Linting and tests for chests
This commit is contained in:
parent
bdbf214d8d
commit
2eb42668c8
|
@ -244,6 +244,7 @@ class StoreInventoryDisplay(MenuDisplay):
|
|||
game.is_in_store_menu = True
|
||||
game.handle_key_pressed(KeyValues.ENTER)
|
||||
|
||||
|
||||
class ChestInventoryDisplay(MenuDisplay):
|
||||
"""
|
||||
A class to handle the display of a merchant's inventory.
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
from ..interfaces import FriendlyEntity, InventoryHolder, Map, FightingEntity
|
||||
from ..interfaces import Entity, FriendlyEntity, InventoryHolder, \
|
||||
Map, FightingEntity
|
||||
from ..translations import gettext as _
|
||||
from .player import Player
|
||||
from .monsters import Monster
|
||||
|
@ -17,7 +18,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
|
|||
return super().keys() + ["inventory", "hazel"]
|
||||
|
||||
def __init__(self, name: str = "merchant", inventory: list = None,
|
||||
hazel: int = 75, maxhealth = 8, *args, **kwargs):
|
||||
hazel: int = 75, maxhealth: int = 8, *args, **kwargs):
|
||||
super().__init__(name=name, maxhealth=maxhealth, *args, **kwargs)
|
||||
self.inventory = self.translate_inventory(inventory or [])
|
||||
self.hazel = hazel
|
||||
|
@ -38,6 +39,7 @@ class Merchant(InventoryHolder, FriendlyEntity):
|
|||
"""
|
||||
self.hazel += hz
|
||||
|
||||
|
||||
class Chest(InventoryHolder, FriendlyEntity):
|
||||
"""
|
||||
A class of chest inanimate entities which contain objects.
|
||||
|
@ -58,7 +60,7 @@ class Chest(InventoryHolder, FriendlyEntity):
|
|||
"""
|
||||
return _("You have opened the chest")
|
||||
|
||||
def take_damage(self, attacker: "Entity", amount: int) -> str:
|
||||
def take_damage(self, attacker: Entity, amount: int) -> str:
|
||||
"""
|
||||
A chest is not living, it can not take damage
|
||||
"""
|
||||
|
|
|
@ -88,7 +88,7 @@ class Item(Entity):
|
|||
Chestplate, Helmet, RingCritical, RingXP,
|
||||
ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff]
|
||||
|
||||
def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder,\
|
||||
def be_sold(self, buyer: InventoryHolder, seller: InventoryHolder,
|
||||
for_free: bool = False) -> bool:
|
||||
"""
|
||||
Does all necessary actions when an object is to be sold.
|
||||
|
|
|
@ -367,7 +367,7 @@ class Game:
|
|||
else self.player
|
||||
buyer = self.player if self.is_in_chest_menu \
|
||||
else self.chest_menu.chest
|
||||
flag = item.be_sold(buyer, owner, for_free = True)
|
||||
item.be_sold(buyer, owner, for_free=True)
|
||||
self.display_actions(DisplayActions.UPDATE)
|
||||
# Ensure that the cursor has a good position
|
||||
menu.position = min(menu.position, len(menu.values) - 1)
|
||||
|
|
|
@ -8,7 +8,7 @@ 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.friendly import Merchant, Sunflower, Chest
|
||||
from ..entities.items import Bomb, Heart, Sword, Explosion, Shield, Helmet, \
|
||||
Chestplate, RingCritical, Bow, FireBallStaff, ScrollofDamage,\
|
||||
ScrollofWeakening
|
||||
|
@ -854,3 +854,59 @@ class TestGame(unittest.TestCase):
|
|||
self.game.map.tick(self.game.player)
|
||||
|
||||
self.assertEqual(entity2.effects, [])
|
||||
|
||||
def test_chests(self) -> None:
|
||||
"""
|
||||
Interacts with chests.
|
||||
"""
|
||||
self.game.state = GameMode.PLAY
|
||||
|
||||
chest = Chest()
|
||||
chest.move(2, 6)
|
||||
self.game.map.add_entity(chest)
|
||||
chest.inventory.append(FireBallStaff())
|
||||
|
||||
# Talk to merchant
|
||||
self.game.handle_key_pressed(KeyValues.CHAT)
|
||||
self.assertTrue(self.game.waiting_for_friendly_key)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.assertFalse(self.game.waiting_for_friendly_key)
|
||||
self.assertEqual(self.game.state, GameMode.CHEST)
|
||||
self.assertTrue(self.game.logs.messages)
|
||||
|
||||
# Navigate in the menu
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.LEFT)
|
||||
self.assertFalse(self.game.is_in_chest_menu)
|
||||
self.game.handle_key_pressed(KeyValues.RIGHT)
|
||||
self.assertTrue(self.game.is_in_chest_menu)
|
||||
self.game.handle_key_pressed(KeyValues.UP)
|
||||
self.assertEqual(self.game.chest_menu.position, 1)
|
||||
|
||||
# The second item is not a heart
|
||||
chest.inventory[1] = sword = Sword()
|
||||
# Take the second item by clicking on it
|
||||
item = self.game.chest_menu.validate()
|
||||
self.assertIn(item, chest.inventory)
|
||||
self.game.display_actions(DisplayActions.MOUSE, 7, 25)
|
||||
self.assertIn(item, self.game.player.inventory)
|
||||
self.assertNotIn(item, chest.inventory)
|
||||
|
||||
# Give an item back
|
||||
self.game.inventory_menu.position = len(self.game.player.inventory) - 1
|
||||
self.game.handle_key_pressed(KeyValues.LEFT)
|
||||
self.assertFalse(self.game.is_in_chest_menu)
|
||||
self.assertIn(sword, self.game.player.inventory)
|
||||
self.assertEqual(self.game.inventory_menu.validate(), sword)
|
||||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
self.assertNotIn(sword, self.game.player.inventory)
|
||||
self.assertIn(sword, chest.inventory)
|
||||
|
||||
# Test immortality
|
||||
self.game.player.hit(chest)
|
||||
self.assertTrue(not chest.dead)
|
||||
|
||||
# Exit the menu
|
||||
self.game.handle_key_pressed(KeyValues.SPACE)
|
||||
self.assertEqual(self.game.state, GameMode.PLAY)
|
||||
|
|
Loading…
Reference in New Issue