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Finish splitting TB test classes + adding setUp/tearDown
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17cedbfde7
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1 changed files with 246 additions and 219 deletions
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@ -920,23 +920,28 @@ from evennia.contrib.turnbattle import tb_basic, tb_equip, tb_range, tb_items, t
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from evennia.objects.objects import DefaultRoom
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class TestTurnBattleCmd(CommandTest):
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class TestTurnBattleBasicCmd(CommandTest):
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# Test combat commands
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# Test basic combat commands
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def test_turnbattlecmd(self):
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self.call(tb_basic.CmdFight(), "", "You can't start a fight if you've been defeated!")
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self.call(tb_basic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_basic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_basic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_basic.CmdRest(), "", "Char rests to recover HP.")
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class TestTurnBattleEquipCmd(CommandTest):
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def setUp(self):
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super(TestTurnBattleEquipCmd, self).setUp()
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self.testweapon = create_object(tb_equip.TBEWeapon, key="test weapon")
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self.testarmor = create_object(tb_equip.TBEArmor, key="test armor")
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self.testweapon.move_to(self.char1)
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self.testarmor.move_to(self.char1)
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# Test equipment commands
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def test_turnbattleequipcmd(self):
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# Start with equip module specific commands.
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testweapon = create_object(tb_equip.TBEWeapon, key="test weapon")
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testarmor = create_object(tb_equip.TBEArmor, key="test armor")
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testweapon.move_to(self.char1)
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testarmor.move_to(self.char1)
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self.call(tb_equip.CmdWield(), "weapon", "Char wields test weapon.")
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self.call(tb_equip.CmdUnwield(), "", "Char lowers test weapon.")
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self.call(tb_equip.CmdDon(), "armor", "Char dons test armor.")
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@ -947,6 +952,8 @@ class TestTurnBattleCmd(CommandTest):
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self.call(tb_equip.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_equip.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_equip.CmdRest(), "", "Char rests to recover HP.")
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class TestTurnBattleRangeCmd(CommandTest):
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# Test range commands
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def test_turnbattlerangecmd(self):
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@ -961,11 +968,16 @@ class TestTurnBattleCmd(CommandTest):
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self.call(tb_range.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_range.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_range.CmdRest(), "", "Char rests to recover HP.")
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class TestTurnBattleItemsCmd(CommandTest):
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def setUp(self):
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super(TestTurnBattleItemsCmd, self).setUp()
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self.testitem = create_object(key="test item")
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self.testitem.move_to(self.char1)
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# Test item commands
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def test_turnbattleitemcmd(self):
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testitem = create_object(key="test item")
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testitem.move_to(self.char1)
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self.call(tb_items.CmdUse(), "item", "'Test item' is not a usable item.")
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# Also test the commands that are the same in the basic module
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self.call(tb_items.CmdFight(), "", "You can't start a fight if you've been defeated!")
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@ -974,6 +986,8 @@ class TestTurnBattleCmd(CommandTest):
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self.call(tb_items.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_items.CmdRest(), "", "Char rests to recover HP.")
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class TestTurnBattleMagicCmd(CommandTest):
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# Test magic commands
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def test_turnbattlemagiccmd(self):
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self.call(tb_magic.CmdStatus(), "", "You have 100 / 100 HP and 20 / 20 MP.")
