def setup(self):
        """
        Setup test case
        """
        self.effect = (EffectBuilder()
                       .with_duration(None)
                       .with_frequency(None)
                       .with_tick(None)
                       .build())

        self.model = Model()

        self.character1 = (CharacterBuilder()
                           .as_player_character()
                           .with_model(self.model)
                           .with_tick(10)
                           .build())

        self.character2 = (CharacterBuilder()
                           .with_model(self.model)
                           .with_tick(8)
                           .with_effect(self.effect)
                           .build())

        (LevelBuilder().with_character(self.character1, (2, 2))
                       .with_character(self.character2, (5, 5))
                       .build())

        self.model.player = self.character1
    def test_adding_effect(self):
        """
        Test that poison effect can be added to a character
        """
        character = CharacterBuilder().build()
        poison = mock(Poison)

        character.add_effect(poison)

        assert_that(character, has_effect(poison))
Beispiel #3
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    def test_adding_effect(self):
        """
        Test that poison effect can be added to a character
        """
        character = CharacterBuilder().build()
        poison = mock(Poison)

        character.add_effect(poison)

        assert_that(character, has_effect(poison))
Beispiel #4
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    def setup(self):
        """
        Setup test cases
        """
        self.caster = (
            CharacterBuilder().with_name('Carth the Caster').build())

        self.target1 = (
            CharacterBuilder().with_name('Tammy the Target1').build())

        self.level = (LevelBuilder().with_character(
            self.caster, (10, 5)).with_character(
                self.target1, (5, 5)).with_floor_tile(FLOOR).with_wall_tile(
                    EMPTY_WALL).with_solid_wall_tile(SOLID_WALL).with_size(
                        (20, 20)).build())
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    def setup(self):
        """
        Setup test cases
        """
        self.character = (CharacterBuilder()
                          .with_hit_points(10)
                          .with_max_hp(20)
                          .build())

        effect_config = {'healing wind':
                            {'type': Heal,
                             'duration': 0,
                             'frequency': 0,
                             'tick': 0,
                             'healing': 1,
                             'icon': 'icon',
                             'title': 'Cure minor wounds',
                             'description': 'Cures small amount of damage'}}

        self.effects = get_effect_creator(effect_config)

        self.effect_handle = EffectHandle(trigger = 'on spell hit',
                                          effect = 'healing wind',
                                          parameters = {},
                                          charges = 1)

        self.spell = (SpellBuilder()
                        .with_effect_handle(self.effect_handle)
                        .with_target(self.character)
                        .build())
    def setup(self):
        """
        Setup the test case
        """
        self.rng = Random()
        self.model = mock()

        self.effect_factory = get_effect_creator({
            'heal': {
                'type': Heal,
                'duration': 0,
                'frequency': 0,
                'tick': 0,
                'healing': 10,
                'icon': 101,
                'title': 'title',
                'description': 'major heal'
            }
        })

        drink_factory = DrinkFactory(self.effect_factory)
        set_action_factory(ActionFactory(self.model, drink_factory))

        self.character = (
            CharacterBuilder().with_hit_points(1).with_max_hp(5).build())
        effect = (HealBuilder().with_duration(0).with_frequency(0).with_tick(
            0).with_healing(5).with_target(self.character).build())

        self.potion = (
            ItemBuilder().with_name('healing potion').with_effect_handle(
                EffectHandleBuilder().with_trigger('on drink').with_effect(
                    'heal')).build())

        self.character.inventory.append(self.potion)
    def __init__(self):
        """
        Default constructor
        """
        super().__init__()

        self.character = CharacterBuilder().build()
Beispiel #8
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    def test_casting_spell_raises_spirit_changed_event(self):
        """
        Since casting spells uses spirit, an appropriate event should be raised
        """
        spell = (SpellBuilder()
                     .with_spirit(10)
                     .build())

        caster = (CharacterBuilder()
                      .with_spirit(20)
                      .build())

        listener = EventListener()
        caster.register_for_updates(listener)

        effects_factory = mock()

        action = SpellCastingAction(caster = caster,
                                    spell = spell,
                                    effects_factory = effects_factory)
        action.execute()

        events = [event for event in listener.events
                  if e_event_type(event) == 'spirit points changed']

        assert_that(len(events), is_(equal_to(1)))
    def test_creating_poison_with_paramarray(self):
        """
        Test that poison can be created by passing it a parameter array
        """
        character = CharacterBuilder().build()

        params = {
            'duration': 150,
            'frequency': 30,
            'tick': 10,
            'damage': 1,
            'target': character,
            'icon': 101,
            'title': 'Moderate poison',
            'description': 'Causes damage'
        }

