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{-# LANGUAGE GADTs, GeneralizedNewtypeDeriving #-}
-- | Monadic test harness and other stubs for unit tests.
module UnitTestHelpers
( CliState(..)
, emptyCliState
, executorCli
, reportToTexts
, stubLevel
, stubState
, stubCliState
, stubItem
, testActor
, testActorId
, testActorWithItem
, testCliStateWithItem
, testFactionId
, testItemId
, testLevel
, testLevelId
#ifdef EXPOSE_INTERNAL
-- * Internal operations
, fchanFrontendStub
, CliMock(..)
#endif
) where
import Prelude ()
import Game.LambdaHack.Core.Prelude
import qualified Control.Monad.IO.Class as IO
import Control.Monad.Trans.State.Strict
(StateT (StateT, runStateT), gets, state)
import qualified Data.EnumMap.Strict as EM
import qualified Data.Text as Text
import Game.LambdaHack.Atomic (MonadStateWrite (..))
import Game.LambdaHack.Client
import qualified Game.LambdaHack.Client.BfsM as BfsM
import Game.LambdaHack.Client.HandleResponseM
import Game.LambdaHack.Client.MonadClient
import Game.LambdaHack.Client.State
(StateClient (..), TGoal (..), Target (..), emptyStateClient, updateLeader)
import Game.LambdaHack.Client.UI
(MonadClientUI (..), SessionUI (..), emptySessionUI)
import Game.LambdaHack.Client.UI.ActorUI (ActorUI (..))
import Game.LambdaHack.Client.UI.Content.Screen
(emptyScreenContent, rheight, rwidth)
import Game.LambdaHack.Client.UI.ContentClientUI (coscreen, emptyCCUI)
import Game.LambdaHack.Client.UI.Frontend
(ChanFrontend (..), FrontReq (..))
import Game.LambdaHack.Client.UI.Key (KMP (..))
import qualified Game.LambdaHack.Client.UI.Key as K
import Game.LambdaHack.Client.UI.Msg
import Game.LambdaHack.Client.UI.Overlay
import Game.LambdaHack.Client.UI.PointUI (PointUI (..))
import Game.LambdaHack.Client.UI.UIOptions (UIOptions (..))
import Game.LambdaHack.Common.Actor
(Actor (..), ResDelta (..), Watchfulness (..))
import Game.LambdaHack.Common.Area (Area, toArea, trivialArea)
import Game.LambdaHack.Common.ClientOptions
(ClientOptions (..), FullscreenMode (..), defClientOptions)
import Game.LambdaHack.Common.Faction (Faction (..))
import Game.LambdaHack.Common.Item
import Game.LambdaHack.Common.Kind (COps (..), emptyUIFaction)
import Game.LambdaHack.Common.Level (Level (..))
import Game.LambdaHack.Common.Misc (FontSet (..))
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Perception (emptyPer)
import Game.LambdaHack.Common.Point (Point (..))
import Game.LambdaHack.Common.State
( State
, emptyState
, unknownTileMap
, updateActorD
, updateActorMaxSkills
, updateCOpsAndCachedData
, updateDungeon
, updateFactionD
)
import Game.LambdaHack.Common.Time (timeZero)
import Game.LambdaHack.Common.Types
(ActorId, FactionId, ItemId, LevelId)
import Game.LambdaHack.Content.RuleKind (RuleContent (..))
import Game.LambdaHack.Content.TileKind (unknownId)
import qualified Game.LambdaHack.Core.Dice as Dice
import qualified Game.LambdaHack.Definition.Ability as Ability
import Game.LambdaHack.Definition.Color (Color (..))
