Exemple #1
0
class DialogSubStateTest(unittest.TestCase):
    def setUp(self):
        A_DAY = 1
        self.A_NAME = "steve"
        self.A_TEXT = "hello, world"
        self.A_PARENT_STATE = DayState(
            Day(A_DAY, load_from_json=False, encounters=[]))

    def tearDown(self):
        pass

    def test_given_a_text_and_a_parent_state_when_parent_executed_then_a_dialog_with_that_text_is_return(
            self):
        dialogSubState = DialogSubState(self.A_NAME, self.A_TEXT,
                                        self.A_PARENT_STATE, RETURN_CALLBACK)

        dialogAction = self.A_PARENT_STATE.exec()[0]

        self.assertIsInstance(dialogAction, Dialog)
        self.assertEqual(self.A_TEXT, dialogAction.text)

    def test_given_dialog_over_action_when_parent_executed_then_parent_next_state_is_return_callback(
            self):
        dialogSubState = DialogSubState(self.A_NAME, self.A_TEXT,
                                        self.A_PARENT_STATE, RETURN_CALLBACK)

        self.A_PARENT_STATE.exec(None, [UserKeyAction()])

        self.assertTrue(dialogSubState.current_dialog.finished)

        self.A_PARENT_STATE.exec(None, [UserKeyAction()])
        self.assertEqual(RETURN_CALLBACK, self.A_PARENT_STATE.next_substate)
class StateExecutor:
    def __init__(self):
        self.day_nb = 1
        self.current_state = DayState(Day(self.day_nb))
        self.current_state

    def exec(self, dt, actions):
        if self.current_state.is_finish():
            self.day_nb += 1
            self.current_state = DayState(Day(self.day_nb))
        return self.current_state.exec(dt, actions)
Exemple #3
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    def test_ignore_encounter_path(self):
        self.create_button()
        A_DAY = 1
        A_STAGE_SRC = 4
        A_STAGE_DEST = 2
        encounter = EncounterBuilder().with_stage_src(A_STAGE_SRC)\
                                      .with_stage_dest(A_STAGE_DEST)\
                                      .with_boss_complains([""]).build()
        self.A_DAY_STATE = DayState(
            Day(A_DAY,
                load_from_json=False,
                encounters=[encounter],
                starting_stage=1))

        self.assertEqual(self.A_DAY_STATE.introduce_next_client,
                         self.A_DAY_STATE.next_substate)
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.finish_highlight_stage_number,
                         self.A_DAY_STATE.next_substate)

        # Wait for player to select level
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.wait_for_player_input,
                         self.A_DAY_STATE.next_substate)
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.wait_for_player_input,
                         self.A_DAY_STATE.next_substate)

        # Move elevator
        self.A_DAY_STATE.exec(None, [FloorSelected(A_STAGE_DEST)])
        #self.assertEqual(self.A_DAY_STATE.anime.wait_for_end_animation, self.A_DAY_STATE.next_substate)
        #self.A_DAY_STATE.exec(None, [UserKeyAction()])
        #self.assertEqual(self.A_DAY_STATE.ignore_client, self.A_DAY_STATE.next_substate)
        self.wait_for_animation_assert_state(self.A_DAY_STATE.ignore_client)

        # Get yield by boss and loose money
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.dialog.wait_for_end_dialog,
                         self.A_DAY_STATE.next_substate)
        self.wait_for_dialog_assert_state(
            self.A_DAY_STATE.wait_for_player_input)
Exemple #4
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    def test_happy_path(self):
        self.create_button()
        A_DAY = 1
        A_STAGE_SRC = 4
        A_STAGE_DEST = 2
        encounter = EncounterBuilder().with_stage_src(A_STAGE_SRC)\
                                    .with_stage_dest(A_STAGE_DEST).build()
        self.A_DAY_STATE = DayState(
            Day(A_DAY, load_from_json=False, encounters=[encounter]))
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.finish_highlight_stage_number,
                         self.A_DAY_STATE.next_substate)

        # Wait for player to select level
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.wait_for_player_input,
                         self.A_DAY_STATE.next_substate)
        # Input the encounter stage number, go to the stage and open door
        self.A_DAY_STATE.exec(None, [FloorSelected(A_STAGE_SRC)])
        self.wait_for_animation_assert_state(self.A_DAY_STATE.open_door)

        # open_door animate, client walk to elevator anime, greeting, close_door animation and dialogue
        self.wait_for_animation_assert_state(
            self.A_DAY_STATE.encounter_enter_elevator)
        self.wait_for_animation_assert_state(self.A_DAY_STATE.greet_encounter)
        self.wait_for_dialog_assert_state(self.A_DAY_STATE.close_door)
        self.wait_for_animation_assert_state(
            self.A_DAY_STATE.dialog_with_encounter)
        self.wait_for_dialog_assert_state(
            self.A_DAY_STATE.wait_for_player_input_with_encounter)

