Example #1
0
def update_desc_test():
    # Test update description function

    # create map and characters
    a_map = map_.Map('story')
    player = char.Player()
    boar = char.Boar()
    a_map.characters['player'] = player
    a_map.characters['boar'] = boar
    # add a scene
    s1 = map_gen.new_scene(a_map, None, (5, 5))
    s1.name = 'scene1'
    a_map.add_scene(s1)
    s1.features = [] # no features
    # add a lair as the only feature
    map_gen.add_lair(a_map)
    lair = s1.features[0]

    # unrevealed lair
    ok_(s1.description == "No description available.")
    # revealed lair
    lair.revealed = True
    map_.update_desc(s1)
    print s1.description
    ok_("There's a cave entrance behind the thick brush, it's the lair of the \
forest guardian!" in s1.description)
Example #2
0
def run_away_test():
    # Test player running away!

    # create map and characters
    a_map = map_.Map('story')
    player = char.Player()
    boar = char.Boar()
    a_map.characters['player'] = player
    a_map.characters['boar'] = boar
    # add two adjacent scenes
    s1 = map_gen.new_scene(a_map, None, (5, 5))
    s1.name = 'scene1'
    a_map.add_scene(s1)
    s2 = map_gen.new_scene(a_map, None, (6, 5))
    s2.name = 'scene2'
    a_map.add_scene(s2)
    map_gen.create_link(s1, s2)
    # spawn the boss in one of the scenes
    map_gen.add_lair(a_map)
    map_gen.spawn_boss(a_map)
    # run away from one of the scenes
    name = combat.run_away(s1)
    ok_(name == s2.name)
    name = combat.run_away(s2)
    ok_(name == s1.name)
Example #3
0
def print_encounter_msg_test():
    # Test if encounter messages are printed correctly

    # create map and characters
    a_map = map_.Map('story')
    player = char.Player()
    boar = char.Boar()
    a_map.characters['player'] = player
    a_map.characters['boar'] = boar
    # add a scene
    s1 = map_gen.new_scene(a_map, None, (5, 5))
    s1.name = 'scene1'
    a_map.add_scene(s1)
    # spawn the boss in s1 and put it in the lair
    a_map.boss_scene_name = s1.name
    s1.features = [] # no features
    map_gen.add_lair(a_map)
    lair = s1.features[0]

    # boss in lair, lair unrevealed
    lair.revealed = False
    lair.has_boss = True
    s1.flags['encounter'] = False
    ok_(s1.print_encounter_msg() is None)
    # boss in lair, lair revealed
    lair.revealed = True
    lair.has_boss= True
    s1.flags['encounter'] = True
    ok_(s1.print_encounter_msg() == "You can see movement inside the beast's \
lair!")
    # boss not in scene, lair unrevealed
    lair.revealed = False
    lair.has_boss = False
    s1.flags['encounter'] = False
    ok_(s1.print_encounter_msg() is None)
    # boss not in scene, lair revealed
    lair.revealed = True
    lair.has_boss = False
    s1.flags['encounter'] = False
    ok_(s1.print_encounter_msg() is None)
    # boss in scene (not in lair), lair unrevealed
    lair.revealed = False
    lair.has_boss= False
    s1.flags['encounter'] = True
    ok_(s1.print_encounter_msg() == "You see the boar! You don't think it \
notices you.")
    # boss in scene (not in lair), lair revealed
    lair.revealed = True
    lair.has_boss= False
    s1.flags['encounter'] = True
    ok_(s1.print_encounter_msg() == "You see the boar! You don't think it \
notices you.")
Example #4
0
def add_lair_test():
    # Test adding the boss' lair
    a_map = map_.Map('story')
    map_gen.generate_scenes(a_map)
    map_gen.add_lair(a_map)
    
    # Test that the map has exactly one lair
    count = 0
    for sc in a_map.scenes.values():
        for f in sc.features:
            if isinstance(f, map_.Lair): # found a scene with a lair
                # test if it's the scene the map thinks the lair is in
                ok_(sc.name == a_map.lair_scene_name)
                count +=1
    ok_(count == 1)
Example #5
0
def get_lair_test():
    # Test retrieving the Lair object from a scene

    # create map
    a_map = map_.Map('story')
    # add a scene
    s1 = map_gen.new_scene(a_map, None, (5, 5))
    s1.name = 'scene1'
    a_map.add_scene(s1)
    s1.features = [] # no features
    # add a lair as the only feature
    map_gen.add_lair(a_map)

    # Get the Lair object
    lair = s1.get_lair()
    ok_(isinstance(lair, map_.Lair))
Example #6
0
def boss_at_lair_test():
    # Test if we can correctly determine if the boss is in the lair scene
    # create map
    a_map = map_.Map('story')
    # add a scene
    s1 = map_gen.new_scene(a_map, None, (5, 5))
    s1.name = 'scene1'
    a_map.add_scene(s1)
    s1.features = [] # no features
    # add a lair in s1
    map_gen.add_lair(a_map)
    # add another scene
    s2 = map_gen.new_scene(a_map, None, (6, 5))
    s2.name = 'scene2'
    a_map.add_scene(s2)
    s2.features = [] # no features

    # Test 1: boss at lair
    a_map.boss_scene_name = s1.name
    ok_(a_map.boss_at_lair())
    # Test 2: boss not at lair
    a_map.boss_scene_name = s2.name
    ok_(not a_map.boss_at_lair())