import Game.LambdaHack.Definition.DefsInternal (toContentId)
import Game.LambdaHack.Definition.Flavour
-- * UI frontend stub
-- Read UI requests from the client and send them to the frontend,
fchanFrontendStub :: ChanFrontend
fchanFrontendStub =
ChanFrontend $ \case
FrontFrame _ -> putStr "FrontFrame"
FrontDelay _ -> putStr "FrontDelay"
FrontKey _ _ -> return KMP {kmpKeyMod = K.escKM, kmpPointer = PointUI 0 0}
FrontPressed -> return False
FrontDiscardKey -> putStr "FrontDiscardKey"
FrontResetKeys -> putStr "FrontResetKeys"
FrontShutdown -> putStr "FrontShutdown"
FrontPrintScreen -> putStr "FrontPrintScreen"
-- * Mock client state implementation
data CliState = CliState
{ cliState :: State -- ^ current global state
, cliClient :: StateClient -- ^ current client state
, cliSession :: Maybe SessionUI -- ^ UI state, empty for AI clients
-- Not needed for the mock monad (and blank line needed to avoid making this
-- comment a haddock for @cliSession@ field):
-- , cliDict :: ChanServer
-- , cliToSave :: Save.ChanSave (StateClient, Maybe SessionUI)
}
-- * Option stubs
stubUIOptions :: UIOptions
stubUIOptions = UIOptions
{ uCommands = []
, uHeroNames = []
, uVi = False
, uLeftHand = False
, uChosenFontset = ""
, uAllFontsScale = 0.0
, uFullscreenMode = NotFullscreen
, uhpWarningPercent = 0
, uMsgWrapColumn = 0
, uHistoryMax = 0
, uMaxFps = 0.0
, uNoAnim = False
, uOverrideCmdline = []
, uFonts = []
, uFontsets = []
, uMessageColors = []
}
stubClientOptions :: ClientOptions
stubClientOptions = defClientOptions
{ schosenFontset = Just "snoopy"
, sfontsets =
[("snoopy", FontSet { fontMapScalable = "scalable"
, fontMapBitmap = "bitmap"
, fontPropRegular = "propRegular"
, fontPropBold = "propBold"
, fontMono = "mono" })]
}
stubItem :: Item
stubItem = Item { jkind = IdentityObvious (toContentId 0), jfid = Nothing, jflavour = dummyFlavour }
testLevel :: Level
testLevel = Level
{ lkind = toEnum 0
, ldepth = Dice.AbsDepth 1
, lfloor = EM.empty
, lembed = EM.empty
, lbig = EM.empty
, lproj = EM.empty
, ltile = unknownTileMap (fromJust (toArea (0,0,0,0))) unknownId 10 10 --PointArray.empty
, lentry = EM.empty
, larea = trivialArea (Point 0 0)
, lsmell = EM.empty
, lstair = ([],[])
, lescape = []
, lseen = 0
, lexpl = 0
, ltime = timeZero
, lnight = False
}
-- * Stub identifiers
-- Using different arbitrary numbers for these so that if tests fail
-- due to missing keys we'll have more of a clue.
testLevelId :: LevelId
testLevelId = toEnum 111
testActorId :: ActorId
testActorId = toEnum 112
testItemId :: ItemId
testItemId = toEnum 113
testFactionId :: FactionId
testFactionId = toEnum 114
-- * Game arena element stubs
testArea :: Area
testArea = fromJust(toArea (0, 0, 0, 0))
testLevelDimension :: Int
testLevelDimension = 3
stubLevel :: Level
stubLevel = Level
{ lkind = toEnum 0
, ldepth = Dice.AbsDepth 1
, lfloor = EM.empty
, lembed = EM.empty
, lbig = EM.empty
, lproj = EM.empty
, ltile = unknownTileMap testArea unknownId testLevelDimension testLevelDimension
, lentry = EM.empty
, larea = trivialArea (Point 0 0)
, lsmell = EM.empty
, lstair = ([],[])
, lescape = []
, lseen = 0
, lexpl = 0
, ltime = timeZero
, lnight = False
}
testFaction :: Faction
testFaction =
Faction
{ gkind = emptyUIFaction
, gname = ""
, gcolor = Black
, gdoctrine = Ability.TBlock
, gunderAI = True
, ginitial = []
, gdipl = EM.empty
, gquit = Nothing
, _gleader = Nothing
, gstash = Nothing
, gvictims = EM.empty
}
testActor :: Actor
testActor = Actor
{ btrunk = testItemId
, bnumber = Nothing
, bhp = 0
, bhpDelta = ResDelta (0,0) (0,0)
, bcalm = 0
, bcalmDelta = ResDelta (0,0) (0,0)
, bpos = Point 0 0
, boldpos = Nothing
, blid = testLevelId
, bfid = testFactionId
, btrajectory = Nothing
, borgan = EM.empty
, beqp = EM.empty
, bweapon = 0
, bweapBenign = 0
, bwatch = WWatch
, bproj = False
}
testActorWithItem :: Actor
testActorWithItem =
testActor { beqp = EM.singleton testItemId (1,[])}
-- Stublike state that should barely function for testing.