        # Press right button and go to the right elevator stage and farawell
        self.A_DAY_STATE.exec(None, [FloorSelected(A_STAGE_DEST)])
        self.wait_for_animation_assert_state(self.A_DAY_STATE.reach_dest)
        self.wait_for_dialog_assert_state(
            self.A_DAY_STATE.open_door_encounter_leave)
 def __init__(self):
     self.day_nb = 1
     self.current_state = DayState(Day(self.day_nb))
     self.current_state
 def exec(self, dt, actions):
     if self.current_state.is_finish():
         self.day_nb += 1
         self.current_state = DayState(Day(self.day_nb))
     return self.current_state.exec(dt, actions)
Exemple #7
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class DayStateTest(unittest.TestCase):
    def setUp(self):
        pass

    def tearDown(self):
        pass

    def create_button(self):
        for i in range(NUMBER_OF_BUTTONS_COLS):
            for j in range(NUMBER_OF_BUTTONS_ROWS):
                floor = button.compute_floor(i, j)
                ButtonBuilder().add_button_hack_for_ut(i, j)

    def wait_for_animation_assert_state(self, expected_state):
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.anime.wait_for_end_animation,
                         self.A_DAY_STATE.next_substate)
        self.A_DAY_STATE.anime.current_animation.finished = True
        self.A_DAY_STATE.exec()
        self.assertEqual(expected_state, self.A_DAY_STATE.next_substate)

    def wait_for_dialog_assert_state(self, expected_state):
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.dialog.wait_for_end_dialog,
                         self.A_DAY_STATE.next_substate)
        self.A_DAY_STATE.exec(None, [UserKeyAction()])
        self.A_DAY_STATE.exec(None, [UserKeyAction()])
        self.assertEqual(expected_state, self.A_DAY_STATE.next_substate)

    def test_ignore_encounter_path(self):
        self.create_button()
        A_DAY = 1
        A_STAGE_SRC = 4
        A_STAGE_DEST = 2
        encounter = EncounterBuilder().with_stage_src(A_STAGE_SRC)\
                                      .with_stage_dest(A_STAGE_DEST)\
                                      .with_boss_complains([""]).build()
        self.A_DAY_STATE = DayState(
            Day(A_DAY,
                load_from_json=False,
                encounters=[encounter],
                starting_stage=1))

        self.assertEqual(self.A_DAY_STATE.introduce_next_client,
                         self.A_DAY_STATE.next_substate)
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.finish_highlight_stage_number,
                         self.A_DAY_STATE.next_substate)

        # Wait for player to select level
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.wait_for_player_input,
                         self.A_DAY_STATE.next_substate)
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.wait_for_player_input,
                         self.A_DAY_STATE.next_substate)

        # Move elevator
        self.A_DAY_STATE.exec(None, [FloorSelected(A_STAGE_DEST)])
        #self.assertEqual(self.A_DAY_STATE.anime.wait_for_end_animation, self.A_DAY_STATE.next_substate)
        #self.A_DAY_STATE.exec(None, [UserKeyAction()])
        #self.assertEqual(self.A_DAY_STATE.ignore_client, self.A_DAY_STATE.next_substate)
        self.wait_for_animation_assert_state(self.A_DAY_STATE.ignore_client)

        # Get yield by boss and loose money
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.dialog.wait_for_end_dialog,
                         self.A_DAY_STATE.next_substate)
        self.wait_for_dialog_assert_state(
            self.A_DAY_STATE.wait_for_player_input)

    def test_happy_path(self):
        self.create_button()
        A_DAY = 1
        A_STAGE_SRC = 4
        A_STAGE_DEST = 2
        encounter = EncounterBuilder().with_stage_src(A_STAGE_SRC)\
                                    .with_stage_dest(A_STAGE_DEST).build()
        self.A_DAY_STATE = DayState(
            Day(A_DAY, load_from_json=False, encounters=[encounter]))
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.finish_highlight_stage_number,
                         self.A_DAY_STATE.next_substate)

        # Wait for player to select level
        self.A_DAY_STATE.exec()
        self.assertEqual(self.A_DAY_STATE.wait_for_player_input,
                         self.A_DAY_STATE.next_substate)
        # Input the encounter stage number, go to the stage and open door
        self.A_DAY_STATE.exec(None, [FloorSelected(A_STAGE_SRC)])
        self.wait_for_animation_assert_state(self.A_DAY_STATE.open_door)

        # open_door animate, client walk to elevator anime, greeting, close_door animation and dialogue
        self.wait_for_animation_assert_state(
            self.A_DAY_STATE.encounter_enter_elevator)
        self.wait_for_animation_assert_state(self.A_DAY_STATE.greet_encounter)
        self.wait_for_dialog_assert_state(self.A_DAY_STATE.close_door)
        self.wait_for_animation_assert_state(
            self.A_DAY_STATE.dialog_with_encounter)
        self.wait_for_dialog_assert_state(
            self.A_DAY_STATE.wait_for_player_input_with_encounter)

        # Press right button and go to the right elevator stage and farawell
        self.A_DAY_STATE.exec(None, [FloorSelected(A_STAGE_DEST)])
        self.wait_for_animation_assert_state(self.A_DAY_STATE.reach_dest)
        self.wait_for_dialog_assert_state(
            self.A_DAY_STATE.open_door_encounter_leave)
Exemple #8
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 def setUp(self):
     A_DAY = 1
     self.A_NAME = "steve"
     self.A_TEXT = "hello, world"
     self.A_PARENT_STATE = DayState(
         Day(A_DAY, load_from_json=False, encounters=[]))