More tests
This commit is contained in:
		@@ -54,17 +54,7 @@ class Item(Entity):
 | 
			
		||||
        """
 | 
			
		||||
        Indicates what should be done when the item is unequipped.
 | 
			
		||||
        """
 | 
			
		||||
        if isinstance(self, Chestplate):
 | 
			
		||||
            self.held_by.equipped_armor = None
 | 
			
		||||
        elif isinstance(self, Helmet):
 | 
			
		||||
            self.held_by.equipped_helmet = None
 | 
			
		||||
        elif isinstance(self, Weapon):
 | 
			
		||||
            if self.held_by.equipped_main == self:
 | 
			
		||||
                self.held_by.equipped_main = None
 | 
			
		||||
            else:
 | 
			
		||||
                self.held_by.equipped_secondary = None
 | 
			
		||||
        else:
 | 
			
		||||
            self.held_by.equipped_secondary = None
 | 
			
		||||
        self.held_by.remove_from_inventory(self)
 | 
			
		||||
        self.held_by.add_to_inventory(self)
 | 
			
		||||
 | 
			
		||||
    def hold(self, holder: InventoryHolder) -> None:
 | 
			
		||||
@@ -211,7 +201,6 @@ class Explosion(Item):
 | 
			
		||||
        """
 | 
			
		||||
        The player can't hold any explosion.
 | 
			
		||||
        """
 | 
			
		||||
        pass
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
class Weapon(Item):
 | 
			
		||||
@@ -304,7 +293,6 @@ class Helmet(Armor):
 | 
			
		||||
                         *args, **kwargs)
 | 
			
		||||
 | 
			
		||||
    def equip(self) -> None:
 | 
			
		||||
        super().equip()
 | 
			
		||||
        if self.held_by.equipped_helmet:
 | 
			
		||||
            self.held_by.equipped_helmet.unequip()
 | 
			
		||||
        self.held_by.remove_from_inventory(self)
 | 
			
		||||
@@ -322,7 +310,6 @@ class Chestplate(Armor):
 | 
			
		||||
                         *args, **kwargs)
 | 
			
		||||
 | 
			
		||||
    def equip(self) -> None:
 | 
			
		||||
        super().equip()
 | 
			
		||||
        if self.held_by.equipped_armor:
 | 
			
		||||
            self.held_by.equipped_armor.unequip()
 | 
			
		||||
        self.held_by.remove_from_inventory(self)
 | 
			
		||||
@@ -414,7 +401,14 @@ class Ring(Item):
 | 
			
		||||
 | 
			
		||||
    def save_state(self) -> dict:
 | 
			
		||||
        d = super().save_state()
 | 
			
		||||
        d["maxhealth"] = self.maxhealth
 | 
			
		||||
        d["strength"] = self.strength
 | 
			
		||||
        d["intelligence"] = self.intelligence
 | 
			
		||||
        d["charisma"] = self.charisma
 | 
			
		||||
        d["dexterity"] = self.dexterity
 | 
			
		||||
        d["constitution"] = self.constitution
 | 
			
		||||
        d["critical"] = self.critical
 | 
			
		||||
        d["experience"] = self.experience
 | 
			
		||||
        return d
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -42,18 +42,14 @@ class Player(InventoryHolder, FightingEntity):
 | 
			
		||||
        self.inventory = self.translate_inventory(inventory or [])
 | 
			
		||||
        self.paths = dict()
 | 
			
		||||
        self.hazel = hazel
 | 
			
		||||
        if isinstance(equipped_main, dict):
 | 
			
		||||
            equipped_main = self.dict_to_item(equipped_main)
 | 
			
		||||
        if isinstance(equipped_armor, dict):
 | 
			
		||||
            equipped_armor = self.dict_to_item(equipped_armor)
 | 
			
		||||
        if isinstance(equipped_secondary, dict):
 | 
			
		||||
            equipped_secondary = self.dict_to_item(equipped_secondary)
 | 
			
		||||
        if isinstance(equipped_helmet, dict):
 | 
			
		||||
            equipped_helmet = self.dict_to_item(equipped_helmet)
 | 
			
		||||
        self.equipped_main = equipped_main
 | 
			
		||||
        self.equipped_armor = equipped_armor
 | 
			
		||||
        self.equipped_secondary = equipped_secondary
 | 
			
		||||
        self.equipped_helmet = equipped_helmet
 | 
			
		||||
        self.equipped_main = self.dict_to_item(equipped_main) \
 | 
			
		||||
            if isinstance(equipped_main, dict) else equipped_main
 | 
			
		||||
        self.equipped_armor = self.dict_to_item(equipped_armor) \
 | 
			
		||||
            if isinstance(equipped_armor, dict) else equipped_armor
 | 
			
		||||
        self.equipped_secondary = self.dict_to_item(equipped_secondary) \
 | 
			