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@ -991,13 +1005,10 @@ class TestTurnBattleBasicFunc(EvenniaTest):
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def setUp(self):
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super(TestTurnBattleBasicFunc, self).setUp()
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self.attacker = create_object(tb_basic.TBBasicCharacter, key="Attacker")
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self.defender = create_object(tb_basic.TBBasicCharacter, key="Defender")
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self.joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner")
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self.testroom = create_object(DefaultRoom, key="Test Room")
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self.attacker.location = self.testroom
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self.defender.loaction = self.testroom
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self.joiner.loaction = None
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self.attacker = create_object(tb_basic.TBBasicCharacter, key="Attacker", location=self.testroom)
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self.defender = create_object(tb_basic.TBBasicCharacter, key="Defender", location=self.testroom)
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self.joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner", location=None)
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def tearDown(self):
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super(TestTurnBattleBasicFunc, self).tearDown()
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@ -1084,13 +1095,10 @@ class TestTurnBattleEquipFunc(EvenniaTest):
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def setUp(self):
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super(TestTurnBattleEquipFunc, self).setUp()
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self.attacker = create_object(tb_equip.TBEquipCharacter, key="Attacker")
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self.defender = create_object(tb_equip.TBEquipCharacter, key="Defender")
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self.testroom = create_object(DefaultRoom, key="Test Room")
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self.joiner = create_object(tb_equip.TBEquipCharacter, key="Joiner")
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self.attacker.location = self.testroom
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self.defender.loaction = self.testroom
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self.joiner.loaction = None
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self.attacker = create_object(tb_equip.TBEquipCharacter, key="Attacker", location=self.testroom)
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self.defender = create_object(tb_equip.TBEquipCharacter, key="Defender", location=self.testroom)
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self.joiner = create_object(tb_equip.TBEquipCharacter, key="Joiner", location=None)
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def tearDown(self):
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super(TestTurnBattleEquipFunc, self).tearDown()
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@ -1173,294 +1181,313 @@ class TestTurnBattleEquipFunc(EvenniaTest):
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class TestTurnBattleRangeFunc(EvenniaTest):
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def setUp(self):
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super(TestTurnBattleRangeFunc, self).setUp()
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self.testroom = create_object(DefaultRoom, key="Test Room")
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self.attacker = create_object(tb_range.TBRangeCharacter, key="Attacker", location=self.testroom)
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self.defender = create_object(tb_range.TBRangeCharacter, key="Defender", location=self.testroom)
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self.joiner = create_object(tb_range.TBRangeCharacter, key="Joiner", location=self.testroom)
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def tearDown(self):
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super(TestTurnBattleRangeFunc, self).tearDown()
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self.attacker.delete()
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self.defender.delete()
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self.joiner.delete()
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self.testroom.delete()
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self.turnhandler.stop()
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# Test combat functions in tb_range too.
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def test_tbrangefunc(self):
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testroom = create_object(DefaultRoom, key="Test Room")
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attacker = create_object(tb_range.TBRangeCharacter, key="Attacker", location=testroom)
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defender = create_object(tb_range.TBRangeCharacter, key="Defender", location=testroom)
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# Initiative roll
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initiative = tb_range.roll_init(attacker)
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initiative = tb_range.roll_init(self.attacker)
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self.assertTrue(initiative >= 0 and initiative <= 1000)
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# Attack roll
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attack_roll = tb_range.get_attack(attacker, defender, "test")
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attack_roll = tb_range.get_attack(self.attacker, self.defender, "test")
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self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
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# Defense roll
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defense_roll = tb_range.get_defense(attacker, defender, "test")
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defense_roll = tb_range.get_defense(self.attacker, self.defender, "test")
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self.assertTrue(defense_roll == 50)
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# Damage roll
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damage_roll = tb_range.get_damage(attacker, defender)
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damage_roll = tb_range.get_damage(self.attacker, self.defender)
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self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
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# Apply damage
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defender.db.hp = 10
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tb_range.apply_damage(defender, 3)
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self.assertTrue(defender.db.hp == 7)
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self.defender.db.hp = 10
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tb_range.apply_damage(self.defender, 3)
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self.assertTrue(self.defender.db.hp == 7)
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# Resolve attack
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defender.db.hp = 40
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tb_range.resolve_attack(attacker, defender, "test", attack_value=20, defense_value=10)
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self.assertTrue(defender.db.hp < 40)
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self.defender.db.hp = 40
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tb_range.resolve_attack(self.attacker, self.defender, "test", attack_value=20, defense_value=10)
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self.assertTrue(self.defender.db.hp < 40)
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# Combat cleanup
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attacker.db.Combat_attribute = True
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tb_range.combat_cleanup(attacker)
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self.assertFalse(attacker.db.combat_attribute)
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self.attacker.db.Combat_attribute = True
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tb_range.combat_cleanup(self.attacker)
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self.assertFalse(self.attacker.db.combat_attribute)
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# Is in combat
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self.assertFalse(tb_range.is_in_combat(attacker))
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self.assertFalse(tb_range.is_in_combat(self.attacker))
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# Set up turn handler script for further tests
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attacker.location.scripts.add(tb_range.TBRangeTurnHandler)
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turnhandler = attacker.db.combat_TurnHandler
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self.assertTrue(attacker.db.combat_TurnHandler)
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self.attacker.location.scripts.add(tb_range.TBRangeTurnHandler)
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self.turnhandler = self.attacker.db.combat_TurnHandler
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self.assertTrue(self.attacker.db.combat_TurnHandler)
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# Set the turn handler's interval very high to keep it from repeating during tests.
