970 lines
37 KiB
Python
970 lines
37 KiB
Python
# 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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import curses
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import os
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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 Chest, Merchant, Sunflower
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from ..entities.items import Bomb, Bow, Chestplate, Explosion, FireBallStaff, \
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Heart, Helmet, Monocle, RingCritical, ScrollofDamage, ScrollofWeakening, \
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Shield, Sword
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from ..entities.monsters import GiantSeaEagle, Rabbit
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from ..entities.player import Player
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from ..enums import DisplayActions, GameMode, KeyValues
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from ..game import Game
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from ..interfaces import Map, Tile
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from ..menus import MainMenuValues
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from ..resources import ResourceManager
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from ..settings import Settings
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from ..translations import gettext as _, Translator
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class TestGame(unittest.TestCase):
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def setUp(self) -> None:
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"""
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Sets the game up.
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"""
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self.game = Game()
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self.game.new_game()
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self.game.map = Map.load(
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ResourceManager.get_asset_path("example_map.txt"))
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self.game.map.add_entity(self.game.player)
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self.game.player.move(self.game.map.start_y, self.game.map.start_x)
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self.game.logs.add_message("Hello World !")
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display = DisplayManager(None, self.game)
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self.game.display_actions = display.handle_display_action
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def test_load_game(self) -> None:
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"""
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Saves a game and reloads it.
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"""
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bomb = Bomb()
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self.game.map.add_entity(bomb)
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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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merchant.move(3, 6)
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self.game.map.add_entity(merchant)
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old_state = self.game.save_state()
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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.assertEqual(self.game.main_menu.validate(), MainMenuValues.SAVE)
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self.game.handle_key_pressed(KeyValues.ENTER) # Save game
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.assertEqual(self.game.main_menu.validate(), MainMenuValues.LOAD)
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self.game.handle_key_pressed(KeyValues.ENTER) # Load game
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new_state = self.game.save_state()
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self.assertEqual(old_state, new_state)
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self.assertIsNone(self.game.message)
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# Ensure that the bomb is loaded
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self.assertTrue(self.game.player.inventory)
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# Error on loading save
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with open(ResourceManager.get_config_path("save.json"), "w") as f:
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f.write("I am not a JSON file")
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self.assertIsNone(self.game.message)
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self.game.load_game()
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self.assertIsNotNone(self.game.message)
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self.game.message = None
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with open(ResourceManager.get_config_path("save.json"), "w") as f:
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f.write("{}")
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self.assertIsNone(self.game.message)
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self.game.load_game()
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self.assertIsNotNone(self.game.message)
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self.game.message = None
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# Load game with a dead player
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self.game.map.remove_entity(self.game.player)
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self.game.save_game()
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self.game.load_game()
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self.assertIsNotNone(self.game.message)
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def test_bootstrap_fail(self) -> None:
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"""
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Ensures that the test can't play the game,
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because there is no associated shell.
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Yeah, that's only for coverage.
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"""
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self.assertRaises(Exception, Bootstrap.run_game)
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self.assertEqual(os.getenv("TERM", "unknown"), "unknown")
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def test_key_translation(self) -> None:
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"""
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Tests key bindings.
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"""
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self.game.settings = Settings()
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_UP_PRIMARY, self.game.settings),
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KeyValues.UP)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_UP_SECONDARY, self.game.settings),
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KeyValues.UP)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_DOWN_PRIMARY, self.game.settings),
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KeyValues.DOWN)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_DOWN_SECONDARY, self.game.settings),
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KeyValues.DOWN)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_LEFT_PRIMARY, self.game.settings),
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KeyValues.LEFT)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_LEFT_SECONDARY, self.game.settings),
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KeyValues.LEFT)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_RIGHT_PRIMARY, self.game.settings),
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KeyValues.RIGHT)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_RIGHT_SECONDARY, self.game.settings),
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KeyValues.RIGHT)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_ENTER, self.game.settings),
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KeyValues.ENTER)
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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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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_EQUIP, self.game.settings),
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KeyValues.EQUIP)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_DROP, self.game.settings),
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KeyValues.DROP)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_WAIT, self.game.settings),
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KeyValues.WAIT)
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self.assertEqual(KeyValues.translate_key(
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self.game.settings.KEY_LADDER, self.game.settings),
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KeyValues.LADDER)
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self.assertEqual(KeyValues.translate_key(' ', self.game.settings),
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KeyValues.SPACE)
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self.assertEqual(KeyValues.translate_key('plop', self.game.settings),
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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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"""
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Presses a key and asserts what is done is correct.
