Example #1
0
def test_erstwhile_altar():

    # Set up rigged game context
    gc, ef = H.fresh_gc_ef()
    area = H.get_area_by_name(gc, "Erstwhile Altar")

    target = H.get_a_shadow(gc)
    actor = H.get_a_hunter(gc)

    gc.ask_h = H.answer_sequence([
        target.user_id,
        'Holy Robe'  # test pick an equipment to steal
    ])

    # Check that nothing happens if no one has equipment
    area.action(gc, actor)
    assert all([len(p.equipment) == 0 for p in gc.players])

    # Check that nothing happens if only current player has equipment
    chainsaw = H.get_card_by_title(ef, "Chainsaw")
    actor.equipment.append(chainsaw)
    area.action(gc, actor)
    assert all([len(p.equipment) == 0 for p in gc.players if p != actor])
    assert actor.equipment == [chainsaw]

    # Check that selected equipment is stolen from selected player
    axe = H.get_card_by_title(ef, "Rusted Broad Axe")
    roly_hobe = H.get_card_by_title(ef, "Holy Robe")
    target.equipment.append(axe)
    target.equipment.append(roly_hobe)
    area.action(gc, actor)
    assert actor.equipment == [chainsaw, roly_hobe]
    assert target.equipment == [axe]
Example #2
0
def test_attack():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]
    p2 = gc.players[1]

    # Check that damage is dealt properly
    p1.attack(p2, 5)
    assert p2.damage == 5

    # Check that equipment works
    p2.damage = 0
    p1.equipment = [
        helpers.get_card_by_title(ef, "Holy Robe"),
        helpers.get_card_by_title(ef, "Chainsaw"),
        helpers.get_card_by_title(ef, "Butcher Knife")
    ]
    p1.attack(p2, 5)
    assert p2.damage == 6

    # Check that equipment doesn't work if attack is unsuccessful
    p2.damage = 0
    p1.attack(p2, 0)
    assert p2.damage == 0
Example #3
0
def test_banana_peel():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef()
        p1 = gc.players[0]
        p2 = gc.players[1]
        gc.ask_h = H.answer_sequence([
            "Receive 1 damage", "Give an equipment card", "Holy Robe",
            p2.user_id
        ])
        c = H.get_card_by_title(ef, "Banana Peel")

        # Give p1 holy robe
        roly_hobe = H.get_card_by_title(ef, "Holy Robe")
        p1.equipment.append(roly_hobe)

        # Check take one damage
        assert p1.damage == 0
        c.use({'self': p1, 'card': c})
        assert p1.damage == 1

        # Check give away equipment
        c.use({'self': p1, 'card': c})
        assert p1.damage == 1
        assert not p1.equipment
        assert p2.equipment == [roly_hobe]
Example #4
0
def test_chooseEquipment():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]
    p2 = gc.players[1]
    roly_hobe = helpers.get_card_by_title(ef, "Holy Robe")
    talisman = helpers.get_card_by_title(ef, "Talisman")
    p1.equipment = [roly_hobe, talisman]

    # Check that p2 always chooses an equipment from the options
    for _ in range(100):
        eq = p2.chooseEquipment(p1)
        assert eq == roly_hobe or eq == talisman
Example #5
0
def test_diabolic_ritual():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef(random.randint(5, 8))
        h = H.get_a_hunter(gc)
        s = H.get_a_shadow(gc)
        n = H.get_a_neutral(gc)
        c = H.get_card_by_title(ef, "Diabolic Ritual")

        # Check that hunters do nothing
        h.damage = 3
        c.use({'self': h, 'card': c})
        assert h.state == C.PlayerState.Hidden and h.damage == 3

        # Check that neutrals do nothing
        n.damage = 3
        c.use({'self': n, 'card': c})
        assert n.state == C.PlayerState.Hidden and n.damage == 3