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turnhandler.interval = 10000
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self.turnhandler.interval = 10000
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# Force turn order
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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# Test is turn
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self.assertTrue(tb_range.is_turn(attacker))
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self.assertTrue(tb_range.is_turn(self.attacker))
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# Spend actions
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attacker.db.Combat_ActionsLeft = 1
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tb_range.spend_action(attacker, 1, action_name="Test")
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self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(attacker.db.Combat_LastAction == "Test")
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self.attacker.db.Combat_ActionsLeft = 1
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tb_range.spend_action(self.attacker, 1, action_name="Test")
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self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
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# Initialize for combat
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attacker.db.Combat_ActionsLeft = 983
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turnhandler.initialize_for_combat(attacker)
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self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(attacker.db.Combat_LastAction == "null")
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self.attacker.db.Combat_ActionsLeft = 983
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self.turnhandler.initialize_for_combat(self.attacker)
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self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(self.attacker.db.Combat_LastAction == "null")
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# Set up ranges again, since initialize_for_combat clears them
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attacker.db.combat_range = {}
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attacker.db.combat_range[attacker] = 0
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attacker.db.combat_range[defender] = 1
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defender.db.combat_range = {}
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defender.db.combat_range[defender] = 0
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defender.db.combat_range[attacker] = 1
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self.attacker.db.combat_range = {}
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self.attacker.db.combat_range[self.attacker] = 0
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self.attacker.db.combat_range[self.defender] = 1
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self.defender.db.combat_range = {}
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self.defender.db.combat_range[self.defender] = 0
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self.defender.db.combat_range[self.attacker] = 1
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# Start turn
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defender.db.Combat_ActionsLeft = 0
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turnhandler.start_turn(defender)
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self.assertTrue(defender.db.Combat_ActionsLeft == 2)
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self.defender.db.Combat_ActionsLeft = 0
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self.turnhandler.start_turn(self.defender)
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self.assertTrue(self.defender.db.Combat_ActionsLeft == 2)
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# Next turn
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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turnhandler.next_turn()
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self.assertTrue(turnhandler.db.turn == 1)
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.turnhandler.next_turn()
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self.assertTrue(self.turnhandler.db.turn == 1)
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# Turn end check
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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attacker.db.Combat_ActionsLeft = 0
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turnhandler.turn_end_check(attacker)
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self.assertTrue(turnhandler.db.turn == 1)
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.attacker.db.Combat_ActionsLeft = 0
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self.turnhandler.turn_end_check(self.attacker)
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self.assertTrue(self.turnhandler.db.turn == 1)
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# Join fight
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joiner = create_object(tb_range.TBRangeCharacter, key="Joiner", location=testroom)
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turnhandler.db.fighters = [attacker, defender]
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turnhandler.db.turn = 0
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turnhandler.join_fight(joiner)
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self.assertTrue(turnhandler.db.turn == 1)
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self.assertTrue(turnhandler.db.fighters == [joiner, attacker, defender])
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.turnhandler.join_fight(self.joiner)
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self.assertTrue(self.turnhandler.db.turn == 1)
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self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
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# Now, test for approach/withdraw functions
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self.assertTrue(tb_range.get_range(attacker, defender) == 1)
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self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 1)
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# Approach
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tb_range.approach(attacker, defender)
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self.assertTrue(tb_range.get_range(attacker, defender) == 0)
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tb_range.approach(self.attacker, self.defender)
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self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 0)
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# Withdraw
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tb_range.withdraw(attacker, defender)
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self.assertTrue(tb_range.get_range(attacker, defender) == 1)
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# Remove the script at the end
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turnhandler.stop()
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tb_range.withdraw(self.attacker, self.defender)
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self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 1)