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"""
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self.assertEqual(self.game.state, GameMode.MAINMENU)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.START)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.START)
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.RESUME)
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.SAVE)
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.LOAD)
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.SETTINGS)
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.state, GameMode.SETTINGS)
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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.game.handle_key_pressed(KeyValues.DOWN)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.EXIT)
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self.assertRaises(SystemExit, self.game.handle_key_pressed,
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KeyValues.ENTER)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.SETTINGS)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.LOAD)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.SAVE)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.RESUME)
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self.game.handle_key_pressed(KeyValues.UP)
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self.assertEqual(self.game.main_menu.validate(),
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MainMenuValues.START)
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.state, GameMode.PLAY)
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# Kill entities
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for entity in self.game.map.entities.copy():
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if not isinstance(entity, Player):
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self.game.map.remove_entity(entity)
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y, x = self.game.player.y, self.game.player.x
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# Ensure that the neighborhood is walkable
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for dx in [-1, 0, 1]:
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for dy in [-1, 0, 1]:
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self.game.map.tiles[y + dy][x + dx] = Tile.FLOOR
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self.game.handle_key_pressed(KeyValues.DOWN)
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new_y, new_x = self.game.player.y, self.game.player.x
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self.assertEqual(new_y, y + 1)
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self.assertEqual(new_x, x)
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y, x = new_y, new_x
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self.game.handle_key_pressed(KeyValues.RIGHT)
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new_y, new_x = self.game.player.y, self.game.player.x
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self.assertEqual(new_y, y)
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self.assertEqual(new_x, x + 1)
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y, x = self.game.player.y, self.game.player.x
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self.game.handle_key_pressed(KeyValues.UP)
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new_y, new_x = self.game.player.y, self.game.player.x
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self.assertEqual(new_y, y - 1)
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self.assertEqual(new_x, x)
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y, x = self.game.player.y, self.game.player.x
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self.game.handle_key_pressed(KeyValues.LEFT)
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new_y, new_x = self.game.player.y, self.game.player.x
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self.assertEqual(new_y, y)
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self.assertEqual(new_x, x - 1)
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explosion = Explosion()
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self.game.map.add_entity(explosion)
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self.assertIn(explosion, self.game.map.entities)
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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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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(
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string, _("{name} is confused, it can not hit {opponent}.")
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.format(name=rabbit.translated_name.capitalize(),
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opponent=self.game.player.translated_name))
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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.assertEqual(self.game.state, GameMode.MAINMENU)
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def test_mouse_click(self) -> None:
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"""
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Simulates mouse clicks.
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"""
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self.game.state = GameMode.MAINMENU
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# Change the color of the artwork
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self.game.display_actions(DisplayActions.MOUSE, 0, 10,
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curses.BUTTON1_CLICKED)
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# Settings menu
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self.game.display_actions(DisplayActions.MOUSE, 25, 21,
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curses.BUTTON1_CLICKED)
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self.assertEqual(self.game.main_menu.position, 4)
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self.assertEqual(self.game.state, GameMode.SETTINGS)
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bomb = Bomb()
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bomb.hold(self.game.player)
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bomb2 = Bomb()
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bomb2.hold(self.game.player)
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self.game.state = GameMode.INVENTORY
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# Click nowhere
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self.game.display_actions(DisplayActions.MOUSE, 0, 0,
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curses.BUTTON1_CLICKED)
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self.assertEqual(self.game.state, GameMode.INVENTORY)
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# Click on the second item
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self.game.display_actions(DisplayActions.MOUSE, 8, 25,
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curses.BUTTON1_CLICKED)
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self.assertEqual(self.game.state, GameMode.INVENTORY)
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self.assertEqual(self.game.inventory_menu.position, 1)
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def test_new_game(self) -> None:
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"""
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Ensures that the start button starts a new game.