        effect = Poison(**params)

        assert_that(effect.duration, is_(equal_to(150)))
        assert_that(effect.frequency, is_(equal_to(30)))
        assert_that(effect.damage, is_(equal_to(1)))
        assert_that(effect.target, is_(equal_to(character)))
        assert_that(effect.icon, is_(equal_to(101)))
        assert_that(effect.title, is_(equal_to('Moderate poison')))
        assert_that(effect.description, is_(equal_to('Causes damage')))
    def test_creating_poison(self):
        """
        Test that poison effect can be created
        """
        character = CharacterBuilder().build()
        effects = get_effect_creator({
            'poison': {
                'type': Poison,
                'duration': 150,
                'frequency': 30,
                'tick': 10,
                'damage': 5,
                'icon': 101,
                'title': 'Moderate poison',
                'description': 'Causes damage'
            }
        })

        effect = effects('poison', target=character)

        assert_that(effect.duration, is_(equal_to(150)))
        assert_that(effect.frequency, is_(equal_to(30)))
        assert_that(effect.damage, is_(equal_to(5)))
        assert_that(effect.target, is_(equal_to(character)))
        assert_that(effect.icon, is_(equal_to(101)))
        assert_that(effect.title, is_(equal_to('Moderate poison')))
        assert_that(effect.description, is_(equal_to('Causes damage')))
    def setup(self):
        """
        Test setup
        """
        self.level = LevelBuilder().build()

        self.monster_1 = (CharacterBuilder().with_name('Pete').build())

        self.monster_2 = (CharacterBuilder().with_name('Uglak').build())

        self.monster_1.artificial_intelligence = lambda: None
        self.monster_2.artificial_intelligence = lambda: None

        add_character(self.level, (5, 5), self.monster_1)
        add_character(self.level, (6, 5), self.monster_2)

        set_action_factory(ActionFactoryBuilder().build())
Beispiel #12
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    def test_add_domain_level(self):
        """
        Test that a domain level can be added
        """
        caster = (CharacterBuilder().with_domain('fire', 1).build())

        caster.add_domain_level('fire')

        assert_that(caster.get_domain_level('fire'), is_(equal_to(2)))
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    def test_add_multiple_levels(self):
        """
        Adding more than one level should be possible with a single call
        """
        caster = (CharacterBuilder().with_domain('fire', 1).build())

        caster.add_domain_level('fire', 5)

        assert_that(caster.get_domain_level('fire'), is_(equal_to(6)))
    def test_is_proficient(self):
        """
        Test that weapon proficiency of character can be checked
        """
        creature = CharacterBuilder().build()

        weapon = (ItemBuilder().with_name('club').with_tag('weapon').with_tag(
            'one-handed weapon').with_tag('melee').with_tag(
                'simple weapon').with_damage(
                    2, 'bashing').with_weapon_type('simple').build())

        proficiency = creature.is_proficient(weapon)
        assert_that(proficiency, is_(equal_to(False)))

        creature.feats.append(WeaponProficiency('simple'))

        proficiency = creature.is_proficient(weapon)
        assert_that(proficiency, is_(equal_to(True)))
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    def test_casting_spell_raises_spirit_changed_event(self):
        """
        Since casting spells uses spirit, an appropriate event should be raised
        """
        spell = SpellBuilder().with_spirit(10).build()

        caster = CharacterBuilder().with_spirit(20).build()

        listener = EventListener()
        caster.register_for_updates(listener)

        effects_factory = mock()

        action = SpellCastingAction(caster=caster, spell=spell, effects_factory=effects_factory)
        action.execute()

        events = [event for event in listener.events if e_event_type(event) == "spirit points changed"]

        assert_that(len(events), is_(equal_to(1)))
    def test_negative_damage_is_zeroed(self):
        """
        Test that damage below zero is zeroed
        """
        character = CharacterBuilder().build()
        damage = new_damage([(-1, 'negative damage')])

        damage_inflicted = damage(target=character)

        assert_that(damage_inflicted[0], is_(equal_to(0)))
    def test_event_is_raised_for_hp_change(self):
        """
        Event should be raised when hit points change
        """
        listener = mock()

        character = (CharacterBuilder().with_update_listener(listener).build())

        character.hit_points = 20

        verify(listener).receive_update(EventType('hit points changed'))
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def Wizard():
    """
    Creates a wizardcharacter

