Test merchants
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@ -16,7 +16,7 @@ class Merchant(FriendlyEntity):
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"""
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Returns a friendly entitie's specific attributes
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"""
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return ["maxhealth", "health", "inventory", "hazel"]
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return super().keys() + ["inventory", "hazel"]
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def __init__(self, name: str = "merchant", inventory: list = None,
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hazel: int = 75, *args, **kwargs):
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@ -50,7 +50,7 @@ class Item(Entity):
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self.held = True
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self.held_by = player
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self.map.remove_entity(self)
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player.inventory.append(self)
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player.add_to_inventory(self)
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def save_state(self) -> dict:
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"""
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@ -43,7 +43,7 @@ class KeyValues(Enum):
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EQUIP = auto()
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DROP = auto()
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SPACE = auto()
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T = auto()
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CHAT = auto()
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@staticmethod
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def translate_key(key: str, settings: Settings) -> Optional["KeyValues"]:
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@ -74,6 +74,6 @@ class KeyValues(Enum):
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return KeyValues.DROP
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elif key == ' ':
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return KeyValues.SPACE
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elif key == 't':
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return KeyValues.T
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elif key == settings.KEY_CHAT:
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return KeyValues.CHAT
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return None
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@ -66,7 +66,6 @@ class Game:
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We wait for the player's action, then we do what that should be done
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when the given key gets pressed.
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"""
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self.screen = screen
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while True: # pragma no cover
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screen.erase()
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screen.refresh()
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@ -122,7 +121,7 @@ class Game:
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self.state = GameMode.INVENTORY
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elif key == KeyValues.SPACE:
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self.state = GameMode.MAINMENU
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elif key == KeyValues.T:
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elif key == KeyValues.CHAT:
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# Wait for the direction of the friendly entity
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self.waiting_for_friendly_key = True
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@ -481,4 +481,4 @@ class FriendlyEntity(FightingEntity):
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"""
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Returns a friendly entity's specific attributes
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"""
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return ["maxhealth", "health", "dialogue_option"]
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return ["maxhealth", "health"]
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@ -31,6 +31,7 @@ class Settings:
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self.KEY_USE = ['u', 'Key used to use an item in the inventory']
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self.KEY_EQUIP = ['e', 'Key used to equip an item in the inventory']
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self.KEY_DROP = ['r', 'Key used to drop an item in the inventory']
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self.KEY_CHAT = ['t', 'Key used to talk to a friendly entity']
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self.TEXTURE_PACK = ['ascii', 'Texture pack']
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self.LOCALE = [locale.getlocale()[0][:2], 'Language']
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@ -7,8 +7,8 @@ import unittest
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from ..bootstrap import Bootstrap
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from ..display.display import Display
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from ..display.display_manager import DisplayManager
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from ..entities.friendly import Sunflower, Merchant
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from ..entities.items import Bomb
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from ..entities.friendly import Merchant, Sunflower
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from ..entities.items import Bomb, Sword
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from ..entities.player import Player
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from ..enums import DisplayActions
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from ..game import Game, KeyValues, GameMode
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@ -35,8 +35,11 @@ class TestGame(unittest.TestCase):
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"""
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bomb = Bomb()
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self.game.map.add_entity(bomb)
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# Add an item in the inventory to check that it is well loaded
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sword = Sword()
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self.game.map.add_entity(sword)
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# Add items in the inventory to check that it is well loaded
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bomb.hold(self.game.player)
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sword.hold(self.game.player)
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# Ensure that merchants can be saved
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merchant = Merchant()
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@ -125,6 +128,9 @@ class TestGame(unittest.TestCase):
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_INVENTORY, self.game.settings),
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KeyValues.INVENTORY)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_CHAT, self.game.settings),
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KeyValues.CHAT)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_USE, self.game.settings),
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KeyValues.USE)
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@ -288,7 +294,7 @@ 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(9):
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for ignored in range(10):
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self.game.handle_key_pressed(KeyValues.DOWN)
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# Change texture pack
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@ -433,8 +439,16 @@ class TestGame(unittest.TestCase):
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sunflower.move(2, 6)
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self.game.map.add_entity(sunflower)
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# Does nothing
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self.assertIsNone(self.game.handle_friendly_entity_chat(KeyValues.UP))
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# Talk to sunflower... or not
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self.game.handle_key_pressed(KeyValues.T)
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self.game.handle_key_pressed(KeyValues.CHAT)
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self.assertTrue(self.game.waiting_for_friendly_key)
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# Wrong key
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self.game.handle_key_pressed(KeyValues.EQUIP)
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self.assertFalse(self.game.waiting_for_friendly_key)
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self.game.handle_key_pressed(KeyValues.CHAT)
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self.assertTrue(self.game.waiting_for_friendly_key)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertFalse(self.game.waiting_for_friendly_key)
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@ -442,7 +456,7 @@ class TestGame(unittest.TestCase):
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self.assertFalse(len(self.game.logs.messages) > 1)
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# Talk to sunflower
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self.game.handle_key_pressed(KeyValues.T)
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self.game.handle_key_pressed(KeyValues.CHAT)
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self.assertTrue(self.game.waiting_for_friendly_key)
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.assertFalse(self.game.waiting_for_friendly_key)
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@ -451,3 +465,55 @@ class TestGame(unittest.TestCase):
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# Ensure that the message is a good message
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self.assertIn(self.game.logs.messages[1][21:],
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Sunflower.dialogue_option)
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# Test all directions to detect the friendly entity
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self.game.player.move(3, 6)
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self.game.handle_key_pressed(KeyValues.CHAT)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertEqual(len(self.game.logs.messages), 3)
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self.game.player.move(2, 7)
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self.game.handle_key_pressed(KeyValues.CHAT)
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self.game.handle_key_pressed(KeyValues.LEFT)
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self.assertEqual(len(self.game.logs.messages), 4)
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self.game.player.move(2, 5)
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self.game.handle_key_pressed(KeyValues.CHAT)
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self.game.handle_key_pressed(KeyValues.RIGHT)
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self.assertEqual(len(self.game.logs.messages), 5)
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def test_talk_to_merchant(self) -> None:
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"""
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Interact with merchants
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"""
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self.game.state = GameMode.PLAY
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merchant = Merchant()
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merchant.move(2, 6)
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self.game.map.add_entity(merchant)
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# Does nothing
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self.assertIsNone(self.game.handle_friendly_entity_chat(KeyValues.UP))
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# Talk to merchant
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self.game.handle_key_pressed(KeyValues.CHAT)
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self.assertTrue(self.game.waiting_for_friendly_key)
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.assertFalse(self.game.waiting_for_friendly_key)
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self.assertEqual(self.game.state, GameMode.STORE)
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self.assertTrue(self.game.logs.messages)
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# Navigate in the menu
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertEqual(self.game.store_menu.position, 1)
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# Buy the second item
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item = self.game.store_menu.validate()
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self.assertIn(item, merchant.inventory)
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertIn(item, self.game.player.inventory)
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self.assertNotIn(item, merchant.inventory)
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# Exit the menu
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self.game.handle_key_pressed(KeyValues.SPACE)
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self.assertEqual(self.game.state, GameMode.PLAY)
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