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"""
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old_map = self.game.map
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old_player = self.game.player
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self.game.handle_key_pressed(KeyValues.ENTER) # Start new game
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new_map = self.game.map
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new_player = self.game.player
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# Ensure that
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self.assertNotEqual(old_map, new_map)
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self.assertNotEqual(old_player, new_player)
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self.game.handle_key_pressed(KeyValues.SPACE)
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old_map = new_map
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old_player = new_player
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.game.handle_key_pressed(KeyValues.ENTER) # Resume game
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new_map = self.game.map
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new_player = self.game.player
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self.assertEqual(old_map, new_map)
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self.assertEqual(old_player, new_player)
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def test_settings_menu(self) -> None:
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"""
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Ensures that the settings menu is working properly.
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"""
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self.game.settings = Settings()
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# Open settings 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.DOWN)
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.state, GameMode.SETTINGS)
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# Define the "move up" key to 'h'
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self.assertFalse(self.game.settings_menu.waiting_for_key)
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertTrue(self.game.settings_menu.waiting_for_key)
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self.game.handle_key_pressed(None, 'h')
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self.assertFalse(self.game.settings_menu.waiting_for_key)
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self.assertEqual(self.game.settings.KEY_UP_PRIMARY, 'h')
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# Navigate to "move left"
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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.DOWN)
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self.game.handle_key_pressed(KeyValues.UP)
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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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# Define the "move up" key to 'a'
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertTrue(self.game.settings_menu.waiting_for_key)
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# Can't used a mapped key
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self.game.handle_key_pressed(None, 's')
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self.assertTrue(self.game.settings_menu.waiting_for_key)
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self.game.handle_key_pressed(None, 'a')
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self.assertFalse(self.game.settings_menu.waiting_for_key)
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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(14):
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self.game.handle_key_pressed(KeyValues.DOWN)
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# Change texture pack
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self.assertEqual(self.game.settings.TEXTURE_PACK, "ascii")
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.settings.TEXTURE_PACK, "squirrel")
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.settings.TEXTURE_PACK, "ascii")
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# Change language
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Translator.compilemessages()
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Translator.refresh_translations()
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self.game.settings.LOCALE = "en"
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.settings.LOCALE, "fr")
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self.assertEqual(_("New game"), "Nouvelle partie")
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.settings.LOCALE, "de")
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self.assertEqual(_("New game"), "Neu Spiel")
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.settings.LOCALE, "es")
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self.assertEqual(_("New game"), "Nuevo partido")
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.settings.LOCALE, "en")
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self.assertEqual(_("New game"), "New game")
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# Navigate to "back" button
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.game.handle_key_pressed(KeyValues.ENTER)
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self.assertEqual(self.game.state, GameMode.MAINMENU)
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def test_logs(self) -> None:
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"""
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Tests the use of logs
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"""
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self.assertEqual(self.game.logs.messages, ["Hello World !"])
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self.game.logs.add_messages(["Hello", "World"])
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self.assertEqual(self.game.logs.messages, ["Hello World !",
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"Hello", "World"])
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self.game.logs.clear()
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self.assertEqual(self.game.logs.messages, [])
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def test_dead_screen(self) -> None:
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"""
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Kills the player and renders the dead message on the fake screen.
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"""
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self.game.state = GameMode.PLAY
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# Kill player
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self.game.player.take_damage(self.game.player,
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self.game.player.health + 2)
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y, x = self.game.player.y, self.game.player.x
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for key in [KeyValues.UP, KeyValues.DOWN,
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KeyValues.LEFT, KeyValues.RIGHT]:
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self.game.handle_key_pressed(key)
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new_y, new_x = self.game.player.y, self.game.player.x
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self.assertEqual(new_y, y)
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self.assertEqual(new_x, x)
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def test_not_implemented(self) -> None:
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"""
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Checks that some functions are not implemented, only for coverage.
