Testing + linting (yes there remains two linting errors, i don't know what to do.
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@ -4,7 +4,7 @@
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import random
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import unittest
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from ..entities.friendly import Trumpet
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from ..entities.friendly import Chest, Trumpet
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from ..entities.items import BodySnatchPotion, Bomb, Explosion, Heart, Item
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from ..entities.monsters import GiantSeaEagle, Hedgehog, Rabbit, \
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TeddyBear, Tiger
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@ -45,18 +45,19 @@ class TestEntities(unittest.TestCase):
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"""
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entity = Tiger()
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self.map.add_entity(entity)
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self.assertEqual(entity.maxhealth, 20)
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self.assertEqual(entity.maxhealth, 30)
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self.assertEqual(entity.maxhealth, entity.health)
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self.assertEqual(entity.strength, 2)
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for _ in range(9):
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self.assertEqual(entity.strength, 5)
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for _ in range(5):
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self.assertEqual(entity.hit(entity),
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"Tiger hits tiger. Tiger takes 2 damage.")
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"Tiger hits tiger. Tiger takes 5 damage.")
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self.assertFalse(entity.dead)
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self.assertEqual(entity.hit(entity), "Tiger hits tiger. "
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+ "Tiger takes 2 damage. Tiger dies.")
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+ "Tiger takes 5 damage. Tiger dies.")
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self.assertTrue(entity.dead)
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entity = Rabbit()
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entity.health = 15
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entity.critical = 0
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self.map.add_entity(entity)
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entity.move(15, 44)
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@ -94,7 +95,20 @@ class TestEntities(unittest.TestCase):
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self.assertTrue(entity.dead)
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self.assertGreaterEqual(self.player.current_xp, 3)
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# Test the familiars
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# Test that a chest is destroyed by a bomb
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bomb = Bomb()
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bomb.owner = self.player
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bomb.move(3, 6)
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self.map.add_entity(bomb)
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chest = Chest()
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chest.move(4, 6)
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self.map.add_entity(chest)
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bomb.exploding = True
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for _ in range(5):
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self.map.tick(self.player)
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self.assertTrue(chest.annihilated)
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def test_familiar(self) -> None:
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fam = Trumpet()
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entity = Rabbit()
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self.map.add_entity(entity)
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@ -266,6 +280,15 @@ class TestEntities(unittest.TestCase):
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player_state = player.save_state()
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self.assertEqual(player_state["current_xp"], 10)
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player = Player()
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player.map = self.map
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player.add_xp(700)
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for _ in range(13):
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player.level_up()
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self.assertEqual(player.level, 12)
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self.assertEqual(player.critical, 5 + 95 // 30)
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self.assertEqual(player.charisma, 3)
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def test_critical_hit(self) -> None:
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"""
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Ensure that critical hits are working.
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@ -160,6 +160,9 @@ class TestGame(unittest.TestCase):
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KeyValues.SPACE)
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self.assertEqual(KeyValues.translate_key('plop', self.game.settings),
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None)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_DANCE, self.game.settings),
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KeyValues.DANCE)
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def test_key_press(self) -> None:
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"""
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@ -249,6 +252,30 @@ class TestGame(unittest.TestCase):
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self.game.handle_key_pressed(KeyValues.WAIT)
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self.assertNotIn(explosion, self.game.map.entities)
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rabbit = Rabbit()
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self.game.map.add_entity(rabbit)
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self.game.player.move(1, 6)
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rabbit.move(3, 6)
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self.game.player.charisma = 11
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self.game.handle_key_pressed(KeyValues.DANCE)
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self.assertEqual(rabbit.confused, 1)
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string = rabbit.hit(self.game.player)
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self.assertEqual(string,
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"{name} is confused, it can not hit {opponent}."
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.format(name=_(rabbit.translated_name.capitalize()
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), opponent=_(
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self.game.player.translated_name
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)))
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rabbit.confused = 0
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self.game.player.charisma = 0
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self.game.handle_key_pressed(KeyValues.DANCE)
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self.assertEqual(rabbit.confused, 0)
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rabbit.die()
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self.game.player.charisma = 11
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self.game.handle_key_pressed(KeyValues.DANCE)
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self.game.player.charisma = 1
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self.game.handle_key_pressed(KeyValues.SPACE)
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self.assertEqual(self.game.state, GameMode.MAINMENU)
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@ -350,7 +377,7 @@ class TestGame(unittest.TestCase):
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self.assertEqual(self.game.settings.KEY_LEFT_PRIMARY, 'a')
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# Navigate to "texture pack"
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for ignored in range(13):
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for ignored in range(14):
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self.game.handle_key_pressed(KeyValues.DOWN)
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# Change texture pack
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