mirror of
https://github.com/evennia/evennia.git
synced 2026-03-31 04:57:16 +02:00
Fix unit tests after merge
This commit is contained in:
commit
e23ca1abf0
4 changed files with 3160 additions and 179 deletions
|
|
@ -953,13 +953,13 @@ class TestTutorialWorldRooms(CommandTest):
|
|||
|
||||
|
||||
# test turnbattle
|
||||
from evennia.contrib.turnbattle import tb_basic, tb_equip, tb_range
|
||||
from evennia.contrib.turnbattle import tb_basic, tb_equip, tb_range, tb_items, tb_magic
|
||||
from evennia.objects.objects import DefaultRoom
|
||||
|
||||
|
||||
class TestTurnBattleCmd(CommandTest):
|
||||
class TestTurnBattleBasicCmd(CommandTest):
|
||||
|
||||
# Test combat commands
|
||||
# Test basic combat commands
|
||||
def test_turnbattlecmd(self):
|
||||
self.call(tb_basic.CmdFight(), "", "You can't start a fight if you've been defeated!")
|
||||
self.call(tb_basic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
|
||||
|
|
@ -967,13 +967,19 @@ class TestTurnBattleCmd(CommandTest):
|
|||
self.call(tb_basic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_basic.CmdRest(), "", "Char rests to recover HP.")
|
||||
|
||||
|
||||
class TestTurnBattleEquipCmd(CommandTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleEquipCmd, self).setUp()
|
||||
self.testweapon = create_object(tb_equip.TBEWeapon, key="test weapon")
|
||||
self.testarmor = create_object(tb_equip.TBEArmor, key="test armor")
|
||||
self.testweapon.move_to(self.char1)
|
||||
self.testarmor.move_to(self.char1)
|
||||
|
||||
# Test equipment commands
|
||||
def test_turnbattleequipcmd(self):
|
||||
# Start with equip module specific commands.
|
||||
testweapon = create_object(tb_equip.TBEWeapon, key="test weapon")
|
||||
testarmor = create_object(tb_equip.TBEArmor, key="test armor")
|
||||
testweapon.move_to(self.char1)
|
||||
testarmor.move_to(self.char1)
|
||||
self.call(tb_equip.CmdWield(), "weapon", "Char wields test weapon.")
|
||||
self.call(tb_equip.CmdUnwield(), "", "Char lowers test weapon.")
|
||||
self.call(tb_equip.CmdDon(), "armor", "Char dons test armor.")
|
||||
|
|
@ -985,6 +991,8 @@ class TestTurnBattleCmd(CommandTest):
|
|||
self.call(tb_equip.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_equip.CmdRest(), "", "Char rests to recover HP.")
|
||||
|
||||
|
||||
class TestTurnBattleRangeCmd(CommandTest):
|
||||
# Test range commands
|
||||
def test_turnbattlerangecmd(self):
|
||||
# Start with range module specific commands.
|
||||
|
|
@ -999,258 +1007,530 @@ class TestTurnBattleCmd(CommandTest):
|
|||
self.call(tb_range.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_range.CmdRest(), "", "Char rests to recover HP.")
|
||||
|
||||
class TestTurnBattleItemsCmd(CommandTest):
|
||||
|
||||
class TestTurnBattleFunc(EvenniaTest):
|
||||
def setUp(self):
|
||||
super(TestTurnBattleItemsCmd, self).setUp()
|
||||
self.testitem = create_object(key="test item")
|
||||
self.testitem.move_to(self.char1)
|
||||
|
||||
# Test item commands
|
||||
def test_turnbattleitemcmd(self):
|
||||
self.call(tb_items.CmdUse(), "item", "'Test item' is not a usable item.")
|
||||
# Also test the commands that are the same in the basic module
|
||||
self.call(tb_items.CmdFight(), "", "You can't start a fight if you've been defeated!")
|
||||
self.call(tb_items.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_items.CmdPass(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_items.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_items.CmdRest(), "", "Char rests to recover HP.")
|
||||
|
||||
|
||||
class TestTurnBattleMagicCmd(CommandTest):
|
||||
|
||||
# Test magic commands
|
||||
def test_turnbattlemagiccmd(self):
|
||||
self.call(tb_magic.CmdStatus(), "", "You have 100 / 100 HP and 20 / 20 MP.")