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"""
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self.assertRaises(NotImplementedError, Display.display, None)
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self.assertRaises(NotImplementedError, Display.update, None, self.game)
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def test_messages(self) -> None:
|
|
"""
|
|
Displays error messages.
|
|
"""
|
|
self.game.message = "I am an error"
|
|
self.game.display_actions(DisplayActions.UPDATE)
|
|
self.game.display_actions(DisplayActions.REFRESH)
|
|
self.game.handle_key_pressed(None, "random key")
|
|
self.assertIsNone(self.game.message)
|
|
|
|
def test_inventory_menu(self) -> None:
|
|
"""
|
|
Opens the inventory menu and interacts with items.
|
|
"""
|
|
self.game.state = GameMode.PLAY
|
|
# Open and close the inventory
|
|
self.game.handle_key_pressed(KeyValues.INVENTORY)
|
|
self.assertEqual(self.game.state, GameMode.INVENTORY)
|
|
self.game.handle_key_pressed(KeyValues.SPACE)
|
|
self.assertEqual(self.game.state, GameMode.PLAY)
|
|
|
|
# Add five bombs in the inventory
|
|
for ignored in range(5):
|
|
bomb = Bomb()
|
|
bomb.map = self.game.map
|
|
bomb.map.add_entity(bomb)
|
|
bomb.hold(self.game.player)
|
|
|
|
self.game.handle_key_pressed(KeyValues.INVENTORY)
|
|
self.assertEqual(self.game.state, GameMode.INVENTORY)
|
|
|
|
# Navigate in the menu
|
|
self.game.handle_key_pressed(KeyValues.DOWN)
|
|
self.game.handle_key_pressed(KeyValues.DOWN)
|
|
self.game.handle_key_pressed(KeyValues.DOWN)
|
|
self.assertEqual(self.game.inventory_menu.position, 3)
|
|
self.game.handle_key_pressed(KeyValues.DOWN)
|
|
self.game.handle_key_pressed(KeyValues.DOWN)
|
|
self.game.handle_key_pressed(KeyValues.UP)
|
|
self.game.handle_key_pressed(KeyValues.DOWN)
|
|
self.assertEqual(self.game.inventory_menu.position, 4)
|
|
|
|
# Equip key does nothing
|
|
self.game.handle_key_pressed(KeyValues.EQUIP)
|
|
|
|
# Drop an item
|
|
bomb = self.game.player.inventory[-1]
|
|
self.assertEqual(self.game.inventory_menu.validate(), bomb)
|
|
self.assertTrue(bomb.held)
|
|
self.assertEqual(bomb.held_by, self.game.player)
|
|
self.game.handle_key_pressed(KeyValues.DROP)
|
|
self.assertFalse(bomb.held)
|
|
self.assertIsNone(bomb.held_by)
|
|
self.assertIsNone(bomb.owner)
|
|
self.assertFalse(bomb.exploding)
|
|
self.assertEqual(bomb.y, self.game.player.y)
|
|
self.assertEqual(bomb.x, self.game.player.x)
|
|
|
|
# Use the bomb
|
|
bomb = self.game.player.inventory[-1]
|
|
self.assertEqual(self.game.inventory_menu.validate(), bomb)
|
|
self.assertTrue(bomb.held)
|
|
self.assertEqual(bomb.held_by, self.game.player)
|
|
self.game.handle_key_pressed(KeyValues.USE)
|
|
self.assertFalse(bomb.held)
|
|
self.assertIsNone(bomb.held_by)
|
|
self.assertEqual(bomb.owner, self.game.player)
|
|
self.assertTrue(bomb.exploding)
|
|
self.assertEqual(bomb.y, self.game.player.y)
|
|
self.assertEqual(bomb.x, self.game.player.x)
|
|
|
|
def test_talk_to_sunflowers(self) -> None:
|
|
"""
|
|
Interacts with sunflowers.
