Start splitting unit tests, add setUp/tearDown

This commit is contained in:
BattleJenkins 2018-05-21 18:27:04 -07:00
parent bf66bb7440
commit 1125dc92fc

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@ -987,87 +987,101 @@ class TestTurnBattleCmd(CommandTest):
self.call(tb_magic.CmdRest(), "", "Char rests to recover HP and MP.")
class TestTurnBattleFunc(EvenniaTest):
class TestTurnBattleBasicFunc(EvenniaTest):
def setUp(self):
super(TestTurnBattleBasicFunc, self).setUp()
self.attacker = create_object(tb_basic.TBBasicCharacter, key="Attacker")
self.defender = create_object(tb_basic.TBBasicCharacter, key="Defender")
self.joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner")
self.testroom = create_object(DefaultRoom, key="Test Room")
self.attacker.location = self.testroom
self.defender.loaction = self.testroom
self.joiner.loaction = None
def tearDown(self):
super(TestTurnBattleBasicFunc, self).tearDown()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
self.turnhandler.stop()
# Test combat functions
def test_tbbasicfunc(self):
attacker = create_object(tb_basic.TBBasicCharacter, key="Attacker")
defender = create_object(tb_basic.TBBasicCharacter, key="Defender")
testroom = create_object(DefaultRoom, key="Test Room")
attacker.location = testroom
defender.loaction = testroom
# Initiative roll
initiative = tb_basic.roll_init(attacker)
initiative = tb_basic.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_basic.get_attack(attacker, defender)
attack_roll = tb_basic.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_basic.get_defense(attacker, defender)
defense_roll = tb_basic.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_basic.get_damage(attacker, defender)
damage_roll = tb_basic.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
defender.db.hp = 10
tb_basic.apply_damage(defender, 3)
self.assertTrue(defender.db.hp == 7)
self.defender.db.hp = 10
tb_basic.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
defender.db.hp = 40
tb_basic.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
self.assertTrue(defender.db.hp < 40)
self.defender.db.hp = 40
tb_basic.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
attacker.db.Combat_attribute = True
tb_basic.combat_cleanup(attacker)
self.assertFalse(attacker.db.combat_attribute)
self.attacker.db.Combat_attribute = True
tb_basic.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_basic.is_in_combat(attacker))
self.assertFalse(tb_basic.is_in_combat(self.attacker))
# Set up turn handler script for further tests
attacker.location.scripts.add(tb_basic.TBBasicTurnHandler)
turnhandler = attacker.db.combat_TurnHandler
self.assertTrue(attacker.db.combat_TurnHandler)
self.attacker.location.scripts.add(tb_basic.TBBasicTurnHandler)
self.turnhandler = self.attacker.db.combat_TurnHandler
self.assertTrue(self.attacker.db.combat_TurnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
turnhandler.interval = 10000
self.turnhandler.interval = 10000
# Force turn order
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_basic.is_turn(attacker))
self.assertTrue(tb_basic.is_turn(self.attacker))
# Spend actions
attacker.db.Combat_ActionsLeft = 1
tb_basic.spend_action(attacker, 1, action_name="Test")
self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(attacker.db.Combat_LastAction == "Test")
self.attacker.db.Combat_ActionsLeft = 1
tb_basic.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
attacker.db.Combat_ActionsLeft = 983
turnhandler.initialize_for_combat(attacker)
self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(attacker.db.Combat_LastAction == "null")
self.attacker.db.Combat_ActionsLeft = 983
self.turnhandler.initialize_for_combat(self.attacker)
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
# Start turn
defender.db.Combat_ActionsLeft = 0
turnhandler.start_turn(defender)
self.assertTrue(defender.db.Combat_ActionsLeft == 1)
self.defender.db.Combat_ActionsLeft = 0
self.turnhandler.start_turn(self.defender)
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
# Next turn
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
turnhandler.next_turn()
self.assertTrue(turnhandler.db.turn == 1)
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.next_turn()
self.assertTrue(self.turnhandler.db.turn == 1)
# Turn end check
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
attacker.db.Combat_ActionsLeft = 0
turnhandler.turn_end_check(attacker)
self.assertTrue(turnhandler.db.turn == 1)
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.attacker.db.Combat_ActionsLeft = 0
self.turnhandler.turn_end_check(self.attacker)
self.assertTrue(self.turnhandler.db.turn == 1)
# Join fight
joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner")
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
turnhandler.join_fight(joiner)
self.assertTrue(turnhandler.db.turn == 1)
self.assertTrue(turnhandler.db.fighters == [joiner, attacker, defender])
# Remove the script at the end
turnhandler.stop()
self.joiner.location = self.testroom
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.join_fight(self.joiner)
self.assertTrue(self.turnhandler.db.turn == 1)
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
class TestTurnBattleEquipFunc(EvenniaTest):
# Test the combat functions in tb_equip too. They work mostly the same.
def test_tbequipfunc(self):
attacker = create_object(tb_equip.TBEquipCharacter, key="Attacker")
@ -1147,6 +1161,8 @@ class TestTurnBattleFunc(EvenniaTest):
# Remove the script at the end
turnhandler.stop()
class TestTurnBattleRangeFunc(EvenniaTest):
# Test combat functions in tb_range too.
def test_tbrangefunc(self):
testroom = create_object(DefaultRoom, key="Test Room")
@ -1239,7 +1255,10 @@ class TestTurnBattleFunc(EvenniaTest):
# Remove the script at the end
turnhandler.stop()
class TestTurnBattleItemsFunc(EvenniaTest):
# Test functions in tb_items.
def test_tbitemsfunc(self):
attacker = create_object(tb_items.TBItemsCharacterTest, key="Attacker")
defender = create_object(tb_items.TBItemsCharacterTest, key="Defender")
@ -1352,6 +1371,8 @@ class TestTurnBattleFunc(EvenniaTest):
# Delete the test character
user.delete()
class TestTurnBattleMagicFunc(EvenniaTest):
# Test combat functions in tb_magic.
def test_tbbasicfunc(self):
attacker = create_object(tb_magic.TBMagicCharacter, key="Attacker")