Testing + linting (yes there remains two linting errors, i don't know what to do.
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@ -3,7 +3,7 @@
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from random import choice, shuffle
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from random import choice, shuffle
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from .items import Item, Bomb
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from .items import Bomb, Item
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from .monsters import Monster
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from .monsters import Monster
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from .player import Player
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from .player import Player
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from ..interfaces import Entity, FightingEntity, FriendlyEntity, \
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from ..interfaces import Entity, FightingEntity, FriendlyEntity, \
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@ -48,11 +48,14 @@ class Chest(InventoryHolder, FriendlyEntity):
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"""
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"""
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A class of chest inanimate entities which contain objects.
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A class of chest inanimate entities which contain objects.
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"""
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"""
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annihilated: bool
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def __init__(self, name: str = "chest", inventory: list = None,
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def __init__(self, name: str = "chest", inventory: list = None,
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hazel: int = 0, *args, **kwargs):
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hazel: int = 0, *args, **kwargs):
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super().__init__(name=name, *args, **kwargs)
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super().__init__(name=name, *args, **kwargs)
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self.hazel = hazel
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self.hazel = hazel
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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.annihilated = False
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if not self.inventory:
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if not self.inventory:
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for i in range(3):
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for i in range(3):
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self.inventory.append(choice(Item.get_all_items())())
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self.inventory.append(choice(Item.get_all_items())())
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@ -68,8 +71,9 @@ class Chest(InventoryHolder, FriendlyEntity):
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"""
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"""
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A chest is not living, it can not take damage
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A chest is not living, it can not take damage
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"""
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"""
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if isinstance(attacker, Bomb) :
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if isinstance(attacker, Bomb):
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self.die()
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self.die()
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self.annihilated = True
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return _("The chest exploded")
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return _("The chest exploded")
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return _("It's not really effective")
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return _("It's not really effective")
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@ -78,7 +82,7 @@ class Chest(InventoryHolder, FriendlyEntity):
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"""
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"""
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Chest can not die
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Chest can not die
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"""
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"""
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return False
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return self.annihilated
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class Sunflower(FriendlyEntity):
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class Sunflower(FriendlyEntity):
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@ -1,13 +1,13 @@
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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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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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from math import log
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from random import randint
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from random import randint
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from typing import Dict, Optional, Tuple
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from typing import Dict, Optional, Tuple
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from math import log
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from .items import Item
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from .items import Item
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from ..interfaces import FightingEntity, InventoryHolder
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from ..interfaces import FightingEntity, InventoryHolder
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from ..translations import gettext as _, Translator
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from ..translations import gettext as _
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class Player(InventoryHolder, FightingEntity):
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class Player(InventoryHolder, FightingEntity):
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@ -74,7 +74,7 @@ class Player(InventoryHolder, FightingEntity):
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if diceroll <= self.charisma:
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if diceroll <= self.charisma:
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for entity in self.map.entities:
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for entity in self.map.entities:
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if entity.is_fighting_entity() and not entity == self \
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if entity.is_fighting_entity() and not entity == self \
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and entity.distance(self)<=3:
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and entity.distance(self) <= 3:
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found = True
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found = True
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entity.confused = 1
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entity.confused = 1
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entity.effects.append(["confused", 1, 3])
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entity.effects.append(["confused", 1, 3])
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@ -88,7 +88,6 @@ class Player(InventoryHolder, FightingEntity):
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self.map.logs.add_message(
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self.map.logs.add_message(
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_("The dance was not effective..."))
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_("The dance was not effective..."))
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def level_up(self) -> None:
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def level_up(self) -> None:
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"""
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"""
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Add as many levels as possible to the player.
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Add as many levels as possible to the player.