|
|
"""
|
|
self.game.state = GameMode.PLAY
|
|
|
|
sunflower = Sunflower()
|
|
sunflower.move(self.game.player.y + 1, self.game.player.x)
|
|
self.game.map.add_entity(sunflower)
|
|
|
|
# Does nothing
|
|
self.assertIsNone(self.game.handle_friendly_entity_chat(KeyValues.UP))
|
|
|
|
# Talk to sunflower... or not
|
|
self.game.handle_key_pressed(KeyValues.CHAT)
|
|
self.assertTrue(self.game.waiting_for_friendly_key)
|
|
# Wrong key
|
|
self.game.handle_key_pressed(KeyValues.EQUIP)
|
|
self.assertFalse(self.game.waiting_for_friendly_key)
|
|
self.game.handle_key_pressed(KeyValues.CHAT)
|
|
self.assertTrue(self.game.waiting_for_friendly_key)
|
|
self.game.handle_key_pressed(KeyValues.UP)
|
|
self.assertFalse(self.game.waiting_for_friendly_key)
|
|
self.assertEqual(self.game.state, GameMode.PLAY)
|
|
self.assertFalse(len(self.game.logs.messages) > 1)
|
|
|
|
# Talk to sunflower
|
|
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.PLAY)
|
|
self.assertTrue(self.game.logs.messages)
|
|
# Ensure that the message is a good message
|
|
self.assertTrue(any(self.game.logs.messages[1].endswith(msg)
|
|
for msg in Sunflower().dialogue_option))
|
|
|
|
# Test all directions to detect the friendly entity
|
|
self.game.player.move(sunflower.y + 1, sunflower.x)
|
|
self.game.handle_key_pressed(KeyValues.CHAT)
|
|
self.game.handle_key_pressed(KeyValues.UP)
|
|
self.assertEqual(len(self.game.logs.messages), 3)
|
|
self.game.player.move(sunflower.y, sunflower.x + 1)
|
|
self.game.handle_key_pressed(KeyValues.CHAT)
|
|
self.game.handle_key_pressed(KeyValues.LEFT)
|
|
self.assertEqual(len(self.game.logs.messages), 4)
|
|
self.game.player.move(sunflower.y, sunflower.x - 1)
|
|
self.game.handle_key_pressed(KeyValues.CHAT)
|
|
self.game.handle_key_pressed(KeyValues.RIGHT)
|
|
self.assertEqual(len(self.game.logs.messages), 5)
|
|
|
|
def test_talk_to_merchant(self) -> None:
|
|
"""
|
|
Interacts with merchants.
|
|
"""
|
|
self.game.state = GameMode.PLAY
|
|
|
|
merchant = Merchant()
|
|
merchant.move(self.game.player.y + 1, self.game.player.x)
|
|
self.game.map.add_entity(merchant)
|
|
|
|
# Does nothing
|
|
self.assertIsNone(self.game.handle_friendly_entity_chat(KeyValues.UP))
|
|
|
|
# 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.STORE)
|
|
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_store_menu)
|
|
self.game.handle_key_pressed(KeyValues.RIGHT)
|
|
self.assertTrue(self.game.is_in_store_menu)
|
|
self.game.handle_key_pressed(KeyValues.UP)
|
|
self.assertEqual(self.game.store_menu.position, 1)
|
|
|
|
self.game.player.hazel = 0x7ffff42ff
|
|
|
|
# The second item is not a heart
|
|
merchant.inventory[1] = sword = Sword()
|
|
# Buy the second item by clicking on it
|
|
item = self.game.store_menu.validate()
|
|
self.assertIn(item, merchant.inventory)
|
|
self.game.display_actions(DisplayActions.MOUSE, 7, 25,
|
|
curses.BUTTON1_CLICKED)
|
|
self.assertIn(item, self.game.player.inventory)
|
|
self.assertNotIn(item, merchant.inventory)
|
|
|
|
# Buy a heart
|
|
merchant.inventory[1] = Heart()
|
|
self.game.display_actions(DisplayActions.REFRESH)
|
|
item = self.game.store_menu.validate()
|
|
self.assertIn(item, merchant.inventory)
|
|
self.assertEqual(item, merchant.inventory[1])
|
|
self.game.player.health = self.game.player.maxhealth - 1 - item.healing
|
|
self.game.handle_key_pressed(KeyValues.ENTER)
|
|
self.assertNotIn(item, self.game.player.inventory)
|
|
self.assertNotIn(item, merchant.inventory)
|
|
self.assertEqual(self.game.player.health,
|
|
self.game.player.maxhealth - 1)
|
|
|
|
# We don't have enough of money
|
|
self.game.player.hazel = 0
|
|
item = self.game.store_menu.validate()
|
|
self.game.handle_key_pressed(KeyValues.ENTER)
|
|
self.assertNotIn(item, self.game.player.inventory)
|
|
self.assertIn(item, merchant.inventory)
|
|
self.assertEqual(self.game.message,
|
|
_("The buyer does not have enough money"))