|
||||
self.call(tb_magic.CmdLearnSpell(), "test spell", "There is no spell with that name.")
|
||||
self.call(tb_magic.CmdCast(), "", "Usage: cast <spell name> = <target>, <target2>")
|
||||
# Also test the commands that are the same in the basic module
|
||||
self.call(tb_magic.CmdFight(), "", "There's nobody here to fight!")
|
||||
self.call(tb_magic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_magic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_magic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_magic.CmdRest(), "", "Char rests to recover HP and MP.")
|
||||
|
||||
|
||||
class TestTurnBattleBasicFunc(EvenniaTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleBasicFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_basic.TBBasicCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_basic.TBBasicCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner", location=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):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleEquipFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_equip.TBEquipCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_equip.TBEquipCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_equip.TBEquipCharacter, key="Joiner", location=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):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleRangeFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_range.TBRangeCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_range.TBRangeCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_range.TBRangeCharacter, key="Joiner", location=self.testroom)
|
||||
|
||||
def tearDown(self):
|
||||
super(TestTurnBattleRangeFunc, self).tearDown()
|
||||
self.attacker.delete()
|
||||
self.defender.delete()
|
||||
self.joiner.delete()
|
||||
self.testroom.delete()
|
||||
self.turnhandler.stop()
|
||||
|
||||
# Test combat functions in tb_range too.
|
||||
def test_tbrangefunc(self):
|
||||
testroom = create_object(DefaultRoom, key="Test Room")
|
||||
attacker = create_object(tb_range.TBRangeCharacter, key="Attacker", location=testroom)
|
||||
defender = create_object(tb_range.TBRangeCharacter, key="Defender", location=testroom)
|
||||
# Initiative roll
|
||||
initiative = tb_range.roll_init(attacker)
|
||||
initiative = tb_range.roll_init(self.attacker)
|
||||
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
||||
# Attack roll
|
||||
attack_roll = tb_range.get_attack(attacker, defender, "test")
|
||||
attack_roll = tb_range.get_attack(self.attacker, self.defender, "test")
|
||||
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
|
||||
# Defense roll
|
||||
defense_roll = tb_range.get_defense(attacker, defender, "test")
|
||||
defense_roll = tb_range.get_defense(self.attacker, self.defender, "test")
|
||||
self.assertTrue(defense_roll == 50)
|
||||
# Damage roll
|
||||
damage_roll = tb_range.get_damage(attacker, defender)
|
||||
damage_roll = tb_range.get_damage(self.attacker, self.defender)
|
||||
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
||||
# Apply damage
|
||||
defender.db.hp = 10
|
||||
tb_range.apply_damage(defender, 3)
|
||||
self.assertTrue(defender.db.hp == 7)
|
||||
self.defender.db.hp = 10
|
||||
tb_range.apply_damage(self.defender, 3)
|
||||
self.assertTrue(self.defender.db.hp == 7)
|
||||
# Resolve attack
|
||||
defender.db.hp = 40
|
||||
tb_range.resolve_attack(attacker, defender, "test", attack_value=20, defense_value=10)
|
||||
self.assertTrue(defender.db.hp < 40)
|
||||
self.defender.db.hp = 40
|
||||
tb_range.resolve_attack(self.attacker, self.defender, "test", attack_value=20, defense_value=10)
|
||||
self.assertTrue(self.defender.db.hp < 40)
|
||||
# Combat cleanup
|
||||
attacker.db.Combat_attribute = True
|
||||
tb_range.combat_cleanup(attacker)
|
||||
self.assertFalse(attacker.db.combat_attribute)
|
||||
self.attacker.db.Combat_attribute = True
|
||||
tb_range.combat_cleanup(self.attacker)
|
||||
self.assertFalse(self.attacker.db.combat_attribute)
|
||||
# Is in combat
|
||||
self.assertFalse(tb_range.is_in_combat(attacker))
|
||||
self.assertFalse(tb_range.is_in_combat(self.attacker))
|
||||
# Set up turn handler script for further tests
|
||||
attacker.location.scripts.add(tb_range.TBRangeTurnHandler)
|
||||
turnhandler = attacker.db.combat_TurnHandler
|
||||
self.assertTrue(attacker.db.combat_TurnHandler)
|
||||
self.attacker.location.scripts.add(tb_range.TBRangeTurnHandler)
|
||||
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_range.is_turn(attacker))
|
||||
self.assertTrue(tb_range.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
attacker.db.Combat_ActionsLeft = 1
|
||||
tb_range.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_range.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")
|
||||
# Set up ranges again, since initialize_for_combat clears them
|
||||
attacker.db.combat_range = {}
|
||||
attacker.db.combat_range[attacker] = 0
|
||||
attacker.db.combat_range[defender] = 1
|
||||
defender.db.combat_range = {}
|
||||
defender.db.combat_range[defender] = 0
|
||||
defender.db.combat_range[attacker] = 1
|
||||
self.attacker.db.combat_range = {}
|
||||
self.attacker.db.combat_range[self.attacker] = 0
|
||||
self.attacker.db.combat_range[self.defender] = 1
|
||||
self.defender.db.combat_range = {}
|
||||
self.defender.db.combat_range[self.defender] = 0
|
||||
self.defender.db.combat_range[self.attacker] = 1
|
||||
# Start turn
|
||||
defender.db.Combat_ActionsLeft = 0
|
||||
turnhandler.start_turn(defender)
|
||||
self.assertTrue(defender.db.Combat_ActionsLeft == 2)
|
||||
self.defender.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.start_turn(self.defender)
|
||||
self.assertTrue(self.defender.db.Combat_ActionsLeft == 2)
|
||||
# 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_range.TBRangeCharacter, key="Joiner", location=testroom)
|
||||
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])
|
||||
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, test for approach/withdraw functions
|
||||
self.assertTrue(tb_range.get_range(attacker, defender) == 1)
|
||||
self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 1)
|
||||
# Approach
|
||||
tb_range.approach(attacker, defender)
|
||||
self.assertTrue(tb_range.get_range(attacker, defender) == 0)
|
||||
tb_range.approach(self.attacker, self.defender)
|
||||
self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 0)
|
||||
# Withdraw
|
||||
tb_range.withdraw(attacker, defender)
|
||||
self.assertTrue(tb_range.get_range(attacker, defender) == 1)
|
||||
# Remove the script at the end
|
||||
turnhandler.stop()
|
||||
tb_range.withdraw(self.attacker, self.defender)
|
||||
self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 1)
|
||||
|
||||
|
||||
class TestTurnBattleItemsFunc(EvenniaTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleItemsFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_items.TBItemsCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_items.TBItemsCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_items.TBItemsCharacter, key="Joiner", location=self.testroom)
|
||||
self.user = create_object(tb_items.TBItemsCharacter, key="User", location=self.testroom)
|
||||
self.test_healpotion = create_object(key="healing potion")
|
||||
self.test_healpotion.db.item_func = "heal"
|
||||
self.test_healpotion.db.item_uses = 3
|
||||
|
||||
def tearDown(self):
|
||||
super(TestTurnBattleItemsFunc, self).tearDown()
|
||||
self.attacker.delete()
|
||||
self.defender.delete()
|
||||
self.joiner.delete()
|
||||
self.user.delete()
|
||||
self.testroom.delete()
|
||||
self.turnhandler.stop()
|
||||
|
||||
# Test functions in tb_items.
|
||||
def test_tbitemsfunc(self):
|
||||
# Initiative roll
|
||||
initiative = tb_items.roll_init(self.attacker)
|
||||
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
||||
# Attack roll
|
||||
attack_roll = tb_items.get_attack(self.attacker, self.defender)
|
||||
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
|
||||
# Defense roll
|
||||
defense_roll = tb_items.get_defense(self.attacker, self.defender)
|
||||
self.assertTrue(defense_roll == 50)
|
||||
# Damage roll
|
||||
damage_roll = tb_items.get_damage(self.attacker, self.defender)
|
||||
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
||||
# Apply damage
|
||||
self.defender.db.hp = 10
|
||||
tb_items.apply_damage(self.defender, 3)
|
||||
self.assertTrue(self.defender.db.hp == 7)
|
||||
# Resolve attack
|
||||
self.defender.db.hp = 40
|
||||
tb_items.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
|
||||
self.assertTrue(self.defender.db.hp < 40)
|
||||
# Combat cleanup
|
||||
self.attacker.db.Combat_attribute = True
|
||||
tb_items.combat_cleanup(self.attacker)
|
||||
self.assertFalse(self.attacker.db.combat_attribute)
|
||||
# Is in combat
|
||||
self.assertFalse(tb_items.is_in_combat(self.attacker))
|
||||
# Set up turn handler script for further tests
|
||||
self.attacker.location.scripts.add(tb_items.TBItemsTurnHandler)
|
||||
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.
|
||||
self.turnhandler.interval = 10000
|
||||
# Force turn order
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
# Test is turn
|
||||
self.assertTrue(tb_items.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
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
|
||||
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
|
||||
self.defender.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.start_turn(self.defender)
|
||||
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
|
||||
# Next turn
|
||||
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
|
||||
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
|
||||
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.
|
||||
# Spend item use
|
||||
tb_items.spend_item_use(self.test_healpotion, self.user)
|
||||
self.assertTrue(self.test_healpotion.db.item_uses == 2)
|
||||
# Use item
|
||||
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(self.user, self.user, "Test", 5)
|
||||
self.assertTrue(self.user.db.conditions == {"Test":[5, self.user]})
|
||||
# Condition tickdown
|
||||
tb_items.condition_tickdown(self.user, self.user)
|
||||
self.assertTrue(self.user.db.conditions == {"Test":[4, self.user]})
|
||||
# Test item functions now!
|
||||
# Item heal
|
||||
self.user.db.hp = 2
|
||||
tb_items.itemfunc_heal(self.test_healpotion, self.user, self.user)
|
||||
# Item add condition
|
||||
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
|
||||
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):
|
||||
# Initiative roll
|
||||
initiative = tb_magic.roll_init(self.attacker)
|
||||
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
||||
# Attack roll
|
||||
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(self.attacker, self.defender)
|
||||
self.assertTrue(defense_roll == 50)
|
||||
# Damage roll
|
||||
damage_roll = tb_magic.get_damage(self.attacker, self.defender)
|
||||
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
||||
# Apply damage
|
||||
self.defender.db.hp = 10
|
||||
tb_magic.apply_damage(self.defender, 3)
|
||||
self.assertTrue(self.defender.db.hp == 7)
|
||||
# Resolve attack
|
||||
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
|
||||
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(self.attacker))
|
||||
# Set up turn handler script for further tests
|
||||
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.
|
||||
self.turnhandler.interval = 10000
|
||||
# Force turn order
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
# Test is turn
|
||||
self.assertTrue(tb_magic.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
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
|
||||
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
|
||||
self.defender.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.start_turn(self.defender)
|
||||
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
|
||||
# Next turn
|
||||
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
|
||||
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
|
||||
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
|
||||
|
||||
|
|
@ -1263,6 +1543,7 @@ Bar
|
|||
--Baz 2
|
||||
-Qux"""
|
||||
|
||||
|
||||
class TestTreeSelectFunc(EvenniaTest):
|
||||
|
||||
def test_tree_functions(self):
|
||||
|
|
|
|||
|
|
@ -21,6 +21,19 @@ implemented and customized:
|
|||
the battle system, including commands for wielding weapons and
|
||||
donning armor, and modifiers to accuracy and damage based on
|
||||
currently used equipment.
|
||||
|
||||
tb_items.py - Adds usable items and conditions/status effects, and gives
|
||||
a lot of examples for each. Items can perform nearly any sort of
|
||||
function, including healing, adding or curing conditions, or
|
||||
being used to attack. Conditions affect a fighter's attributes
|
||||
and options in combat and persist outside of fights, counting
|
||||
down per turn in combat and in real time outside combat.
|
||||
|
||||
tb_magic.py - Adds a spellcasting system, allowing characters to cast
|
||||
spells with a variety of effects by spending MP. Spells are
|
||||
linked to functions, and as such can perform any sort of action
|
||||
the developer can imagine - spells for attacking, healing and
|
||||
conjuring objects are included as examples.
|
||||
|
||||
tb_range.py - Adds a system for abstract positioning and movement, which
|
||||
tracks the distance between different characters and objects in
|
||||
|
|
|
|||
1397
evennia/contrib/turnbattle/tb_items.py
Normal file
1397
evennia/contrib/turnbattle/tb_items.py
Normal file
File diff suppressed because it is too large
Load diff
1290
evennia/contrib/turnbattle/tb_magic.py
Normal file
1290
evennia/contrib/turnbattle/tb_magic.py
Normal file
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue