Example #1
0
 def t (test):
     for y in fight_and_horror_check (5, 5, 5): yield y # +1 horror
     yield fun.matchclass (arkham.GameplayAction_Fight)
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
     for y in [5] * (5 + (3 if undead else 0)): yield y
     yield fun.matchclass (arkham.GameplayAction_Stay)
     raise tester.EndTest (True)
Example #2
0
 def actions(self):
     yield fun.matchclass(arkham.GameplayAction_Stay)
     yield fun.matchclass(arkham.GameplayAction_DealWithMonster)
     yield fun.matchclass(arkham.GameplayAction_Evade)
     yield fun.matchclass(arkham.GameplayAction_NormalCheckHook)
     for roll in (5,):
         yield roll
Example #3
0
def cast_spell(damage, *roll):
    yield fun.matchclass(arkham.GameplayAction_Multiple)  # cast spell
    if damage:
        yield fun.matchclass(arkham.GameplayAction_IncurDamage)  # spell damage
    yield fun.matchclass(arkham.GameplayAction_NormalCheckHook)  # lore check
    for i in roll:
        yield i
 def actions(self):
     yield fun.matchclass(arkham.GameplayAction_Multiple)
     yield fun.matchclass(arkham.GameplayAction_IncurDamage)
     yield fun.matchclass(arkham.GameplayAction_NormalCheckHook)
     yield 5  # succeed lore check
     yield fun.matchclass(
         arkham.GameplayAction_Stay)  # the damage got reduced out
Example #5
0
def test3 (test):
    yield fun.matchclass (arkham.GameplayAction_Stay)
    yield fun.matchclass (arkham.GameplayAction_DealWithMonster)
    yield fun.matchclass (arkham.GameplayAction_Evade)
    yield fun.matchclass (arkham.GameplayAction_Multiple)
    yield fun.matchclass (arkham.GameplayAction_Stay)
    raise tester.EndTest (True)
Example #6
0
 def actions (self):
     yield fun.matchclass (arkham.GameplayAction_Stay)
     yield fun.matchclass (arkham.GameplayAction_DealWithMonster)
     yield fun.matchclass (arkham.GameplayAction_Evade)
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
     for roll in 4,: yield roll
     yield fun.matchclass (arkham.GameplayAction_FailRoll)
Example #7
0
def test17 (test):
    for y in fight_and_horror_check (5, 5): yield y
    yield fun.matchclass (arkham.GameplayAction_Fight)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    for y in 1,1,1,1,1,1,1,1,6: yield y
    yield fun.matchclass (arkham.GameplayAction_Stay)
    raise tester.EndTest (True)
Example #8
0
def test1 (test, name):
    yield fun.and_ (action_bound_item_named (name),
                    fun.matchclass (arkham.GameplayAction_Multiple))
    clues = test.inv.clues ()
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    for dice in 5,5: yield dice
    assert test.inv.clues () == clues + 3
    raise tester.EndTest (True)
Example #9
0
 def actions(cls, test):
     yield fun.matchclass(arkham.GameplayAction_Stay)
     yield fun.take_first()
     yield fun.matchclass(arkham.GameplayAction_Fight)
     yield fun.matchclass(arkham.GameplayAction_Multiple)
     yield fun.matchclass(arkham.GameplayAction_IncurDamage)
     assert len(test.inv.trophies()) == 5
     raise tester.EndTest(True)
Example #10
0
def test11(test, name):
    yield fun.and_(action_bound_item_named(name),
                   fun.matchclass(arkham.GameplayAction_Multiple))
    clues = test.inv.clues()
    yield fun.matchclass(arkham.GameplayAction_NormalCheckHook)
    yield 5
    assert test.inv.clues() == clues + 4
    raise tester.EndTest(True)
 def actions (cls, test):
     yield fun.matchclass (arkham.GameplayAction_Stay)
     yield fun.take_first ()
     yield fun.matchclass (arkham.GameplayAction_Fight)
     yield fun.matchclass (arkham.GameplayAction_Multiple)
     yield fun.matchclass (arkham.GameplayAction_IncurDamage)
     assert len (test.inv.trophies ()) == 5
     raise tester.EndTest (True)
Example #12
0
def test2 (test, name):
    yield fun.and_ (action_bound_item_named (name),
                    fun.matchclass (arkham.GameplayAction_Multiple))
    items1 = set (item.proto () for item in test.inv.m_items)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    for dice in 5,5: yield dice
    items2 = set (item.proto () for item in test.inv.m_items)
    discard_gain_new (items1, items2)
    raise tester.EndTest (True)
Example #13
0
def test5(test, name):
    items1 = set(item.proto() for item in test.inv.m_items)
    yield fun.and_(action_bound_item_named(name),
                   fun.matchclass(arkham.GameplayAction_Multiple))
    yield fun.matchclass(arkham.GameplayAction_NormalCheckHook)
    yield 5
    items2 = set(item.proto() for item in test.inv.m_items)
    discard_gain_new(items1, items2)
    raise tester.EndTest(True)
Example #14
0
def test12 (test):
    trophies = len (test.inv.trophies ())
    for y in fight_and_horror_check (5, 5): yield y
    yield fun.matchclass (arkham.GameplayAction_Fight)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # combat check
    for i in 5, 5, 5, 5, 5, 5, 5: yield i
    assert trophies == len (test.inv.trophies ())
    yield fun.matchclass (arkham.GameplayAction_Stay)
    raise tester.EndTest (True)
Example #15
0
 def t(test):
     h = test.inv.health (arkham.health_stamina)
     hv = h.cur ()
     for y in fight_and_horror_check (5, 5): yield y
     yield fun.matchclass (arkham.GameplayAction_Fight)
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # combat check
     for y in 1, 1, 1, 1, 1, 5, 5: yield y # pass combat check
     assert h.cur () == hv - n
     yield fun.matchclass (arkham.GameplayAction_Stay)
     raise tester.EndTest (True)
 def actions (cls, test):
     yield fun.matchclass (arkham.GameplayAction_Stay)
     yield fun.matchclass (arkham.GameplayAction_DealWithMonster)
     yield fun.matchclass (arkham.GameplayAction_Fight)
     trophies = len (test.inv.trophies ())
     yield fun.if_else (action_bound_item_named (cls.item_name),
                        fun.matchclass (arkham.GameplayAction_Multiple))