|
|
self.game.handle_key_pressed(KeyValues.ENTER)
|
|
|
|
# Sell an item
|
|
self.game.inventory_menu.position = len(self.game.player.inventory) - 1
|
|
self.game.handle_key_pressed(KeyValues.LEFT)
|
|
self.assertFalse(self.game.is_in_store_menu)
|
|
self.assertIn(sword, self.game.player.inventory)
|
|
self.assertEqual(self.game.inventory_menu.validate(), sword)
|
|
old_player_money, old_merchant_money = self.game.player.hazel,\
|
|
merchant.hazel
|
|
self.game.handle_key_pressed(KeyValues.ENTER)
|
|
self.assertNotIn(sword, self.game.player.inventory)
|
|
self.assertIn(sword, merchant.inventory)
|
|
self.assertEqual(self.game.player.hazel, old_player_money + sword.price)
|
|
self.assertEqual(merchant.hazel, old_merchant_money - sword.price)
|
|
|
|
# Exit the menu
|
|
self.game.handle_key_pressed(KeyValues.SPACE)
|
|
self.assertEqual(self.game.state, GameMode.PLAY)
|
|
|
|
def test_equipment(self) -> None:
|
|
"""
|
|
Ensure that equipment is working.
|
|
"""
|
|
self.game.state = GameMode.INVENTORY
|
|
|
|
# sword goes into the main equipment slot
|
|
sword = Sword()
|
|
sword.hold(self.game.player)
|
|
self.game.handle_key_pressed(KeyValues.EQUIP)
|
|
self.assertEqual(self.game.player.equipped_main, sword)
|
|
self.assertFalse(self.game.player.inventory)
|
|
|
|
# shield goes into the secondary equipment slot
|
|
shield = Shield()
|
|
shield.hold(self.game.player)
|
|
self.game.handle_key_pressed(KeyValues.EQUIP)
|
|
self.assertEqual(self.game.player.equipped_secondary, shield)
|
|
self.assertFalse(self.game.player.inventory)
|
|
|
|
# helmet goes into the helmet slot
|
|
helmet = Helmet()
|
|
helmet.hold(self.game.player)
|
|
self.game.handle_key_pressed(KeyValues.EQUIP)
|
|
self.assertEqual(self.game.player.equipped_helmet, helmet)
|
|
self.assertFalse(self.game.player.inventory)
|
|
|
|
# helmet goes into the armor slot
|
|
chestplate = Chestplate()
|
|
chestplate.hold(self.game.player)
|
|
self.game.handle_key_pressed(KeyValues.EQUIP)
|
|
self.assertEqual(self.game.player.equipped_armor, chestplate)
|
|
self.assertFalse(self.game.player.inventory)
|
|
|
|
# Use bomb
|
|
bomb = Bomb()
|
|
bomb.hold(self.game.player)
|
|
self.game.handle_key_pressed(KeyValues.EQUIP)
|
|
self.assertEqual(self.game.player.equipped_secondary, bomb)
|
|
self.assertIn(shield, self.game.player.inventory)
|
|
self.game.state = GameMode.PLAY
|
|
self.game.handle_key_pressed(KeyValues.USE)
|
|
self.assertIsNone(self.game.player.equipped_secondary)
|
|
self.game.state = GameMode.INVENTORY
|
|
self.game.handle_key_pressed(KeyValues.EQUIP)
|
|
self.assertEqual(self.game.player.equipped_secondary, shield)
|
|
self.assertFalse(self.game.player.inventory)
|
|
|
|
# Reequip, which is useless but covers code
|
|
sword.equip()
|
|
shield.equip()
|
|
helmet.equip()
|
|
chestplate.equip()
|
|
self.game.save_state()
|
|
|
|
# Unequip all
|
|
sword.unequip()
|
|
shield.unequip()
|
|
helmet.unequip()
|
|
chestplate.unequip()
|
|
self.assertIsNone(self.game.player.equipped_main)
|
|
self.assertIsNone(self.game.player.equipped_secondary)
|
|
self.assertIsNone(self.game.player.equipped_helmet)
|
|
self.assertIsNone(self.game.player.equipped_armor)
|
|
self.assertIn(sword, self.game.player.inventory)
|
|
self.assertIn(shield, self.game.player.inventory)
|
|
self.assertIn(helmet, self.game.player.inventory)
|
|
self.assertIn(chestplate, self.game.player.inventory)
|
|
|
|
# Test rings
|
|
self.game.player.inventory.clear()
|
|
ring = RingCritical()
|
|
ring.hold(self.game.player)
|
|
self.game.display_actions(DisplayActions.REFRESH)
|
|
old_critical = self.game.player.critical
|
|
self.game.handle_key_pressed(KeyValues.EQUIP)
|
|
self.assertEqual(self.game.player.critical,
|
|
old_critical + ring.critical)
|
|
self.game.save_state()
|
|
ring.unequip()
|
|
|
|
def test_monocle(self) -> None:
|
|
"""
|
|
The player is wearing a monocle, then the stats are displayed.
