlayer struct `shouldBe` correct structureToPlayer struct `shouldBe` correct
@ -31,9 +57,11 @@ spec = do
it "without inventory" $ do it "without inventory" $ do
let input = "player: { hp: 50, inventory: [] }" let input = "player: { hp: 50, inventory: [] }"
correct = Player { correct = Player {
playerHp = Just 50, playerHp = Just 50,
inventory = [], inventory = [],
position = (0, 0) position = (0, 0),
showHp = True,
showInventory = False
} }
Right (Entry (Tag "player") struct) = parseWith structure input Right (Entry (Tag "player") struct) = parseWith structure input
structureToPlayer struct `shouldBe` correct structureToPlayer struct `shouldBe` correct
@ -54,14 +82,12 @@ spec = do
useTimes = Prelude.Nothing useTimes = Prelude.Nothing
} }
], ],
position = (0, 0) position = (0, 0),
showHp = True,
showInventory = False
} }
Right (Entry (Tag "player") struct) = parseWith structure input Right (Entry (Tag "player") struct) = parseWith structure input
structureToPlayer struct `shouldBe` correct structureToPlayer struct `shouldBe` correct
describe "Layout" $ do
it "simple" $ do
pending
describe "Items" $ do describe "Items" $ do
it "simple" $ do it "simple" $ do
@ -117,23 +143,40 @@ spec = do
structureToActions struct `shouldBe` correct structureToActions struct `shouldBe` correct
describe "Entities" $ do describe "Entities" $ do
it "TODO: Simple entity" $ do it "Simple entity" $ do
pending pendingWith "fix parsing first"
describe "Level" $ do describe "Level" $ do
it "Simple layout" $ do it "Simple layout" $ do
let input = "{ layout: { | * * * * * * \n| * s . . e *\n| * * * * * * }, items: [], entities: [] }" let input = "{ layout: { | * * * * * *\n| * s . . e *\n| * * * * * *\n }, items: [], entities: [] }"
correct = Level { correct = Level {
RPGEngine.Data.layout = [ RPGEngine.Data.layout = [
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked], [Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
[Blocked, Entrance, Walkable, Walkable, Exit, Blocked], [Blocked, Entrance, Walkable, Walkable, Exit, Blocked],
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked] [Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
], ],
index = [
(0, 0, Blocked),
(1, 0, Blocked),
(2, 0, Blocked),
(3, 0, Blocked),
(4, 0, Blocked),
(5, 0, Blocked),
(0, 1, Blocked),
(1, 1, Entrance),
(2, 1, Walkable),
(3, 1, Walkable),
(4, 1, Exit),
(5, 1, Blocked),
(0, 2, Blocked),
(1, 2, Blocked),
(2, 2, Blocked),
(3, 2, Blocked),
(4, 2, Blocked),
(5, 2, Blocked)
],
items = [], items = [],
entities = [] entities = []
} }
Right struct = parseWith structure input Right struct = parseWith structure input
structureToLevel struct `shouldBe` correct structureToLevel struct `shouldBe` correct
it "TODO: Complex layout" $ do
pending