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class TestTurnBattleItemsFunc(EvenniaTest):
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def setUp(self):
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super(TestTurnBattleItemsFunc, self).setUp()
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self.testroom = create_object(DefaultRoom, key="Test Room")
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self.attacker = create_object(tb_items.TBItemsCharacter, key="Attacker", location=self.testroom)
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self.defender = create_object(tb_items.TBItemsCharacter, key="Defender", location=self.testroom)
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self.joiner = create_object(tb_items.TBItemsCharacter, key="Joiner", location=self.testroom)
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self.user = create_object(tb_items.TBItemsCharacter, key="User", location=self.testroom)
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self.test_healpotion = create_object(key="healing potion")
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self.test_healpotion.db.item_func = "heal"
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self.test_healpotion.db.item_uses = 3
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def tearDown(self):
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super(TestTurnBattleItemsFunc, self).tearDown()
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self.attacker.delete()
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self.defender.delete()
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self.joiner.delete()
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self.user.delete()
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self.testroom.delete()
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self.turnhandler.stop()
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# Test functions in tb_items.
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def test_tbitemsfunc(self):
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attacker = create_object(tb_items.TBItemsCharacterTest, key="Attacker")
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defender = create_object(tb_items.TBItemsCharacterTest, key="Defender")
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testroom = create_object(DefaultRoom, key="Test Room")
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attacker.location = testroom
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defender.loaction = testroom
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# Initiative roll
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initiative = tb_items.roll_init(attacker)
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initiative = tb_items.roll_init(self.attacker)
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self.assertTrue(initiative >= 0 and initiative <= 1000)
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# Attack roll
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attack_roll = tb_items.get_attack(attacker, defender)
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attack_roll = tb_items.get_attack(self.attacker, self.defender)
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self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
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# Defense roll
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defense_roll = tb_items.get_defense(attacker, defender)
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defense_roll = tb_items.get_defense(self.attacker, self.defender)
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self.assertTrue(defense_roll == 50)
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# Damage roll
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damage_roll = tb_items.get_damage(attacker, defender)
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damage_roll = tb_items.get_damage(self.attacker, self.defender)
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self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
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# Apply damage
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defender.db.hp = 10
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tb_items.apply_damage(defender, 3)
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self.assertTrue(defender.db.hp == 7)
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self.defender.db.hp = 10
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tb_items.apply_damage(self.defender, 3)
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self.assertTrue(self.defender.db.hp == 7)
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# Resolve attack
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defender.db.hp = 40
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tb_items.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
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self.assertTrue(defender.db.hp < 40)
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self.defender.db.hp = 40
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tb_items.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
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self.assertTrue(self.defender.db.hp < 40)
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# Combat cleanup
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attacker.db.Combat_attribute = True
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tb_items.combat_cleanup(attacker)
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self.assertFalse(attacker.db.combat_attribute)
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self.attacker.db.Combat_attribute = True
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tb_items.combat_cleanup(self.attacker)
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self.assertFalse(self.attacker.db.combat_attribute)
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# Is in combat
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self.assertFalse(tb_items.is_in_combat(attacker))
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self.assertFalse(tb_items.is_in_combat(self.attacker))
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# Set up turn handler script for further tests
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attacker.location.scripts.add(tb_items.TBItemsTurnHandler)
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turnhandler = attacker.db.combat_TurnHandler
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self.assertTrue(attacker.db.combat_TurnHandler)
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self.attacker.location.scripts.add(tb_items.TBItemsTurnHandler)
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self.turnhandler = self.attacker.db.combat_TurnHandler
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self.assertTrue(self.attacker.db.combat_TurnHandler)
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# 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_items.is_turn(attacker))
|
||||
self.assertTrue(tb_items.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
attacker.db.Combat_ActionsLeft = 1
|
||||
tb_items.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_items.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_items.TBItemsCharacterTest, 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])