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@ -97,18 +96,18 @@ class Player(InventoryHolder, FightingEntity):
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self.level += 1
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self.level += 1
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self.current_xp -= self.max_xp
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self.current_xp -= self.max_xp
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self.max_xp = self.level * 10
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self.max_xp = self.level * 10
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self.maxhealth += int(2*log(self.level)/log(2))
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self.maxhealth += int(2 * log(self.level) / log(2))
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self.health = self.maxhealth
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self.health = self.maxhealth
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self.strength = self.strength + 1
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self.strength = self.strength + 1
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if self.level % 3 == 0 :
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if self.level % 3 == 0:
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self.dexterity += 1
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self.dexterity += 1
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self.constitution += 1
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self.constitution += 1
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if self.level % 4 == 0 :
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if self.level % 4 == 0:
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self.intelligence += 1
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self.intelligence += 1
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if self.level % 6 == 0 :
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if self.level % 6 == 0:
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self.charisma += 1
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self.charisma += 1
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if self.level % 10 == 0 and self.critical < 95:
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if self.level % 10 == 0 and self.critical < 95:
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self.critical += (100-self.charisma)//30
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self.critical += (100 - self.charisma) // 30
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# TODO Remove it, that's only for fun
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# TODO Remove it, that's only for fun
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self.map.spawn_random_entities(randint(3 * self.level,
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self.map.spawn_random_entities(randint(3 * self.level,
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10 * self.level))
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10 * self.level))
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@ -294,7 +294,6 @@ class Game:
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if self.player.equipped_main:
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if self.player.equipped_main:
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self.player.equipped_main.throw(direction)
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self.player.equipped_main.throw(direction)
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def handle_key_pressed_inventory(self, key: KeyValues) -> None:
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def handle_key_pressed_inventory(self, key: KeyValues) -> None:
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"""
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"""
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In the inventory menu, we can interact with items or close the menu.
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In the inventory menu, we can interact with items or close the menu.
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@ -4,7 +4,7 @@
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import random
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import random
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import unittest
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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.items import BodySnatchPotion, Bomb, Explosion, Heart, Item
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from ..entities.monsters import GiantSeaEagle, Hedgehog, Rabbit, \
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from ..entities.monsters import GiantSeaEagle, Hedgehog, Rabbit, \
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TeddyBear, Tiger
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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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"""
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entity = Tiger()
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entity = Tiger()
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self.map.add_entity(entity)
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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.maxhealth, entity.health)
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self.assertEqual(entity.strength, 2)
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self.assertEqual(entity.strength, 5)
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for _ in range(9):
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for _ in range(5):
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self.assertEqual(entity.hit(entity),
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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.assertFalse(entity.dead)
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self.assertEqual(entity.hit(entity), "Tiger hits tiger. "
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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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self.assertTrue(entity.dead)
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entity = Rabbit()
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entity = Rabbit()
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entity.health = 15
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entity.critical = 0
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entity.critical = 0
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self.map.add_entity(entity)
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self.map.add_entity(entity)
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entity.move(15, 44)
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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.assertTrue(entity.dead)
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self.assertGreaterEqual(self.player.current_xp, 3)
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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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fam = Trumpet()
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entity = Rabbit()
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entity = Rabbit()
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self.map.add_entity(entity)
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self.map.add_entity(entity)
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player_state = player.save_state()
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player_state = player.save_state()
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self.assertEqual(player_state["current_xp"], 10)
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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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def test_critical_hit(self) -> None:
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"""
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"""
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Ensure that critical hits are working.
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Ensure that critical hits are working.
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KeyValues.SPACE)
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KeyValues.SPACE)
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self.assertEqual(KeyValues.translate_key('plop', self.game.settings),
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self.assertEqual(KeyValues.translate_key('plop', self.game.settings),
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None)
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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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def test_key_press(self) -> None:
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"""
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"""
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self.game.handle_key_pressed(KeyValues.WAIT)
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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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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.game.handle_key_pressed(KeyValues.SPACE)
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self.assertEqual(self.game.state, GameMode.MAINMENU)
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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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self.assertEqual(self.game.settings.KEY_LEFT_PRIMARY, 'a')
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# Navigate to "texture pack"
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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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self.game.handle_key_pressed(KeyValues.DOWN)
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# Change texture pack
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# Change texture pack
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