Update the vision every time we step the game

Recalculate the character's lines of sight every time we step the game,
rather than just every time the character *moves*. I had originally
thought this was a non-contiguous lines-of-sight bug - which there's a
test disproving - but it actually turned out to be that actions like
eating or attacking would step the game forward (thus moving gormlaks)
without re-calculating the positions visible to the character.
This commit is contained in:
Griffin Smith 2019-12-23 17:55:28 -05:00
parent a58966d43f
commit 32421916e0
4 changed files with 53 additions and 2 deletions

View file

@ -0,0 +1,47 @@
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module Xanthous.Data.EntityMap.GraphicsSpec (main, test) where
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import Test.Prelude
import Data.Aeson
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import Xanthous.Game.State
import Xanthous.Data
import Xanthous.Data.EntityMap
import Xanthous.Data.EntityMap.Graphics
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main :: IO ()
main = defaultMain test
test :: TestTree
test = testGroup "Xanthous.Data.EntityMap.Graphics"
[ testGroup "visiblePositions"
[ testCase "non-contiguous bug 1" $
let charPos = Position 20 20
gormlakPos = Position 17 19
em = insertAt gormlakPos TestEntity
. insertAt charPos TestEntity
$ mempty
visPositions = visiblePositions charPos 12 em
in (gormlakPos `member` visPositions) @?
( "not ("
<> show gormlakPos <> " `member` "
<> show visPositions
<> ")"
)
]
]
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data TestEntity = TestEntity
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (ToJSON, FromJSON, NFData)
instance Brain TestEntity where
step _ = pure
instance Draw TestEntity
instance Entity TestEntity where
blocksVision _ = False
description _ = ""
entityChar _ = "e"