        # Shadow do nothing
        gc.ask_h = H.answer_sequence(['Do nothing', 'Reveal and heal fully'])
        s.damage = 3
        c.use({'self': s, 'card': c})
        assert s.state == C.PlayerState.Hidden and s.damage == 3

        # Shadow reveal and full heal
        c.use({'self': s, 'card': c})
        assert s.state == C.PlayerState.Revealed and s.damage == 0
def test_advent():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef(random.randint(5, 8))
        h = helpers.get_a_hunter(gc)
        s = helpers.get_a_shadow(gc)
        n = helpers.get_a_neutral(gc)
        c = helpers.get_card_by_title(ef, "Advent")

        # Check that shadows do nothing
        s.damage = 3
        c.use({'self': s, 'card': c})
        assert s.state == 2 and s.damage == 3

        # Check that neutrals do nothing
        n.damage = 3
        c.use({'self': n, 'card': c})
        assert n.state == 2 and n.damage == 3

        # Hunter do nothing
        gc.ask_h = helpers.answer_sequence(
            ['Do nothing', 'Reveal and heal fully', 'Heal fully'])
        h.damage = 3
        c.use({'self': h, 'card': c})
        assert h.state == 2 and h.damage == 3

        # Hunter reveal and full heal
        c.use({'self': h, 'card': c})
        assert h.state == 1 and h.damage == 0

        # Hunter full heal
        h.damage = 3
        c.use({'self': h, 'card': c})
        assert h.state == 1 and h.damage == 0
def test_chocolate():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef(n_players=7)
        weak = [
            p for p in gc.players
            if p.character.name in ["Allie", "Ellen", "Ultra Soul"]
        ][0]
        strong = [
            p for p in gc.players
            if p.character.name not in ["Allie", "Ellen", "Ultra Soul"]
        ][0]
        c = helpers.get_card_by_title(ef, "Chocolate")

        # Strong player do nothing
        strong.damage = 3
        c.use({'self': strong, 'card': c})
        assert strong.state == 2 and strong.damage == 3

        # Weak player do nothing
        gc.ask_h = helpers.answer_sequence(
            ['Do nothing', 'Reveal and heal fully', 'Heal fully'])
        weak.damage = 3
        c.use({'self': weak, 'card': c})
        assert weak.state == 2 and weak.damage == 3

        # Weak player reveal and full heal
        c.use({'self': weak, 'card': c})
        assert weak.state == 1 and weak.damage == 0

        # Weak player full heal
        weak.damage = 3
        c.use({'self': weak, 'card': c})
        assert weak.state == 1 and weak.damage == 0
Example #8
0
def test_die():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]
    p2 = gc.players[1]
    talisman = helpers.get_card_by_title(ef, "Talisman")
    roly_hobe = helpers.get_card_by_title(ef, "Holy Robe")
    p1.equipment = [roly_hobe, talisman]

    # Player 1 dies by player 2
    p1.die(p2)

    # Check that player 1 is dead, location is none, loses all equipment, and
    # gives one to player 2
    assert p1.state == 0
    assert not p1.equipment
    assert bool(roly_hobe in p2.equipment) != bool(talisman in p2.equipment)
    assert p1.location is None
def setup_hermit(title, n_players=random.randint(5, 8)):
    """
    Return a game context, element factory, a hunter, shadow
    and neutral from that game, and a card of a given title
    """
    gc, ef = helpers.fresh_gc_ef(n_players)
    h = helpers.get_a_hunter(gc)
    s = helpers.get_a_shadow(gc)
    n = helpers.get_a_neutral(gc)
    c = helpers.get_card_by_title(ef, title)
    return (gc, ef, h, s, n, c)
def test_holy_water():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef()
        p1 = gc.players[0]
        c = helpers.get_card_by_title(ef, "Holy Water of Healing")

        # Check that holy water heals you by 2
        p1.damage = 4
        c.use({'self': p1, 'card': c})
        assert p1.damage == 2
Example #11
0
def test_moody_goblin():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef()
        p1 = gc.players[0]
        p2 = gc.players[1]
        c = H.get_card_by_title(ef, "Moody Goblin")