|
|
"""
|
|
self.game.state = GameMode.PLAY
|
|
|
|
monocle = Monocle()
|
|
monocle.hold(self.game.player)
|
|
monocle.equip()
|
|
|
|
sea_eagle = GiantSeaEagle()
|
|
self.game.map.add_entity(sea_eagle)
|
|
sea_eagle.move(2, 6)
|
|
|
|
self.game.display_actions(DisplayActions.REFRESH)
|
|
|
|
def test_ladders(self) -> None:
|
|
"""
|
|
Ensure that the player can climb on ladders.
|
|
"""
|
|
self.game.state = GameMode.PLAY
|
|
|
|
self.assertEqual(self.game.player.map.floor, 0)
|
|
self.game.handle_key_pressed(KeyValues.LADDER)
|
|
self.assertEqual(self.game.player.map.floor, 0)
|
|
|
|
# Move nowhere
|
|
self.game.player.move(10, 10)
|
|
self.game.handle_key_pressed(KeyValues.LADDER)
|
|
self.assertEqual(self.game.player.map.floor, 0)
|
|
|
|
# Move down
|
|
self.game.player.move(3, 40) # Move on a ladder
|
|
self.game.handle_key_pressed(KeyValues.LADDER)
|
|
self.assertEqual(self.game.map_index, 1)
|
|
self.assertEqual(self.game.player.map.floor, 1)
|
|
self.game.display_actions(DisplayActions.UPDATE)
|
|
|
|
# Move up
|
|
self.game.handle_key_pressed(KeyValues.LADDER)
|
|
self.assertEqual(self.game.player.map.floor, 0)
|
|
self.assertEqual(self.game.player.y, 3)
|
|
self.assertEqual(self.game.player.x, 40)
|
|
self.game.display_actions(DisplayActions.UPDATE)
|
|
|
|
def test_credits(self) -> None:
|
|
"""
|
|
Load credits menu.
|
|
"""
|
|
self.game.state = GameMode.MAINMENU
|
|
|
|
self.game.display_actions(DisplayActions.MOUSE, 41, 41,
|
|
curses.BUTTON1_CLICKED)
|
|
self.assertEqual(self.game.state, GameMode.CREDITS)
|
|
self.game.display_actions(DisplayActions.MOUSE, 21, 21,
|
|
curses.BUTTON1_CLICKED)
|
|
self.game.display_actions(DisplayActions.REFRESH)
|
|
|
|
self.game.state = GameMode.CREDITS
|
|
self.game.handle_key_pressed(KeyValues.ENTER)
|
|
|
|
self.assertEqual(self.game.state, GameMode.MAINMENU)
|
|
|
|
def test_launch(self) -> None:
|
|
"""
|
|
Use the long range weapons to kill some entities.