stubState :: State
stubState =
let singletonFactionUpdate _ = EM.singleton testFactionId testFaction
singletonDungeonUpdate _ = EM.singleton testLevelId stubLevel
singletonActorDUpdate _ = EM.singleton testActorId testActor
singletonActorMaxSkillsUpdate _ =
EM.singleton testActorId Ability.zeroSkills
copsUpdate oldCOps =
oldCOps {corule = (corule oldCOps)
{ rWidthMax = testLevelDimension
, rHeightMax = testLevelDimension }}
stateWithMaxLevelDimension = updateCOpsAndCachedData copsUpdate emptyState
stateWithFaction =
updateFactionD singletonFactionUpdate stateWithMaxLevelDimension
stateWithActorD = updateActorD singletonActorDUpdate stateWithFaction
stateWithActorMaxSkills =
updateActorMaxSkills singletonActorMaxSkillsUpdate stateWithActorD
stateWithDungeon =
updateDungeon singletonDungeonUpdate stateWithActorMaxSkills
in stateWithDungeon
testStateWithItem :: State
testStateWithItem =
let swapToItemActor _ = EM.singleton testActorId testActorWithItem
in updateActorD swapToItemActor stubState
emptyCliState :: CliState
emptyCliState = CliState
{ cliState = emptyState
, cliClient = emptyStateClient testFactionId
, cliSession = Nothing
}
stubSessionUI :: SessionUI
stubSessionUI =
let actorUI = ActorUI { bsymbol = 'j'
, bname = "Jamie"
, bpronoun = "he/him"
, bcolor = BrCyan }
in (emptySessionUI stubUIOptions)
{ sactorUI = EM.singleton testActorId actorUI
, sccui = emptyCCUI { coscreen = emptyScreenContent
{ rwidth = testLevelDimension
, rheight = testLevelDimension + 3 } }
, schanF = fchanFrontendStub
}
stubCliState :: CliState
stubCliState = CliState
{ cliState = stubState
, cliClient = (emptyStateClient testFactionId)
{ soptions = stubClientOptions
, sfper = EM.singleton testLevelId emptyPer }
, cliSession = let target = TPoint TUnknown testLevelId (Point 1 0)
in Just (stubSessionUI {sxhair = Just target})
}
testCliStateWithItem :: CliState
testCliStateWithItem = stubCliState { cliState = testStateWithItem }
-- * Monad harness mock
-- | Client state transformation monad mock.
newtype CliMock a = CliMock
{ runCliMock :: StateT CliState IO a }
-- we build off io so we can compile but we don't want to use it;
-- TODO: let's try to get rid of the IO. I can't see any problem right now.
-- We'd need to to define dummy liftIO in some monads, etc.
deriving (Monad, Functor, Applicative)
instance MonadStateRead CliMock where
{-# INLINE getsState #-}
getsState f = CliMock $ gets $ f . cliState
instance MonadStateWrite CliMock where
{-# INLINE modifyState #-}
modifyState f = CliMock $ state $ \cliS ->
let !newCliS = cliS {cliState = f $ cliState cliS}
in ((), newCliS)
{-# INLINE putState #-}
putState newCliState = CliMock $ state $ \cliS ->
let !newCliS = cliS {cliState = newCliState}
in ((), newCliS)
instance MonadClientRead CliMock where
{-# INLINE getsClient #-}
getsClient f = CliMock $ gets $ f . cliClient
liftIO = CliMock . IO.liftIO
instance MonadClient CliMock where
{-# INLINE modifyClient #-}
modifyClient f = CliMock $ state $ \cliS ->
let !newCliS = cliS {cliClient = f $ cliClient cliS}
in ((), newCliS)
instance MonadClientUI CliMock where
{-# INLINE getsSession #-}
getsSession f = CliMock $ gets $ f . fromJust . cliSession
{-# INLINE modifySession #-}
modifySession f = CliMock $ state $ \cliS ->
let !newCliSession = f $ fromJust $ cliSession cliS
!newCliS = cliS {cliSession = Just newCliSession}
in ((), newCliS)
updateClientLeader aid = do
s <- getState
modifyClient $ updateLeader aid s
getCacheBfs = BfsM.getCacheBfs
getCachePath = BfsM.getCachePath
instance MonadClientAtomic CliMock where
{-# INLINE execUpdAtomic #-}
execUpdAtomic _ = return () -- handleUpdAtomic, until needed, save resources
-- Don't catch anything; assume exceptions impossible.
{-# INLINE execPutState #-}
execPutState = putState
executorCli :: CliMock a -> CliState -> IO (a, CliState)
executorCli = runStateT . runCliMock
-- | Transform 'Report' type to a list of 'Text'.
reportToTexts :: Report -> [Text.Text]
reportToTexts report = Text.pack . attrStringToString <$> renderReport False report
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