Add an `equippedItems` field to the CreatureType raw, which provides a chance for generating that creature with an item equipped, which goes into a new `inventory` field on the creature entity itself. Currently the creature doesn't actually *use* this equipped item, but it's a step. This commit also adds a broken-dagger equipped 90% of the time to the "husk" creature. Change-Id: I6416c0678ba7bc1b002c5ce6119f7dc97dd86437
		
			
				
	
	
		
			30 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			Haskell
		
	
	
	
	
	
			
		
		
	
	
			30 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			Haskell
		
	
	
	
	
	
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module Xanthous.Game.StateSpec (main, test) where
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import           Test.Prelude
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import           Xanthous.Game.State
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import           Xanthous.Entities.Raws (raws)
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import           Xanthous.Generators.Level.LevelContents (entityFromRaw)
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import           Control.Monad.Random (evalRandT)
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import           System.Random (getStdGen)
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main :: IO ()
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main = defaultMain test
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test :: TestTree
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test = testGroup "Xanthous.Game.StateSpec"
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  [ testGroup "entityTypeName"
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    [ testCase "for a creature" $ do
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        let gormlakRaw = raws ^?! ix "gormlak"
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        creature <- runRand $ entityFromRaw gormlakRaw
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        entityTypeName creature @?= "Creature"
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    , testCase "for an item" $ do
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        let stickRaw = raws ^?! ix "stick"
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        item <- runRand $ entityFromRaw stickRaw
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        entityTypeName item @?= "Item"
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    ]
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  ]
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  where
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    runRand x = evalRandT x =<< getStdGen
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