     yield fun.matchclass (arkham.GameplayAction_IncurDamage)
     assert len (test.inv.trophies ()) == trophies + 1
     raise tester.EndTest (True)
Example #17
0
 def actions(cls, test):
     yield fun.matchclass(arkham.GameplayAction_Stay)
     yield fun.matchclass(arkham.GameplayAction_DealWithMonster)
     yield fun.matchclass(arkham.GameplayAction_Fight)
     trophies = len(test.inv.trophies())
     yield fun.if_else(action_bound_item_named(cls.item_name),
                       fun.matchclass(arkham.GameplayAction_Multiple))
     yield fun.matchclass(arkham.GameplayAction_IncurDamage)
     assert len(test.inv.trophies()) == trophies + 1
     raise tester.EndTest(True)
Example #18
0
 def t (test):
     yield fun.matchclass (arkham.GameplayAction_Stay)
     yield fun.matchclass (arkham.GameplayAction_DealWithMonster)
     yield fun.matchclass (arkham.GameplayAction_Evade)
     yield lambda action: (" lore(%+d) " % awareness) in action.name ()
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # lore check
     for i in range (3 + awareness):
         yield 5
     yield fun.matchclass (arkham.GameplayAction_Stay)
     raise tester.EndTest (True)
Example #19
0
 def t (test, name):
     h = test.inv.health (arkham.health_stamina)
     h.reduce (5)
     hv = h.cur ()
     yield fun.matchclass (arkham.GameplayAction_Stay) # wait for next round
     for y in cast_spell (True, *list (5 if i < n else 1 for i in range (4))): yield y
     yield lambda action: " %d " % n in action.name ()
     assert h.cur () == hv + n
     yield fun.matchclass (arkham.GameplayAction_Stay)
     raise tester.EndTest (True)
Example #20
0
def test4 (test):
    for y in fight_and_horror_check (5, 5): yield y
    yield fun.matchclass (arkham.GameplayAction_Fight)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    for i in xrange (5): yield 1 # fail combat hook
    yield fun.matchclass (arkham.GameplayAction_FailRoll)
    stamina = test.inv.health (arkham.health_stamina).cur ()
    yield fun.matchclass (arkham.GameplayAction_Multiple) # cancel stamina, discard
    assert stamina == test.inv.health (arkham.health_stamina).cur ()
    yield fun.matchclass (arkham.GameplayAction_Fight)
    raise tester.EndTest (True)
Example #21
0
 def t(test, name):
     h = test.inv.health(arkham.health_stamina)
     h.reduce(5)
     hv = h.cur()
     yield fun.matchclass(arkham.GameplayAction_Stay)  # wait for next round
     for y in cast_spell(True, *list(5 if i < n else 1 for i in range(4))):
         yield y
     yield lambda action: " %d " % n in action.name()
     assert h.cur() == hv + n
     yield fun.matchclass(arkham.GameplayAction_Stay)
     raise tester.EndTest(True)
Example #22
0
def test4(test, name):
    items1 = set(item.proto() for item in test.inv.m_items)
    yield fun.and_(action_bound_item_named(name),
                   fun.matchclass(arkham.GameplayAction_Multiple))
    clues = test.inv.clues()
    yield fun.matchclass(arkham.GameplayAction_NormalCheckHook)
    yield 1  # failure
    assert test.inv.clues() == clues + 2
    yield fun.matchclass(arkham.GameplayAction_NormalCheckHook)
    yield 5  # pass
    items2 = set(item.proto() for item in test.inv.m_items)
    discard_gain_new(items1, items2)
    raise tester.EndTest(True)
Example #23
0
def test15 (test):
    for y in fight_and_horror_check (5, 5): yield y
    yield fun.matchclass (arkham.GameplayAction_Fight)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    for y in 1,1,1,1,1,1: yield y
    yield lambda action: "reroll" in action.name ()
    for y in 1,1,1,1,1,1: yield y
    # now only "spend clue token" matches this, meaning that "exhaust
    # & reroll" option is gone.
    yield fun.matchclass (arkham.GameplayAction_Multiple)
    yield 5
    yield fun.matchclass (arkham.GameplayAction_Stay)
    raise tester.EndTest (True)
Example #24
0
def test4 (test, name):
    items1 = set (item.proto () for item in test.inv.m_items)
    yield fun.and_ (action_bound_item_named (name),
                    fun.matchclass (arkham.GameplayAction_Multiple))
    clues = test.inv.clues ()
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    yield 1 # failure
    assert test.inv.clues () == clues + 2
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    yield 5 # pass
    items2 = set (item.proto () for item in test.inv.m_items)
    discard_gain_new (items1, items2)
    raise tester.EndTest (True)
Example #25
0
def test14 (test):
    for y in cast_spell (True, 5, 5): yield y
    for y in fight_and_horror_check (5, 5, 5): yield y # note: +1 in effect
    yield fun.matchclass (arkham.GameplayAction_Evade)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # evade check
    # evade check: 3 base, +1 monster, +1 Voice of Ra
    for y in 5, 5, 5, 5, 5: yield y
    for y in fight_and_horror_check (5, 5): yield y # note: +1 not in effect anymore
    yield fun.matchclass (arkham.GameplayAction_Evade)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # evade check
    # evade check: 3 base, +1 monster
    for y in 5, 5, 5, 5: yield y
    yield fun.matchclass (arkham.GameplayAction_Stay)
    raise tester.EndTest (True)
Example #26
0
def test3(test, name):
    # turn 1
    yield fun.and_(action_bound_item_named(name),
                   fun.matchclass(arkham.GameplayAction_Multiple))
    sanity = test.inv.health(arkham.health_sanity).cur()
    stamina = test.inv.health(arkham.health_stamina).cur()
    yield fun.matchclass(arkham.GameplayAction_IncurDamage)
    assert test.inv.health(arkham.health_sanity).cur() == sanity - 1
    yield fun.matchclass(arkham.GameplayAction_NormalCheckHook)
    yield 1  # failure
    sanity = test.inv.health(arkham.health_sanity).cur()
    yield fun.matchclass(arkham.GameplayAction_IncurDamage)
    assert test.inv.health(arkham.health_stamina).cur() == stamina - 2
    test.inv.health(arkham.health_sanity).add(4)
    yield fun.matchclass(arkham.GameplayAction_Stay)

    # turn 2
    yield fun.and_(action_bound_item_named(name),
                   fun.matchclass(arkham.GameplayAction_Multiple))
    sanity = test.inv.health(arkham.health_sanity).cur()
    yield fun.matchclass(arkham.GameplayAction_IncurDamage)
    assert test.inv.health(arkham.health_sanity).cur() == sanity - 1
    yield fun.matchclass(arkham.GameplayAction_NormalCheckHook)
    yield 5  # success
    clues = test.inv.clues()
    yield lambda arg: "gain" in arg.name() and "clues" in arg.name()
    assert test.inv.clues() == clues + 3
    raise tester.EndTest(True)
Example #27
0
def test3 (test, name):
    # turn 1
    yield fun.and_ (action_bound_item_named (name),
                    fun.matchclass (arkham.GameplayAction_Multiple))
    sanity = test.inv.health (arkham.health_sanity).cur ()
    stamina = test.inv.health (arkham.health_stamina).cur ()
    yield fun.matchclass (arkham.GameplayAction_IncurDamage)
    assert test.inv.health (arkham.health_sanity).cur () == sanity - 1
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    yield 1 # failure
    sanity = test.inv.health (arkham.health_sanity).cur ()
    yield fun.matchclass (arkham.GameplayAction_IncurDamage)
    assert test.inv.health (arkham.health_stamina).cur () == stamina - 2
    test.inv.health (arkham.health_sanity).add (4)
    yield fun.matchclass (arkham.GameplayAction_Stay)

    # turn 2
    yield fun.and_ (action_bound_item_named (name),
                    fun.matchclass (arkham.GameplayAction_Multiple))
    sanity = test.inv.health (arkham.health_sanity).cur ()
    yield fun.matchclass (arkham.GameplayAction_IncurDamage)
    assert test.inv.health (arkham.health_sanity).cur () == sanity - 1
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    yield 5 # success
    clues = test.inv.clues ()
    yield lambda arg: "gain" in arg.name () and "clues" in arg.name ()
    assert test.inv.clues () == clues + 3
    raise tester.EndTest (True)
Example #28
0
 def do(game, investigator, subject, item, check_base, bonus):
     for ability in subject.special_abilities():
         if fun.matchclass(arkham.MonsterResistance)(ability):
             if ability.family() == bonus.family():
                 reslev = subject.special_ability_param(ability)
                 bonus = reslev.modify(bonus)
     return bonus
Example #29
0
def test3():
    class A:
        def __init__(self, a):
            self.m_a = a

        def a(self):
            return self.m_a

    class B:
        pass

    x = fun.Function(object, object)

    @x.match(fun.any, fun.any)
    def do(i, j):
        return "%s, %s" % (i, j)

    @x.match(fun.matchclass(B), fun.any)
    def do(i, j):
        return "some B, %s" % j

    @x.match(fun.any, fun.val == 5)
    def do(i, j):
        return "%s, value 5" % i

    @x.match(fun.bind(X=fun.catch(lambda arg: arg.a())), fun.any)
    def do(i, j):
        return "a=%s, %s" % (X, j)

    assert (x(1, 2) == "1, 2")
    assert (x(A(1), 2) == "a=1, 2")
    assert (x(B(), 2) == "some B, 2")
    assert (x(1, 5) == "1, value 5")
Example #30
0
def test3 ():
    class A:
        def __init__ (self, a):
            self.m_a = a
        def a (self):
            return self.m_a

    class B:
        pass

    x = fun.Function (object, object)

    @x.match (fun.any, fun.any)
    def do (i, j):
        return "%s, %s" % (i, j)

    @x.match (fun.matchclass (B), fun.any)
    def do (i, j):
        return "some B, %s" % j

    @x.match (fun.any, fun.val == 5)
    def do (i, j):
        return "%s, value 5" % i

    @x.match (fun.bind (X = fun.catch (lambda arg: arg.a ())), fun.any)
    def do (i, j):
        return "a=%s, %s" % (X, j)

    assert (x (1, 2) == "1, 2")
    assert (x (A (1), 2) == "a=1, 2")
    assert (x (B (), 2) == "some B, 2")
    assert (x (1, 5) == "1, value 5")
Example #31
0
 def actions (self):
     yield fun.matchclass (arkham.GameplayAction_Stay)
     yield fun.matchclass (arkham.GameplayAction_DealWithMonster)
     yield fun.matchclass (arkham.GameplayAction_Fight)
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
     for roll in 5,: yield roll # pass horror check
     for i in 1,2:
         yield fun.matchclass (arkham.GameplayAction_Fight)
         yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
         for roll in 1,1,1: yield roll
         yield fun.matchclass (arkham.GameplayAction_FailRoll)
         yield fun.matchclass (arkham.GameplayAction_EndCauseHarmLoop)
         yield fun.matchclass (arkham.GameplayAction_IncurDamage)
     yield fun.matchclass (mod_ah.GameplayAction_Incapacitated)
     assert self.inv.location ().attributes ().flag ("hospital")
     raise tester.EndTest (True)
Example #32
0
 def do (game, investigator, subject, item, check_base, bonus):
     for ability in subject.special_abilities ():
         if fun.matchclass (arkham.MonsterResistance) (ability):
             if ability.family () == bonus.family ():
                 reslev = subject.special_ability_param (ability)
                 bonus = reslev.modify (bonus)
     return bonus
Example #33
0
 def t(test):
     h = test.inv.health (arkham.health_sanity)
     hv = h.cur ()
     for y in fight_and_horror_check (5, 5): yield y
     assert h.cur () == hv - n
     yield fun.matchclass (arkham.GameplayAction_Fight)
     raise tester.EndTest (True)
Example #34
0
def test2 (test):
    for y in fight_and_horror_check (5, 5): yield y
    yield fun.matchclass (arkham.GameplayAction_Fight)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    for i in xrange (14): yield 1 # fail combat hook
    yield fun.matchclass (arkham.GameplayAction_IncurDamage) # after-use damage
    yield fun.matchclass (arkham.GameplayAction_FailRoll)
    yield fun.matchclass (arkham.GameplayAction_EndCauseHarmLoop)
    yield fun.matchclass (arkham.GameplayAction_IncurDamage) # monster hit
    yield fun.matchclass (arkham.GameplayAction_Fight)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
    for i in xrange (5): yield 5 # pass combat hook, this time with fewer die
    yield fun.matchclass (arkham.GameplayAction_Stay)
    raise tester.EndTest (True)
Example #35
0
def test13 (test):
    trophies = len (test.inv.trophies ())
    for y in fight_and_horror_check (5, 5): yield y
    for y in cast_spell (True, 5, 5): yield y
    e1 = look_for_action (lambda action: True,
                          lambda action: "endless" in action.name ())
    yield e1
    assert e1.seen == 2 # we expect two matches, not three,
                        # because magical immunity has to be
                        # ignored
    yield fun.matchclass (arkham.GameplayAction_Fight)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # combat check
    for i in 5, 1, 1, 1, 1, : yield i # check that one success is
                                      # enough even for toughness 2
                                      # monster
    assert len (test.inv.trophies ()) == trophies + 1
    yield fun.matchclass (arkham.GameplayAction_Stay)
    raise tester.EndTest (True)
Example #36
0
def test7 (test):
    for y in fight_and_horror_check (5, 5): yield y
    yield fun.matchclass (arkham.GameplayAction_Fight)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # combat check
    for y in 1, 1, 1, 1, 1: yield y # fail first roll with five die
    yield fun.matchclass (arkham.GameplayAction_FailRoll)
    yield fun.matchclass (arkham.GameplayAction_EndCauseHarmLoop)
    yield fun.matchclass (arkham.GameplayAction_IncurDamage) # monster hit
    for y in cast_spell (True, 5, 5, 5): yield y
    yield fun.matchclass (arkham.GameplayAction_ForCombat)
    yield fun.matchclass (arkham.GameplayAction_Fight)
    yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # combat check
    for y in 1, 1, 1, 1, 1, 5, 5: yield y # pass second roll with seven die
    yield fun.matchclass (arkham.GameplayAction_Stay)
    raise tester.EndTest (True)
Example #37
0
 def test (test):
     for y in fight_and_horror_check (5, 5): yield y
     for y in cast_spell (True, *[5 if i < combat_successes else 1
                            for i in range (7)]):
         yield y
     yield fun.matchclass (arkham.GameplayAction_Stay)
     assert len (test.inv.m_temporary_items) == 0 # check the spell didn't get stuck
     assert len (test.inv.m_active_items) == 0 # check the spell was discarded
     assert len (test.inv.m_items) == 0 # check the spell was discarded
     raise tester.EndTest (True)
 def actions(self):
     x = self.module.heal_action_times()
     y = self.module.expected_increment(x)
     h = self.inv.health(self.aspect).cur()
     for i in range(x):
         for action in self.module.actions():
             yield action
     if y != _damage:
         yield fun.matchclass(arkham.GameplayAction_IncurDamage)
     assert self.inv.health(self.aspect).cur() == h - _damage + y
     raise tester.EndTest(True)
Example #39
0
def test7(test, name):
    h = []
    for aspect in arkham.health_sanity, arkham.health_stamina:
        health = test.inv.health(aspect)
        health.reduce(1)
        h.append(health.cur())

    yield fun.matchclass(arkham.GameplayAction_Stay)
    yield lambda arg: arg.name().find("sanity") >= 0
    assert test.inv.health(arkham.health_sanity).cur() == h[0] + 1

    yield fun.matchclass(arkham.GameplayAction_Stay)

