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