|
||||
# Now time to test item stuff.
|
||||
user = create_object(tb_items.TBItemsCharacterTest, key="User")
|
||||
testroom = create_object(DefaultRoom, key="Test Room")
|
||||
user.location = testroom
|
||||
test_healpotion = create_object(key="healing potion")
|
||||
test_healpotion.db.item_func = "heal"
|
||||
test_healpotion.db.item_uses = 3
|
||||
# Spend item use
|
||||
tb_items.spend_item_use(test_healpotion, user)
|
||||
self.assertTrue(test_healpotion.db.item_uses == 2)
|
||||
tb_items.spend_item_use(self.test_healpotion, self.user)
|
||||
self.assertTrue(self.test_healpotion.db.item_uses == 2)
|
||||
# Use item
|
||||
user.db.hp = 2
|
||||
tb_items.use_item(user, test_healpotion, user)
|
||||
self.assertTrue(user.db.hp > 2)
|
||||
self.user.db.hp = 2
|
||||
tb_items.use_item(self.user, self.test_healpotion, self.user)
|
||||
self.assertTrue(self.user.db.hp > 2)
|
||||
# Add contition
|
||||
tb_items.add_condition(user, user, "Test", 5)
|
||||
self.assertTrue(user.db.conditions == {"Test":[5, user]})
|
||||
tb_items.add_condition(self.user, self.user, "Test", 5)
|
||||
self.assertTrue(self.user.db.conditions == {"Test":[5, self.user]})
|
||||
# Condition tickdown
|
||||
tb_items.condition_tickdown(user, user)
|
||||
self.assertTrue(user.db.conditions == {"Test":[4, user]})
|
||||
tb_items.condition_tickdown(self.user, self.user)
|
||||
self.assertTrue(self.user.db.conditions == {"Test":[4, self.user]})
|
||||
# Test item functions now!
|
||||
# Item heal
|
||||
user.db.hp = 2
|
||||
tb_items.itemfunc_heal(test_healpotion, user, user)
|
||||
self.user.db.hp = 2
|
||||
tb_items.itemfunc_heal(self.test_healpotion, self.user, self.user)
|
||||
# Item add condition
|
||||
user.db.conditions = {}
|
||||
tb_items.itemfunc_add_condition(test_healpotion, user, user)
|
||||
self.assertTrue(user.db.conditions == {"Regeneration":[5, user]})
|
||||
self.user.db.conditions = {}
|
||||
tb_items.itemfunc_add_condition(self.test_healpotion, self.user, self.user)
|
||||
self.assertTrue(self.user.db.conditions == {"Regeneration":[5, self.user]})
|
||||
# Item cure condition
|
||||
user.db.conditions = {"Poisoned":[5, user]}
|
||||
tb_items.itemfunc_cure_condition(test_healpotion, user, user)
|
||||
self.assertTrue(user.db.conditions == {})
|
||||
# Delete the test character
|
||||
user.delete()
|
||||
self.user.db.conditions = {"Poisoned":[5, self.user]}
|
||||
tb_items.itemfunc_cure_condition(self.test_healpotion, self.user, self.user)
|
||||
self.assertTrue(self.user.db.conditions == {})
|
||||
|
||||
class TestTurnBattleMagicFunc(EvenniaTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleMagicFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_magic.TBMagicCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_magic.TBMagicCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_magic.TBMagicCharacter, key="Joiner", location=self.testroom)
|
||||
|
||||
def tearDown(self):
|
||||
super(TestTurnBattleMagicFunc, self).tearDown()
|
||||
self.attacker.delete()
|
||||
self.defender.delete()
|
||||
self.joiner.delete()
|
||||
self.testroom.delete()
|
||||
self.turnhandler.stop()
