Linting
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@ -95,12 +95,11 @@ class TestEntities(unittest.TestCase):
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entity = Rabbit()
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self.map.add_entity(entity)
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self.map.add_entity(fam)
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self.player.move(1, 6)
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entity.move(2, 6)
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fam.move(2, 7)
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#test fighting
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# Test fighting
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entity.health = 2
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entity.paths = []
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entity.recalculate_paths()
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@ -108,29 +107,29 @@ class TestEntities(unittest.TestCase):
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self.map.tick(self.player)
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self.assertTrue(entity.dead)
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#test finding a new target
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# Test finding a new target
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entity2 = Rabbit()
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self.map.add_entity(entity2)
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entity2.move(2, 6)
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self.map.tick(self.player)
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self.assertTrue(fam.target==entity2)
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self.assertTrue(fam.target == entity2)
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self.map.remove_entity(entity2)
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#test following the player and finding the player as target
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# Test following the player and finding the player as target
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self.player.move(5, 5)
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fam.move(4, 5)
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fam.target = None
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self.player.move_down()
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self.map.tick(self.player)
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self.assertTrue(fam.target==self.player)
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self.assertTrue(fam.target == self.player)
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self.assertEqual(fam.y, 5)
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self.assertEqual(fam.x, 5)
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#test random move
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# Test random move
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fam.move(13, 20)
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fam.target=self.player
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fam.target = self.player
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self.map.tick(self.player)
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self.assertTrue(fam.x!=20 or fam.y!=13)
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self.assertTrue(fam.x != 20 or fam.y != 13)
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def test_items(self) -> None:
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"""
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@ -41,9 +41,9 @@ class TestGame(unittest.TestCase):
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bomb.hold(self.game.player)
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sword.hold(self.game.player)
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for entity in self.game.map.entities :
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#trumpets change order when they are loaded, so it is unsuitable for simple testing
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if entity.name == 'trumpet' :
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for entity in self.game.map.entities:
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# trumpets change order when they are loaded, this breaks the test.
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if entity.name == 'trumpet':
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self.game.map.remove_entity(entity)
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# Ensure that merchants can be saved
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