|
|
"""
|
|
self.game.state = GameMode.PLAY
|
|
self.game.player.move(2, 6)
|
|
|
|
b = Bow()
|
|
b.held_by = self.game.player
|
|
self.game.player.equipped_main = b
|
|
self.assertTrue(self.game.player.equipped_main)
|
|
|
|
entity = Rabbit()
|
|
entity.health = 1
|
|
self.game.map.add_entity(entity)
|
|
entity.move(3, 6)
|
|
|
|
self.game.handle_launch(KeyValues.UP)
|
|
|
|
self.game.waiting_for_launch_key = True
|
|
self.game.handle_key_pressed(KeyValues.CHAT)
|
|
|
|
entity = Rabbit()
|
|
entity.health = 1
|
|
self.game.map.add_entity(entity)
|
|
entity.move(2, 8)
|
|
self.game.waiting_for_launch_key = True
|
|
self.game.handle_key_pressed(KeyValues.RIGHT)
|
|
|
|
entity = Rabbit()
|
|
entity.health = 1
|
|
self.game.map.add_entity(entity)
|
|
entity.move(2, 5)
|
|
self.game.waiting_for_launch_key = True
|
|
self.game.handle_key_pressed(KeyValues.LEFT)
|
|
|
|
key = "l"
|
|
KeyValues.translate_key(key, self.game.settings)
|
|
|
|
self.game.handle_key_pressed(KeyValues.LAUNCH)
|
|
self.assertTrue(self.game.waiting_for_launch_key)
|
|
self.game.handle_key_pressed(KeyValues.DOWN)
|
|
|
|
self.assertTrue(entity.dead)
|
|
|
|
entity2 = Rabbit()
|
|
entity2.health = 1
|
|
self.game.map.add_entity(entity2)
|
|
entity2.move(1, 6)
|
|
|
|
b = FireBallStaff()
|
|
self.game.player.inventory.append(b)
|
|
b.held_by = self.game.player
|
|
b.equip()
|
|
|
|
self.game.handle_key_pressed(KeyValues.LAUNCH)
|
|
self.assertTrue(self.game.waiting_for_launch_key)
|
|
self.game.handle_key_pressed(KeyValues.UP)
|
|
|
|
self.assertTrue(entity2.dead)
|
|
|
|
def test_scrolls(self) -> None:
|
|
"""
|
|
Use the scrolls.
|
|
"""
|
|
self.game.state = GameMode.PLAY
|
|
self.game.player.move(2, 6)
|
|
|
|
entity = Rabbit()
|
|
self.game.map.add_entity(entity)
|
|
entity.move(3, 6)
|
|
|
|
entity2 = GiantSeaEagle()
|
|
self.game.map.add_entity(entity2)
|
|
entity2.move(3, 8)
|
|
|
|
scroll1 = ScrollofDamage()
|
|
scroll2 = ScrollofWeakening()
|
|
self.game.player.inventory.append(scroll1)
|
|
self.game.player.inventory.append(scroll2)
|
|
scroll1.held_by = self.game.player
|
|
scroll2.held_by = self.game.player
|
|
|
|
scroll1.use()
|
|
self.assertTrue(entity.health != entity.maxhealth)
|
|
self.assertTrue(entity2.health != entity2.maxhealth)
|
|
|
|
scroll2.use()
|
|
self.assertEqual(entity.strength, 0)
|
|
self.assertEqual(entity2.strength, 999)
|
|
|
|
self.game.map.tick(self.game.player)
|
|
self.game.map.tick(self.game.player)
|
|
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
|
|
item = self.game.chest_menu.validate()
|
|
self.assertIn(item, chest.inventory)
|
|
self.game.display_actions(DisplayActions.MOUSE, 7, 25,
|
|
curses.BUTTON1_CLICKED)
|
|
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)
|
|
|
|
def test_doors(self) -> None:
|
|
"""
|
|
Check that the user can open doors.
|
|
"""
|
|
self.game.state = GameMode.PLAY
|
|
|
|
self.game.player.move(9, 8)
|
|
self.assertEqual(self.game.map.tiles[10][8], Tile.DOOR)
|
|
# Open door
|
|
self.game.handle_key_pressed(KeyValues.DOWN)
|
|
self.assertEqual(self.game.map.tiles[10][8], Tile.FLOOR)
|
|
self.assertEqual(self.game.player.y, 10)
|
|
self.assertEqual(self.game.player.x, 8)
|
|
self.game.display_actions(DisplayActions.REFRESH)
|