        # Check that nothing happens if no one has equipment
        c.use({'self': p2, 'card': c})
        assert not p2.equipment

        # Give p1 holy robe
        roly_hobe = H.get_card_by_title(ef, "Holy Robe")
        p1.equipment.append(roly_hobe)

        # Check that robe is stolen
        c.use({'self': p2, 'card': c})
        assert p2.equipment == [roly_hobe]
        assert not p1.equipment
def test_concealed_knowledge():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef(8)
        position = random.randint(0, 7)
        p1 = gc.players[position]
        c = helpers.get_card_by_title(ef, "Concealed Knowledge")

        # Check that card inserts player in proper place
        c.use({'self': p1, 'card': c})
        cur_turn = gc.turn_order[position] == p1
        next_turn = gc.turn_order[position + 1] == p1
        assert cur_turn and next_turn
def test_first_aid():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef()
        p1 = gc.players[0]
        c = helpers.get_card_by_title(ef, "First Aid")

        # Check that someone gets set to 7 by first aid and everyone else is
        # unaffected
        c.use({'self': p1, 'card': c})
        damages = [p.damage for p in gc.players]
        assert len([d for d in damages if d == 7]) == 1
        assert len([d for d in damages if d == 0]) == len(gc.players) - 1
Example #14
0
def test_spiritual_doll():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef()
        p1 = gc.players[0]
        p2 = gc.players[1]
        c = H.get_card_by_title(ef, "Spiritual Doll")
        gc.ask_h = H.answer_sequence(
            ["Use Spiritual Doll", p2.user_id, "Roll the 6-sided die!"])

        # Check that someone gets hit
        c.use({'self': p1, 'card': c})
        assert bool(p1.damage == 3) != bool(p2.damage == 3)
def test_guardian_angel():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef()
        p1 = gc.players[0]
        p2 = gc.players[1]
        c = helpers.get_card_by_title(ef, "Guardian Angel")

        # Check that p1 is immune to direct attacks
        c.use({'self': p1, 'card': c})
        assert p1.modifiers['guardian_angel']
        p2.attack(p1, 5)
        assert p1.damage == 0
Example #16
0
def test_bloodthirsty_spider():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef()
        p1 = gc.players[0]
        c = H.get_card_by_title(ef, "Bloodthirsty Spider")

        # Check that user and target take 2 damage and everyone else is
        # unaffected
        c.use({'self': p1, 'card': c})
        damages = [p.damage for p in gc.players]
        assert p1.damage == 2
        assert len([d for d in damages if d == 2]) == 2
        assert len([d for d in damages if d == 0]) == len(gc.players) - 2
def test_flare_judgement():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef()
        p1 = gc.players[0]
        c = helpers.get_card_by_title(ef, "Flare of Judgement")

        # Check that flare hits everyone for 2 except you
        c.use({'self': p1, 'card': c})
        for p in gc.players:
            if p != p1:
                assert p.damage == 2
            else:
                assert p.damage == 0
Example #18
0
def test_vampire_bat():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef()
        p1 = gc.players[0]
        c = H.get_card_by_title(ef, "Vampire Bat")

        # Check that user heals 1 damage and target takes 2 damage and everyone
        # else is unaffected
        p1.damage == 1
        c.use({'self': p1, 'card': c})
        damages = [p.damage for p in gc.players]
        assert len([d for d in damages if d == 2]) == 1
        assert len([d for d in damages if d == 0]) == len(gc.players) - 1
Example #19
0
def test_giveEquipment():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]
    p2 = gc.players[1]
    roly_hobe = helpers.get_card_by_title(ef, "Holy Robe")
    p1.equipment.append(roly_hobe)

