def test_create_character_with_one_weapon(self): raises = False try: character = Character(character_name_1, doesnt_use_magic, v_status_character) character.add_weapon(weapon_1) except: raises = True self.assertFalse(raises)
def test_character_set_position_fake_wall_under_level(self): raises = False try: position_fake_wall = Position(2, 5) character = Character(character_name_1, doesnt_use_magic, v_status_character) character.set_position(position_fake_wall) except: raises = True self.assertTrue(raises)
def test_character_get_total_vital_status(self): character = Character(character_name_1, uses_magic, v_status_character) character.level = 7 character.add_weapon(weapon_1) character.add_weapon(weapon_2) character.add_weapon(weapon_3) character.add_weapon(weapon_4) real_level = character.get_level_with_weapons() weapon_health = weapon_1.vital_status.health + weapon_2.vital_status.health + \ weapon_3.vital_status.health + weapon_4.vital_status.health weapon_attack = weapon_1.vital_status.attack + weapon_2.vital_status.attack + \ weapon_3.vital_status.attack + weapon_4.vital_status.attack weapon_defense = weapon_1.vital_status.defense + weapon_2.vital_status.defense + \ weapon_3.vital_status.defense + weapon_4.vital_status.defense weapon_magic_power = weapon_1.vital_status.magic_power + weapon_2.vital_status.magic_power + \ weapon_3.vital_status.magic_power + weapon_4.vital_status.magic_power weapon_magic_defense = weapon_1.vital_status.magic_defense + weapon_2.vital_status.magic_defense + \ weapon_3.vital_status.magic_defense + weapon_4.vital_status.magic_defense character_level_status = character.vital_status.get_vital_status_at_level( real_level) final_status = character.get_total_vital_status() total_health = weapon_health + character_level_status.health total_attack = weapon_attack + character_level_status.attack total_magic_power = weapon_magic_power + character_level_status.magic_power total_defense = weapon_defense + character_level_status.defense total_magic_defense = weapon_magic_defense + character_level_status.magic_defense self.assertEqual(final_status.health, total_health) self.assertEqual(final_status.attack, total_attack) self.assertEqual(final_status.magic_power, total_magic_power) self.assertEqual(final_status.defense, total_defense) self.assertEqual(final_status.magic_defense, total_magic_defense)
def test_character_set_position_correctly(self): raises = False try: position_2 = Position(4, 4) character = Character(character_name_1, uses_magic, v_status_character) game.append_character(character) character.set_position(position_2) except: raises = True self.assertFalse(raises)
def test_character_set_position_fake_wall_enough_level(self): raises = False try: position_fake_wall = Position(2, 5) character = Character(character_name_1, uses_magic, v_status_character) game.append_character(character) character.level = 3 character.set_position(position_fake_wall) except: raises = True self.assertFalse(raises)
def test_character_get_total_level(self): character = Character(character_name_1, uses_magic, v_status_character) character.add_weapon(weapon_1) character.add_weapon(weapon_2) character.add_weapon(weapon_3) character.add_weapon(weapon_4) character.level = 7 self.assertEqual(8, character.get_level_with_weapons())
def test_create_correctly_character(self): character = Character(character_name_1, uses_magic, v_status_character) game.append_character(character) position_start = Position(1, 7) self.assertIsNotNone(character) self.assertEqual(character.position.x, position_start.x) self.assertEqual(character.position.y, position_start.y)
def test_create_character_with_five_weapon_and_select_sixth(self, input): raises = False try: character = Character(character_name_1, doesnt_use_magic, v_status_character) character.add_weapon(weapon_1) character.add_weapon(weapon_2) character.add_weapon(weapon_3) character.add_weapon(weapon_4) character.add_weapon(weapon_5) except: raises = True self.assertTrue(raises)
def test_create_character_with_five_weapon_and_select_fourth(self, input): raises = False try: character = Character(character_name_1, uses_magic, v_status_character) character.add_weapon(weapon_1) character.add_weapon(weapon_2) character.add_weapon(weapon_3) character.add_weapon(weapon_4) character.add_weapon(weapon_5) except: raises = True self.assertFalse(raises) self.assertSetEqual(set(character.weapons), set([weapon_1, weapon_2, weapon_3, weapon_4]))
def test_remove_weapon_incorrect_index(self): raises = False try: character = Character(character_name_1, uses_magic, v_status_character) character.add_weapon(weapon_5) character.remove_weapon(1) except: raises = True self.assertTrue(raises)
def test_remove_weapon_correct(self): raises = False try: character = Character(character_name_1, doesnt_use_magic, v_status_character) character.add_weapon(weapon_5) character.remove_weapon(0) except: raises = True self.assertFalse(raises)
def test_create_character_with_multiple_weapon(self): raises = False try: character = Character(character_name_1, uses_magic, v_status_character) character.add_weapon(weapon_1) character.add_weapon(weapon_2) character.add_weapon(weapon_3) character.add_weapon(weapon_4) except: raises = True self.assertFalse(raises)
monster_name_1 = "Gannondorf" monster_name_2 = "Dark link" uses_magic = True doesnt_use_magic = False board_map = BoardMap(ROWS, COLS) board_map.create_squares_of_boardmap(SQUARES) game = Game(board_map) monster_1 = Monster(monster_name_1, doesnt_use_magic, v_status_monster_1, weapon_monster) monster_2 = Monster(monster_name_2, doesnt_use_magic, v_status_monster_2, weapon_monster) character = Character(character_name, uses_magic, v_status_character) character.level = 4 game.append_monster_list([monster_1, monster_2]) game.append_character(character) game.append_weapon_list([weapon_1, weapon_2, weapon_3, weapon_4]) class MyTestCase(unittest.TestCase): def test_initiation_battle(self): raises = False try: battle = Battle(character) except: raises = True self.assertFalse(raises)
from print_map.game_objects import Battle, BoardMap, Character, ConsoleInterface, Monster, \ Game, Position, VitalStatus, Weapon SQUARES = [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 0, 0, 0, 0, 0, 0, 1, 1, 0, 3, 1, 0, 1, 3, 0, 1, 1, 0, 2, 1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 3, 0, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 3, 1, 0, 2, 3, 0, 1, 1, 0, 0, 0, 0, 0, 0, 5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ] ROWS = 9 COLS = 9 board_map = BoardMap(ROWS, COLS) board_map.create_squares_of_boardmap(SQUARES) status_proportion = [0.5, 0.5, 0.7, 0.9, 0.8] v_status_character = VitalStatus(10, 3, 4, 6, 20, status_proportion) character_1 = Character("Onion knight", False, v_status_character) character_2 = Character("Time knight", False, v_status_character) game = Game(board_map) game.append_character_list([character_1]) if __name__ == '__main__': game.start_game_only_movement()