    :returns: fully initialised wizard
    :rtype: Character
    """
    character = (CharacterBuilder().with_hit_points(5).with_max_hp(
        5).with_spirit(20).with_max_spirit(20).with_speed(4).with_body(
            4).with_mind(8).with_attack(1).with_name('Wizard').build())

    return character
    def test_wear_boots(self):
        """
        Test that boots can be worn
        """
        character = CharacterBuilder().build()

        boots = (ItemBuilder().with_name('boots').with_boots_speed_modifier(
            1).build())

        equip(character, boots)

        assert_that(character, is_wearing_boots(boots))
    def test_wear_armour(self):
        """
        Test that armour can be worn
        """
        character = CharacterBuilder().build()

        armour = (ItemBuilder().with_damage_reduction(2).with_speed_modifier(
            1).with_name('leather armour').build())

        equip(character, armour)

        assert_that(character, is_wearing_armour(armour))
    def test_triggering_damage_raises_event(self):
        """
        Triggering damage effect should raise a proper event
        """
        model = mock()
        target = (CharacterBuilder().with_model(model).build())

        effect = (DamageBuilder().with_target(target).build())

        effect.trigger()

        verify(model).raise_event(event_type_of('damage triggered'))
Beispiel #22
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    def setup(self):
        """
        Setup test cases
        """
        self.level = LevelBuilder().build()

        self.character = (CharacterBuilder()
                                .with_level(self.level)
                                .with_location((5, 5))
                                .build())

        self.spell_generator = SpellGeneratorBuilder().build()
    def setup(self):
        """
        Setup test case
        """
        self.model = mock()

        effects = get_effect_creator({'poison':
                                        {'type': Poison,
                                         'duration': 12,
                                         'frequency': 3,
                                         'tick': 3,
                                         'damage': 5,
                                         'icon': 101,
                                         'title': 'poison',
                                         'description': 'Causes damage'}})

        pyherc.vtable['\ufdd0:create-effect'] = effects
        
        set_action_factory(ActionFactoryBuilder()
                           .with_effect_factory(effects)
                           .build())

        self.attacker = (CharacterBuilder()
                         .with_location((5, 5))
                         .with_effect_handle(EffectHandleBuilder()
                                             .with_trigger('on attack hit')
                                             .with_effect('poison'))
                         .with_model(self.model)
                         .build())

        self.defender = (CharacterBuilder()
                         .with_location((5, 4))
                         .with_hit_points(50)
                         .with_model(self.model)
                         .build())

        (LevelBuilder().with_character(self.attacker)
                       .with_character(self.defender)
                       .build())
Beispiel #24
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    def test_healing_does_not_heal_over_max_hp(self):
        """
        Test that character does not get healed over his maximum hp when getting healing effect
        """
        character = (
            CharacterBuilder().with_hit_points(1).with_max_hp(5).build())

        effect = (HealBuilder().with_duration(0).with_frequency(0).with_tick(
            0).with_healing(10).with_target(character).build())

        effect.trigger()

        assert_that(character.hit_points, is_(equal_to(5)))
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    def test_healing_effect(self):
        """
        Test that a healing effect can be applied on a character
        """
        character = (
            CharacterBuilder().with_hit_points(1).with_max_hp(15).build())

        effect = (HealBuilder().with_duration(0).with_frequency(0).with_tick(
            0).with_healing(10).with_target(character).build())

        effect.trigger()

        assert_that(character.hit_points, is_(equal_to(11)))
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    def test_damage_effect(self):
        """
        Test that a damage effect can be applied on a character
        """
        character = (
            CharacterBuilder().with_hit_points(15).with_max_hp(15).build())

        effect = (DamageBuilder().with_duration(0).with_frequency(0).with_tick(
            0).with_damage(10).with_target(character).build())

        effect.trigger()

        assert_that(character.hit_points, is_(equal_to(5)))
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    def test_getting_spell_list(self):
        """
        It should be possible to get a list of known spells
        """
        fireball = (SpellEntryBuilder().with_name('fireball').with_domain(
            'fire', 1).build())

        caster = (CharacterBuilder().with_domain(
            'fire', 1).with_spell_entry(fireball).build())

        spells = caster.get_known_spells()

        assert_that(spells, has_item(fireball))
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def Adventurer():
    """
    Creates a adventurer character