|
||||
|
||||
# Test combat functions in tb_magic.
|
||||
def test_tbbasicfunc(self):
|
||||
attacker = create_object(tb_magic.TBMagicCharacter, key="Attacker")
|
||||
defender = create_object(tb_magic.TBMagicCharacter, key="Defender")
|
||||
testroom = create_object(DefaultRoom, key="Test Room")
|
||||
attacker.location = testroom
|
||||
defender.loaction = testroom
|
||||
# Initiative roll
|
||||
initiative = tb_magic.roll_init(attacker)
|
||||
initiative = tb_magic.roll_init(self.attacker)
|
||||
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
||||
# Attack roll
|
||||
attack_roll = tb_magic.get_attack(attacker, defender)
|
||||
attack_roll = tb_magic.get_attack(self.attacker, self.defender)
|
||||
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
|
||||
# Defense roll
|
||||
defense_roll = tb_magic.get_defense(attacker, defender)
|
||||
defense_roll = tb_magic.get_defense(self.attacker, self.defender)
|
||||
self.assertTrue(defense_roll == 50)
|
||||
# Damage roll
|
||||
damage_roll = tb_magic.get_damage(attacker, defender)
|
||||
damage_roll = tb_magic.get_damage(self.attacker, self.defender)
|
||||
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
||||
# Apply damage
|
||||
defender.db.hp = 10
|
||||
tb_magic.apply_damage(defender, 3)
|
||||
self.assertTrue(defender.db.hp == 7)
|
||||
self.defender.db.hp = 10
|
||||
tb_magic.apply_damage(self.defender, 3)
|
||||
self.assertTrue(self.defender.db.hp == 7)
|
||||
# Resolve attack
|
||||
defender.db.hp = 40
|
||||
tb_magic.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
|
||||
self.assertTrue(defender.db.hp < 40)
|
||||
self.defender.db.hp = 40
|
||||
tb_magic.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_magic.combat_cleanup(attacker)
|
||||
self.assertFalse(attacker.db.combat_attribute)
|
||||
self.attacker.db.Combat_attribute = True
|
||||
tb_magic.combat_cleanup(self.attacker)
|
||||
self.assertFalse(self.attacker.db.combat_attribute)
|
||||
# Is in combat
|
||||
self.assertFalse(tb_magic.is_in_combat(attacker))
|
||||
self.assertFalse(tb_magic.is_in_combat(self.attacker))
|
||||
# Set up turn handler script for further tests
|
||||
attacker.location.scripts.add(tb_magic.TBMagicTurnHandler)
|
||||
turnhandler = attacker.db.combat_TurnHandler
|
||||
self.assertTrue(attacker.db.combat_TurnHandler)
|
||||
self.attacker.location.scripts.add(tb_magic.TBMagicTurnHandler)
|
||||
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_magic.is_turn(attacker))
|
||||
self.assertTrue(tb_magic.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
attacker.db.Combat_ActionsLeft = 1
|
||||
tb_magic.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_magic.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_magic.TBMagicCharacter, 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])
|
||||
|
||||
|
||||
# Test tree select
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue