Unit tests for tb_items

This commit is contained in:
BattleJenkins 2017-11-29 15:01:49 -08:00
parent d1de36c2bb
commit eb95416ee8
2 changed files with 128 additions and 2 deletions

View file

@ -916,7 +916,7 @@ 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
from evennia.objects.objects import DefaultRoom
@ -962,6 +962,18 @@ 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.")
# Test item commands
def test_turnbattlecmd(self):
testitem = create_object(key="test item")
testitem.move_to(self.char1)
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 TestTurnBattleFunc(EvenniaTest):
@ -1214,6 +1226,117 @@ class TestTurnBattleFunc(EvenniaTest):
self.assertTrue(tb_range.get_range(attacker, defender) == 1)
# Remove the script at the end
turnhandler.stop()
# Test functions in tb_items.
def test_tbitemsfunc(self):
attacker = create_object(tb_items.TBItemsCharacter, key="Attacker")
defender = create_object(tb_items.TBItemsCharacter, key="Defender")
testroom = create_object(DefaultRoom, key="Test Room")
attacker.location = testroom
defender.loaction = testroom
# Initiative roll
initiative = tb_items.roll_init(attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_items.get_attack(attacker, defender)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_items.get_defense(attacker, defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_items.get_damage(attacker, defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
defender.db.hp = 10
tb_items.apply_damage(defender, 3)
self.assertTrue(defender.db.hp == 7)
# Resolve attack
defender.db.hp = 40
tb_items.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
self.assertTrue(defender.db.hp < 40)
# Combat cleanup
attacker.db.Combat_attribute = True
tb_items.combat_cleanup(attacker)
self.assertFalse(attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_items.is_in_combat(attacker))
# Set up turn handler script for further tests
attacker.location.scripts.add(tb_items.TBItemsTurnHandler)
turnhandler = attacker.db.combat_TurnHandler
self.assertTrue(attacker.db.combat_TurnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
turnhandler.interval = 10000
# Force turn order
turnhandler.db.fighters = [attacker, defender]
turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_items.is_turn(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")
# 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")
# Start turn
defender.db.Combat_ActionsLeft = 0
turnhandler.start_turn(defender)
self.assertTrue(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)
# 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)
# Join fight
joiner = create_object(tb_items.TBItemsCharacter, 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()
# Now time to test item stuff.
user = create_object(tb_items.TBItemsCharacter, 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)
# Use item
user.db.hp = 2
tb_items.use_item(user, test_healpotion, user)
self.assertTrue(user.db.hp > 2)
# Add contition
tb_items.add_condition(user, user, "Test", 5)
self.assertTrue(user.db.conditions == {"Test":[5, user]})
# Condition tickdown
tb_items.condition_tickdown(user, user)
self.assertTrue(user.db.conditions == {"Test":[4, user]})
# Test item functions now!
# Item heal
user.db.hp = 2
tb_items.itemfunc_heal(test_healpotion, user, user)
# Item add condition
user.db.conditions = {}
tb_items.itemfunc_add_condition(test_healpotion, user, user)
self.assertTrue(user.db.conditions == {"Regeneration":[5, user]})
# Item cure condition
user.db.conditions = {"Poisoned":[5, user]}
tb_items.itemfunc_cure_condition(test_healpotion, user, user)
self.assertTrue(user.db.conditions == {})
# Test tree select

View file

@ -83,7 +83,10 @@ TURN_TIMEOUT = 30 # Time before turns automatically end, in seconds
ACTIONS_PER_TURN = 1 # Number of actions allowed per turn
NONCOMBAT_TURN_TIME = 30 # Time per turn count out of combat
# Condition options start here
# Condition options start here.
# If you need to make changes to how your conditions work later,
# it's best to put the easily tweakable values all in one place!
REGEN_RATE = (4, 8) # Min and max HP regen for Regeneration
POISON_RATE = (4, 8) # Min and max damage for Poisoned
ACC_UP_MOD = 25 # Accuracy Up attack roll bonus