		||||
            if isinstance(equipped_secondary, dict) else equipped_secondary
 | 
			
		||||
        self.equipped_helmet = self.dict_to_item(equipped_helmet) \
 | 
			
		||||
            if isinstance(equipped_helmet, dict) else equipped_helmet
 | 
			
		||||
 | 
			
		||||
    def move(self, y: int, x: int) -> None:
 | 
			
		||||
        """
 | 
			
		||||
 
 | 
			
		||||
@@ -108,7 +108,7 @@ class Game:
 | 
			
		||||
            self.handle_key_pressed_store(key)
 | 
			
		||||
        self.display_actions(DisplayActions.REFRESH)
 | 
			
		||||
 | 
			
		||||
    def handle_key_pressed_play(self, key: KeyValues) -> None:
 | 
			
		||||
    def handle_key_pressed_play(self, key: KeyValues) -> None:  # noqa: C901
 | 
			
		||||
        """
 | 
			
		||||
        In play mode, arrows or zqsd move the main character.
 | 
			
		||||
        """
 | 
			
		||||
@@ -128,7 +128,10 @@ class Game:
 | 
			
		||||
            self.state = GameMode.INVENTORY
 | 
			
		||||
            self.display_actions(DisplayActions.UPDATE)
 | 
			
		||||
        elif key == KeyValues.USE and self.player.equipped_main:
 | 
			
		||||
            if self.player.equipped_main:
 | 
			
		||||
                self.player.equipped_main.use()
 | 
			
		||||
            if self.player.equipped_secondary:
 | 
			
		||||
                self.player.equipped_secondary.use()
 | 
			
		||||
        elif key == KeyValues.SPACE:
 | 
			
		||||
            self.state = GameMode.MAINMENU
 | 
			
		||||
        elif key == KeyValues.CHAT:
 | 
			
		||||
 
 | 
			
		||||
@@ -2,13 +2,16 @@
 | 
			
		||||
# SPDX-License-Identifier: GPL-3.0-or-later
 | 
			
		||||
 | 
			
		||||
import os
 | 
			
		||||
import random
 | 
			
		||||
import unittest
 | 
			
		||||
 | 
			
		||||
from ..bootstrap import Bootstrap
 | 
			
		||||
from ..display.display import Display
 | 
			
		||||
from ..display.display_manager import DisplayManager
 | 
			
		||||
from ..entities.friendly import Merchant, Sunflower
 | 
			
		||||
from ..entities.items import Bomb, Heart, Sword, Explosion
 | 
			
		||||
from ..entities.items import Bomb, Heart, Sword, Explosion, Shield, Helmet, \
 | 
			
		||||
    Chestplate, RingCritical
 | 
			
		||||
from ..entities.monsters import GiantSeaEagle
 | 
			
		||||
from ..entities.player import Player
 | 
			
		||||
from ..enums import DisplayActions
 | 
			
		||||
from ..game import Game, KeyValues, GameMode
 | 
			
		||||
@@ -609,3 +612,97 @@ class TestGame(unittest.TestCase):
 | 
			
		||||
        # Exit the menu
 | 
			
		||||
        self.game.handle_key_pressed(KeyValues.SPACE)
 | 
			
		||||
        self.assertEqual(self.game.state, GameMode.PLAY)
 | 
			
		||||
 | 
			
		||||
    def test_equipment(self) -> None:
 | 
			
		||||
        """
 | 
			
		||||
        Ensure that equipment is working.
 | 
			
		||||
        """
 | 
			
		||||
        self.game.state = GameMode.INVENTORY
 | 
			
		||||
 | 
			
		||||
        # sword goes into the main equipment slot
 | 
			
		||||
        sword = Sword()
 | 
			
		||||
        sword.hold(self.game.player)
 | 
			
		||||
        self.game.handle_key_pressed(KeyValues.EQUIP)
 | 
			
		||||
        self.assertEqual(self.game.player.equipped_main, sword)
 | 
			
		||||
        self.assertFalse(self.game.player.inventory)
 | 
			
		||||
 | 
			
		||||
        # shield goes into the secondary equipment slot
 | 
			
		||||
        shield = Shield()
 | 
			
		||||
        shield.hold(self.game.player)
 | 
			
		||||
        self.game.handle_key_pressed(KeyValues.EQUIP)
 | 
			
		||||
        self.assertEqual(self.game.player.equipped_secondary, shield)
 | 
			
		||||
        self.assertFalse(self.game.player.inventory)
 | 
			
		||||
 | 
			
		||||
        # helmet goes into the helmet slot
 | 
			
		||||
        helmet = Helmet()
 | 
			
		||||
        helmet.hold(self.game.player)
 | 
			
		||||
        self.game.handle_key_pressed(KeyValues.EQUIP)
 | 
			
		||||
        self.assertEqual(self.game.player.equipped_helmet, helmet)
 | 
			
		||||
        self.assertFalse(self.game.player.inventory)
 | 
			
		||||
 | 
			
		||||
        # helmet goes into the armor slot
 | 
			
		||||
        chestplate = Chestplate()
 | 
			
		||||
        chestplate.hold(self.game.player)
 | 
			
		||||
        self.game.handle_key_pressed(KeyValues.EQUIP)
 | 
			
		||||
        self.assertEqual(self.game.player.equipped_armor, chestplate)
 | 
			
		||||
        self.assertFalse(self.game.player.inventory)
 | 
			
		||||
 | 
			
		||||
        # Use bomb
 | 
			
		||||
        bomb = Bomb()
 | 
			
		||||
        bomb.hold(self.game.player)
 | 
			
		||||
        self.game.handle_key_pressed(KeyValues.EQUIP)
 | 
			
		||||
        self.assertEqual(self.game.player.equipped_secondary, bomb)
 | 
			
		||||
        self.assertIn(shield, self.game.player.inventory)
 | 
			
		||||
        self.game.state = GameMode.PLAY
 | 
			
		||||
        self.game.handle_key_pressed(KeyValues.USE)
 | 
			
		||||
        self.assertIsNone(self.game.player.equipped_secondary)
 | 
			
		||||
        self.game.state = GameMode.INVENTORY
 | 
			
		||||
        self.game.handle_key_pressed(KeyValues.EQUIP)
 | 
			
		||||
        self.assertEqual(self.game.player.equipped_secondary, shield)
 | 
			
		||||
        self.assertFalse(self.game.player.inventory)
 | 
			
		||||
 | 
			
		||||
        # Reequip, which is useless but covers code
 | 
			
		||||
        sword.equip()
 | 
			
		||||
        shield.equip()
 | 
			
		||||
        helmet.equip()
 | 
			
		||||
        chestplate.equip()
 | 
			
		||||
        self.game.save_state()
 | 
			
		||||
 | 
			
		||||
        # Unequip all
 | 
			
		||||
        sword.unequip()
 | 
			
		||||
        shield.unequip()
 | 
			
		||||
        helmet.unequip()
 | 
			
		||||
        chestplate.unequip()
 | 
			
		||||
        self.assertIsNone(self.game.player.equipped_main)
 | 
			
		||||
        self.assertIsNone(self.game.player.equipped_secondary)
 | 
			
		||||
        self.assertIsNone(self.game.player.equipped_helmet)
 | 
			
		||||
        self.assertIsNone(self.game.player.equipped_armor)
 | 
			
		||||
        self.assertIn(sword, self.game.player.inventory)
 | 
			
		||||
        self.assertIn(shield, self.game.player.inventory)
 | 
			
		||||
        self.assertIn(helmet, self.game.player.inventory)
 | 
			
		||||
        self.assertIn(chestplate, self.game.player.inventory)
 | 
			
		||||
 | 
			
		||||
        # Test rings
 | 
			
		||||
        self.game.player.inventory.clear()
 | 
			
		||||
        ring = RingCritical()
 | 
			
		||||
        ring.hold(self.game.player)
 | 
			
		||||
        old_critical = self.game.player.critical
 | 
			
		||||
        self.game.handle_key_pressed(KeyValues.EQUIP)
 | 
			
		||||
        self.assertEqual(self.game.player.critical,
 | 
			
		||||
                         old_critical + ring.critical)
 | 
			
		||||
        self.game.save_state()
 | 
			
		||||
        ring.unequip()
 | 
			
		||||
 | 
			
		||||
    def test_critical_hit(self) -> None:
 | 
			
		||||
        """
 | 
			
		||||
        Ensure that critical hits are working.
 | 
			
		||||
        """
 | 
			
		||||
        random.seed(2)  # Next random.randint(1, 100) will output 8
 | 
			
		||||
        self.game.player.critical = 10
 | 
			
		||||
        sea_eagle = GiantSeaEagle()
 | 
			
		||||
        self.game.map.add_entity(sea_eagle)
 | 
			
		||||
        sea_eagle.move(2, 6)
 | 
			
		||||
        old_health = sea_eagle.health
 | 
			
		||||
        self.game.player.hit(sea_eagle)
 | 
			
		||||
        self.assertEqual(sea_eagle.health,
 | 
			
		||||
                         old_health - self.game.player.strength * 4)
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user