    # Use matchclass now to make sure that we have only one available
    # match: to heal stamina.
    yield lambda arg: "stamina" in arg.name()
    assert test.inv.health(arkham.health_stamina).cur() == h[1] + 1

    yield fun.matchclass(arkham.GameplayAction_Stay)
    raise tester.EndTest(True)
Example #40
0
def test7 (test, name):
    h = []
    for aspect in arkham.health_sanity, arkham.health_stamina:
        health = test.inv.health (aspect)
        health.reduce (1)
        h.append (health.cur ())

    yield fun.matchclass (arkham.GameplayAction_Stay)
    yield lambda arg: arg.name ().find ("sanity") >= 0
    assert test.inv.health (arkham.health_sanity).cur () == h[0] + 1

    yield fun.matchclass (arkham.GameplayAction_Stay)

    # Use matchclass now to make sure that we have only one available
    # match: to heal stamina.
    yield lambda arg: "stamina" in arg.name ()
    assert test.inv.health (arkham.health_stamina).cur () == h[1] + 1

    yield fun.matchclass (arkham.GameplayAction_Stay)
    raise tester.EndTest (True)
 def actions(self):
     x = self.module.heal_action_times()
     y = self.module.expected_increment(x)
     h = self.inv.health(self.aspect).cur()
     for i in range(x):
         for action in self.module.actions():
             yield action
     if y != _damage:
         yield fun.matchclass(arkham.GameplayAction_IncurDamage)
     assert self.inv.health(self.aspect).cur() == h - _damage + y
     raise tester.EndTest(True)
Example #42
0
 def actions (self):
     yield fun.matchclass (arkham.GameplayAction_Stay)
     yield fun.matchclass (arkham.GameplayAction_DealWithMonster)
     yield fun.matchclass (arkham.GameplayAction_Fight)
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
     yield 5 # pass horror check
     yield fun.matchclass (arkham.GameplayAction_Fight)
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
     for die in roll: yield die
     yield fun.matchclass (arkham.GameplayAction_Stay)
     raise tester.EndTest (True)
Example #43
0
 def t (test):
     for y in fight_and_horror_check (5, 5): yield y
     for y in cast_spell (damage, *list (5 for i in xrange (3 + lore_mod))): yield y
     yield fun.matchclass (arkham.GameplayAction_Fight)
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # combat check
     for i in xrange (5 + combat_mod): yield 1 # fail combat hook
     yield fun.matchclass (arkham.GameplayAction_FailRoll)
     yield fun.matchclass (arkham.GameplayAction_EndCauseHarmLoop)
     yield fun.matchclass (arkham.GameplayAction_IncurDamage) # monster hit
     yield fun.matchclass (arkham.GameplayAction_Fight)
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook) # combat check
     for i in xrange (5 + combat_mod): yield 5 # check we still have the bonus
     yield fun.matchclass (arkham.GameplayAction_Stay)
     assert len (test.inv.m_temporary_items) == 0 # check the spell didn't get stuck
     raise tester.EndTest (True)
Example #44
0
 def actions (self):
     self.inv.health (arkham.health_sanity).reduce (3)
     yield fun.matchclass (arkham.GameplayAction_Stay)
     yield fun.matchclass (arkham.GameplayAction_DealWithMonster)
     yield fun.matchclass (arkham.GameplayAction_Fight)
     yield fun.matchclass (arkham.GameplayAction_NormalCheckHook)
     for roll in 1,: yield roll # fail horror check
     yield fun.matchclass (arkham.GameplayAction_FailRoll)
     yield fun.matchclass (arkham.GameplayAction_IncurDamage)
     yield fun.matchclass (mod_ah.GameplayAction_Incapacitated)
     assert self.inv.location ().attributes ().flag ("asylum")
     raise tester.EndTest (True)