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]
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
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]
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
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
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
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
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
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
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
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]
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
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