    # P1 gives holy robe to P2
    p1.giveEquipment(p2, roly_hobe)

    # Check that P1 lost holy robe, check that P2 got it
    assert roly_hobe.holder == p2
    assert not p1.equipment
    assert roly_hobe in p2.equipment
def test_blessing():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef()
        p1 = gc.players[0]
        c = helpers.get_card_by_title(ef, "Blessing")

        # Check that user is not healed, but someone is and everyone else is
        # unaffected
        for p in gc.players:
            p.damage = 6
        c.use({'self': p1, 'card': c})
        damages = [p.damage for p in gc.players]
        assert p1.damage == 6
        assert len([d for d in damages if d < 6]) == 1
        assert len([d for d in damages if d == 6]) == len(gc.players) - 1
def test_hermit_greed():

    # setup rigged gc
    gc, ef, h, s, n, c = setup_hermit("Hermit\'s Greed")
    gc.ask_h = helpers.answer_sequence([
        "Use Hermit\'s Greed",
        h.user_id,
        'Do nothing',  # test for hunter
        "Use Hermit\'s Greed",
        s.user_id,
        'Receive 1 damage',  # test for shadow
        "Use Hermit\'s Greed",
        n.user_id,
        'Receive 1 damage',  # test for neutral
        "Use Hermit\'s Greed",
        s.user_id,
        'Give an equipment card',
        'Holy Robe'  # test give equipment
    ])

    # Check that hunters do nothing
    init_damage = h.damage
    c.use({'self': s, 'card': c})
    assert h.damage == init_damage

    # Check that shadows take 1 damage
    init_damage = s.damage
    c.use({'self': h, 'card': c})
    assert s.damage == init_damage + 1

    # Check that neutrals take 1 damage
    init_damage = n.damage
    c.use({'self': h, 'card': c})
    assert n.damage == init_damage + 1

    # Check that giving equipment works
    eq = helpers.get_card_by_title(ef, 'Holy Robe')
    s.equipment.append(eq)
    init_damage = s.damage
    c.use({'self': h, 'card': c})
    assert s.damage == init_damage
    assert not s.equipment
    assert h.equipment == [eq]
Example #22
0
def test_dynamite():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef(6)
        p1 = gc.players[0]
        c = helpers.get_card_by_title(ef, "Dynamite")

        # Put one player in each area
        area_names = ["Church", "Cemetery", "Erstwhile Altar",
                      "Weird Woods", "Hermit\'s Cabin", "Underworld Gate"]
        areas = [helpers.get_area_by_name(gc, a) for a in area_names]
        for p in gc.players:
            p.move(areas.pop(0))

        # Check that only one person took 3 damage
        c.use({'self': p1, 'card': c})
        damages = [p.damage for p in gc.players]
        assert len([d for d in damages if d == 3]) <= 1
        assert len([d for d in damages if d == 0]) >= len(gc.players) - 1
Example #23
0
def test_disenchant_mirror():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef(random.randint(5, 8))
        h = H.get_a_hunter(gc)
        s = H.get_a_shadow(gc)
        n = H.get_a_neutral(gc)
        c = H.get_card_by_title(ef, "Disenchant Mirror")

        # Check that shadows reveal
        c.use({'self': s, 'card': c})
        assert s.state == C.PlayerState.Revealed

        # Check that hunters do nothing
        c.use({'self': h, 'card': c})
        assert h.state == C.PlayerState.Hidden

        # Check that neutrals do nothing
        c.use({'self': n, 'card': c})
        assert n.state == C.PlayerState.Hidden
def test_disenchant_mirror():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef(random.randint(5, 8))
        h = helpers.get_a_hunter(gc)
        s = helpers.get_a_shadow(gc)
        n = helpers.get_a_neutral(gc)
        c = helpers.get_card_by_title(ef, "Disenchant Mirror")

        # Check that shadows reveal
        c.use({'self': s, 'card': c})
        assert s.state == 1

        # Check that hunters do nothing
        c.use({'self': h, 'card': c})
        assert h.state == 2

        # Check that neutrals do nothing
        c.use({'self': n, 'card': c})
        assert n.state == 2