def test_attack_with_weapon(self): weapon = random_weapon(strong_against=[]) equipments = [weapon] character_test = random_character_entity(equipments=equipments) self.assertEqual(character_test.strength + weapon.atk, character_test.attack(random_foe_entity()))
def test_stronger_against_specific_entity_kind(self): power = 5 strong_against = [Keyword.LARGE] weapon = random_weapon(atk=power, strong_against=strong_against) normal_foe = random_foe_entity(keywords=[]) self.assertEqual(power, weapon.hit(random_player_entity(), normal_foe)) vulnerable_foe = random_foe_entity(keywords=[Keyword.LARGE]) self.assertEqual(power * 2, weapon.hit(random_player_entity(), vulnerable_foe))
def test_no_charge_bonus_for_weapon_with_no_charge(self): power = 4 weapon = random_weapon(atk=power, attack_kind='PHYSICAL', charge=False) player = random_player_entity() player.strength = 5 attacked_ent = random_foe_entity(min_hp=1000, max_hp=1000, max_defense=0, keywords=[]) player.equip(weapon) # No charge bonus even if there is a " charge " player.pos = (player.old_pos[0] + 5 * TILE_SIZE, player.old_pos[1]) self.assertEqual(player.strength + weapon.atk, player.attack(attacked_ent))
def test_decreasing_durability(self): durability = 40 weapon = random_weapon(durability=durability) self.assertEqual(durability, weapon.durability) self.assertEqual(durability, weapon.durability_max) for i in range(durability): current_durability = weapon.durability weapon.used() self.assertEqual(current_durability - 1, weapon.durability) self.assertEqual(0, weapon.durability)
def test_stronger_against_multiple_entity_kinds(self): power = 4 strong_against = [Keyword.LARGE, Keyword.CAVALRY] weapon = random_weapon(atk=power, strong_against=strong_against) non_vulnerable_foe = random_foe_entity(keywords=[Keyword.SMALL]) self.assertEqual(power, weapon.hit(random_player_entity(), non_vulnerable_foe)) vulnerable_foe = random_foe_entity(keywords=[Keyword.LARGE]) self.assertEqual(power * 2, weapon.hit(random_player_entity(), vulnerable_foe)) super_vulnerable_foe = random_foe_entity(keywords=[Keyword.CAVALRY, Keyword.LARGE]) self.assertEqual(power * 3, weapon.hit(random_player_entity(), super_vulnerable_foe))
def test_resell_price_following_durability(self): price = 500 durability = 40 weapon = random_weapon(price=price, durability=durability) self.assertEqual(price // 2, weapon.resell_price) self.assertEqual(durability, weapon.durability) self.assertEqual(durability, weapon.durability_max) for i in range(durability): before_use_price = weapon.resell_price weapon.used() self.assertTrue(weapon.resell_price < before_use_price) self.assertEqual(0, weapon.resell_price)
def test_charge_bonus(self): power = 4 spear = random_weapon(atk=power, attack_kind='PHYSICAL', charge=True) player = random_player_entity() player.strength = 5 attacked_ent = random_foe_entity(min_hp=1000, max_hp=1000, max_defense=0, keywords=[]) player.equip(spear) # No charge self.assertEqual(player.strength + spear.atk, player.attack(attacked_ent)) # Charge player.pos = (player.old_pos[0] + 5 * TILE_SIZE, player.old_pos[1]) self.assertEqual(player.strength + int(spear.atk * 1.5), player.attack(attacked_ent)) # Stronger charge player.pos = (player.old_pos[0] + 8 * TILE_SIZE, player.old_pos[1]) self.assertEqual(player.strength + int(spear.atk * 2), player.attack(attacked_ent))
def test_hit_power(self): power = 3 strong_against = [] weapon = random_weapon(atk=power, strong_against=strong_against) self.assertEqual( power, weapon.hit(random_player_entity(), random_foe_entity()))