    :returns: fully initialised adventurer
    :rtype: Character
    """
    character = (CharacterBuilder().with_hit_points(10).with_max_hp(
        10).with_speed(5).with_body(5).with_mind(5).with_attack(1).with_name(
            'Adventurer').build())
    add_history_value(character, 'hit_points')

    return character
Beispiel #29
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    def test_dispatching_event_to_listeners(self):
        """
        Test that events are dispatched to listeners
        """
        event = new_move_event(character=(CharacterBuilder().with_model(
            self.model).build()),
                               old_location=(5, 5),
                               old_level=self.level,
                               direction=1)

        self.model.raise_event(event)

        verify(self.listener).receive_event(event)
    def test_moving_when_stairs_are_blocked(self):
        """
        Moving should be possible, even if stairs other end is blocked
        """
        blocker = CharacterBuilder().build()

        add_character(self.level2, (10, 10), blocker)

        pyherc.vtable['\ufdd0:move'](character=self.character,
                                     direction=Direction.enter)

        assert_that(blocker.level, is_(equal_to(self.level2)))
        assert_that(self.character.level, is_(equal_to(self.level2)))
    def test_taking_off_boots(self):
        """
        Boots can be removed
        """
        character = CharacterBuilder().build()

        boots = (ItemBuilder().with_name('boots').with_boots_speed_modifier(
            1).build())

        character.inventory.boots = boots

        unequip(character, boots)

        assert_that(character, is_not(is_wearing_boots(boots)))
    def test_raising_event(self):
        """
        Test that character can raise event
        """
        model = mock()
        character = (CharacterBuilder().with_model(model).build())

        character.raise_event(
            new_move_event(character=character,
                           old_location=character.location,
                           old_level=None,
                           direction=1))

        verify(model).raise_event(EventType('move'))
Beispiel #33
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    def test_is_proficient(self):
        """
        Test that weapon proficiency of character can be checked
        """
        creature = CharacterBuilder().build()

        weapon = (ItemBuilder()
                        .with_name('club')
                        .with_tag('weapon')
                        .with_tag('one-handed weapon')
                        .with_tag('melee')
                        .with_tag('simple weapon')
                        .with_damage(2)
                        .with_weapon_type('simple')
                        .build())

        proficiency = creature.is_proficient(weapon)
        assert_that(proficiency, is_(equal_to(False)))

        creature.feats.append(WeaponProficiency('simple'))

        proficiency = creature.is_proficient(weapon)
        assert_that(proficiency, is_(equal_to(True)))
Beispiel #34
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class TestEffectHandling():
    """
    Test for adding effects
    """
    def __init__(self):
        """
        Default constructor
        """
        super().__init__()

        self.character = None

    def setup(self):
        """
        Setup test case
        """
        self.character = CharacterBuilder().build()

    def test_add_effect(self):
        """
        Adding a single effect should be possible
        """
        effect = EffectBuilder().build()

        self.character.add_effect(effect)

        assert_that(self.character, has_effect(effect))

    def test_add_multiple_effects(self):
        """
        It should be possible to add multiple effects of different type
        """
        effect_1 = (EffectBuilder()
                    .with_effect_name('spell')
                    .build())
        effect_2 = (EffectBuilder()
                    .with_effect_name('curse')
                    .build())

        self.character.add_effect(effect_1)
        self.character.add_effect(effect_2)

        assert_that(self.character, has_effect(effect_1))
        assert_that(self.character, has_effect(effect_2))

    def test_add_multiple_effects_of_same_type(self):
        """
        Adding multiple effects of same type should not be possible
        """
        effect_1 = (EffectBuilder()
                    .with_effect_name('spell')
                    .build())
        effect_2 = (EffectBuilder()
                    .with_effect_name('spell')
                    .build())

        self.character.add_effect(effect_1)
        self.character.add_effect(effect_2)

        assert_that(self.character, has_effect(effect_1))
        assert_that(self.character, is_not(has_effect(effect_2)))

    def test_add_multiple_effects_of_same_type_when_allowed(self):
        """
        In special cases, adding multiple effects of same type is allowed
        """
        effect_1 = (EffectBuilder()
                    .with_effect_name('spell')
                    .with_multiple_allowed()
                    .build())
        effect_2 = (EffectBuilder()
                    .with_effect_name('spell')
                    .with_multiple_allowed()
                    .build())

        self.character.add_effect(effect_1)
        self.character.add_effect(effect_2)

        assert_that(self.character, has_effect(effect_1))
        assert_that(self.character, has_effect(effect_2))

    def test_worn_boots_effects(self):
        """
        Boots' effects are reported as user's effects
        """
        effect = (EffectBuilder()
                  .build())

        item = (ItemBuilder()
                .with_effect(effect)
                .build())

        self.character.inventory.boots = item

        assert_that(self.character, has_effect(effect))
Beispiel #35
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 def setup(self):
     """
     Setup test case
     """
     self.character = CharacterBuilder().build()