More setUp/tearDown

This commit is contained in:
BattleJenkins 2018-05-21 18:45:07 -07:00
parent 1125dc92fc
commit 17cedbfde7

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@ -1081,85 +1081,95 @@ class TestTurnBattleBasicFunc(EvenniaTest):
class TestTurnBattleEquipFunc(EvenniaTest):
def setUp(self):
super(TestTurnBattleEquipFunc, self).setUp()
self.attacker = create_object(tb_equip.TBEquipCharacter, key="Attacker")
self.defender = create_object(tb_equip.TBEquipCharacter, key="Defender")
self.testroom = create_object(DefaultRoom, key="Test Room")
self.joiner = create_object(tb_equip.TBEquipCharacter, key="Joiner")
self.attacker.location = self.testroom
self.defender.loaction = self.testroom
self.joiner.loaction = None
def tearDown(self):
super(TestTurnBattleEquipFunc, self).tearDown()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
self.turnhandler.stop()
# 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")
defender = create_object(tb_equip.TBEquipCharacter, key="Defender")
testroom = create_object(DefaultRoom, key="Test Room")
attacker.location = testroom
defender.loaction = testroom
# Initiative roll
initiative = tb_equip.roll_init(attacker)
initiative = tb_equip.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_equip.get_attack(attacker, defender)
attack_roll = tb_equip.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= -50 and attack_roll <= 150)
# Defense roll
defense_roll = tb_equip.get_defense(attacker, defender)
defense_roll = tb_equip.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_equip.get_damage(attacker, defender)
damage_roll = tb_equip.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 0 and damage_roll <= 50)
# Apply damage
defender.db.hp = 10
tb_equip.apply_damage(defender, 3)
self.assertTrue(defender.db.hp == 7)
self.defender.db.hp = 10
tb_equip.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
defender.db.hp = 40
tb_equip.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
self.assertTrue(defender.db.hp < 40)
self.defender.db.hp = 40
tb_equip.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_equip.combat_cleanup(attacker)
self.assertFalse(attacker.db.combat_attribute)
self.attacker.db.Combat_attribute = True
tb_equip.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_equip.is_in_combat(attacker))
self.assertFalse(tb_equip.is_in_combat(self.attacker))
# Set up turn handler script for further tests
attacker.location.scripts.add(tb_equip.TBEquipTurnHandler)
turnhandler = attacker.db.combat_TurnHandler
self.assertTrue(attacker.db.combat_TurnHandler)
self.attacker.location.scripts.add(tb_equip.TBEquipTurnHandler)
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_equip.is_turn(attacker))
self.assertTrue(tb_equip.is_turn(self.attacker))
# Spend actions
attacker.db.Combat_ActionsLeft = 1
tb_equip.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_equip.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_equip.TBEquipCharacter, 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.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 TestTurnBattleRangeFunc(EvenniaTest):