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@ -5,6 +5,8 @@ import Test.Hspec
import RPGEngine.Data import RPGEngine.Data
import RPGEngine.Parse.Core import RPGEngine.Parse.Core
import RPGEngine.Parse.TextToStructure import RPGEngine.Parse.TextToStructure
import Text.Parsec.String (parseFromFile)
import GHC.IO (unsafePerformIO)
spec :: Spec spec :: Spec
spec = do spec = do
@ -68,7 +70,7 @@ spec = do
]], "") ]], "")
parseWithRest structure input `shouldBe` correct parseWithRest structure input `shouldBe` correct
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() } } ]" 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() } } ]"
correct = Right (Entry (Tag "entities") $ Block [ Block [ correct = Right (Entry (Tag "entities") $ Block [ Block [
Entry (Tag "id") $ Regular $ String "door", Entry (Tag "id") $ Regular $ String "door",
Entry (Tag "x") $ Regular $ Integer 4, Entry (Tag "x") $ Regular $ Integer 4,
@ -83,6 +85,17 @@ spec = do
]], "") ]], "")
parseWithRest structure input `shouldBe` correct parseWithRest structure input `shouldBe` correct
it "combines actions and direction" $ do
let input = "entities: [ { direction: left, actions: { [inventoryContains(key)] useItem(key), [] leave() } } ]"
correct = Right (Entry (Tag "entities") $ Block [ Block [
Entry (Tag "direction") $ Regular $ Direction West,
Entry (Tag "actions") $ Block [
Entry (ConditionList [InventoryContains "key"]) $ Regular $ Action $ UseItem "key",
Entry (ConditionList []) $ Regular $ Action Leave
]
]], "")
parseWithRest structure input `shouldBe` correct
it "can parse entries" $ do it "can parse entries" $ do
let input = "id: \"dagger\"" let input = "id: \"dagger\""
correct = Right $ Entry (Tag "id") $ Regular $ String "dagger" correct = Right $ Entry (Tag "id") $ Regular $ String "dagger"
@ -252,22 +265,21 @@ spec = do
parseWith RPGEngine.Parse.TextToStructure.direction input `shouldBe` correct parseWith RPGEngine.Parse.TextToStructure.direction input `shouldBe` correct
it "can parse layouts" $ do it "can parse layouts" $ do
let input = "| * * * * * * * *\n| * s . . . . e *\n| * * * * * * * *" let input = "{ | * * * * * * * *\n | * s . . . . e *\n | * * * * * * * *\n }"
correct = Right $ Layout [ correct = Right $ Layout [
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked], [Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
[Blocked, Entrance, Walkable, Walkable, Walkable, Walkable, Exit, Blocked], [Blocked, Entrance, Walkable, Walkable, Walkable, Walkable, Exit, Blocked],
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked] [Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
] ]
parseWith RPGEngine.Parse.TextToStructure.layout input `shouldBe` correct parseWith value input `shouldBe` correct
let input = "{ |* * * * * * * *|* s . . . . e *|* * * * * * * * }" let input = "layout: { | * * * * * * * *\n | * s . . . . e *\n | * * * * * * * *\n }"
-- correct = Right $ Entry (Tag "layout") $ Regular $ Layout [ correct = Right $ Entry (Tag "layout") $ Regular $ Layout [
correct = Right $ Layout [
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked], [Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
[Blocked, Entrance, Walkable, Walkable, Walkable, Walkable, Exit, Blocked], [Blocked, Entrance, Walkable, Walkable, Walkable, Walkable, Exit, Blocked],
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked] [Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
] ]
parseWith RPGEngine.Parse.TextToStructure.value input `shouldBe` correct parseWith structure input `shouldBe` correct
describe "Brackets" $ do describe "Brackets" $ do
it "matches closing <" $ do it "matches closing <" $ do
@ -289,3 +301,75 @@ spec = do
let input = '[' let input = '['
correct = ']' correct = ']'
getMatchingClosingBracket input `shouldBe` correct getMatchingClosingBracket input `shouldBe` correct
describe "Full game file" $ do
it "single level" $ do
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]"
correct = Right [
Entry (Tag "player") $ Block [
Entry (Tag "hp") $ Regular $ Integer 50,
Entry (Tag "inventory") $ Block []
],
Entry (Tag "levels") $ Block [ Block [
Entry (Tag "layout") $ Regular $ Layout [
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
[Blocked, Entrance, Walkable, Walkable, Exit, Blocked],
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
],
Entry (Tag "items") $ Block [],
Entry (Tag "entities") $ Block []
]]
]
parseWith gameFile input `shouldBe` correct
it "two levels" $ do
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]"
correct = Right [
Entry (Tag "player") $ Block [
Entry (Tag "hp") $ Regular $ Integer 50,
Entry (Tag "inventory") $ Block []
],
Entry (Tag "levels") $ Block [
Block [
Entry (Tag "layout") $ Regular $ Layout [
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
[Blocked, Entrance, Walkable, Walkable, Exit, Blocked],
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
],
Entry (Tag "items") $ Block [],
Entry (Tag "entities") $ Block []
], Block [
Entry (Tag "layout") $ Regular $ Layout [
[Blocked,Blocked,Blocked],
[Blocked,Exit,Blocked],
[Blocked,Walkable,Blocked],
[Blocked,Walkable,Blocked],
[Blocked,Walkable,Blocked],
[Blocked,Walkable,Blocked],
[Blocked,Entrance,Blocked],
[Blocked,Blocked,Blocked]
],
Entry (Tag "items") $ Block [],
Entry (Tag "entities") $ Block []
]
]
]
parseWith gameFile input `shouldBe` correct
it "from file" $ do
let correct = Right [
Entry (Tag "player") $ Block [
Entry (Tag "hp") $ Regular $ Integer 50,
Entry (Tag "inventory") $ Block []
],
Entry (Tag "levels") $ Block [ Block [
Entry (Tag "layout") $ Regular $ Layout [
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked],
[Blocked, Entrance, Walkable, Walkable, Exit, Blocked],
[Blocked, Blocked, Blocked, Blocked, Blocked, Blocked]
],
Entry (Tag "items") $ Block [],
Entry (Tag "entities") $ Block []
]]
]
unsafePerformIO (parseFromFile gameFile "levels/level1.txt") `shouldBe` correct

View file

@ -1 +1,18 @@
{-# OPTIONS_GHC -F -pgmF hspec-discover #-} {-# OPTIONS_GHC -F -pgmF hspec-discover #-}
-------------------------- How to use Hspec --------------------------
-- If a test has not yet been written:
-- Use `pending` or `pendingWith`.
-- it "Description" $ do
-- pendingWith "Reason"
-- Temporarily disable running a test:
-- Replace `it` with `xit`
-- xit "Description" $ do ...
-- Temporarily only run a specific test:
-- Put `focus` in front.
-- it "Description" $ do ...
-- becomes
-- focus $ it "Description" $ do ...