Exemple #1
0
def test_add_detachment(ui_setup):
    """Tests that a single detachment can be added to the army"""
    interface = ui_setup
    mock_input = [
        "2",
        "Longstrike",  # HQ 1
        "3",  # False input
        "Hello",  # False Input
        "B2",  # Crisis Commander
        "2",  # Strike Team
        "b2",  # False Input
        "1",  # Breacher Team
        "Kroot Carnivores"
    ]

    userint.input = lambda x: mock_input.pop(0)
    interface.add_detachment()
    detach = interface.army.detachments[1]
    assert detach.units_dict["HQ"][0] == squad.Unit("Longstrike", "HQ")
    assert detach.units_dict["HQ"][1] == squad.Unit(
        "Commander in XV8 Crisis Battlesuit", "HQ")
    breachers = squad.Unit("Strike Team", "Troops")
    assert detach.units_dict["Troops"][0] == breachers
    breachers = squad.Unit("Breacher Team", "Troops")
    assert detach.units_dict["Troops"][1] == breachers
    breachers = squad.Unit("Kroot Carnivores", "Troops")
    assert detach.units_dict["Troops"][2] == breachers
    return
Exemple #2
0
def test_ui_init(ui_setup):
    """Tests the initialisation of the User Interface"""
    interface = ui_setup
    detach = interface.army.detachments[0]
    assert detach.type == "Patrol"
    breachers = squad.Unit("Breacher Team", "Troops")
    assert detach.units_dict["HQ"][0] == squad.Unit("Aun'Shi", "HQ")
    assert detach.units_dict["Troops"][0] == breachers
Exemple #3
0
    def on_close(self, event):
        """
        Event Handler for when the user closes the window by pressing either of
        the buttons.
        """
        evt = event.GetEventObject().GetLabel()
        if evt == "Add":
            if wx.NOT_FOUND in {
                    self.detach_combo.GetSelection(),
                    self.foc_combo.GetSelection(),
                    self.unit_choice.GetSelection()
            }:

                self.warntxt.SetLabel("Fill in all the fields")
                self.Layout()
                return
            detachment = self.army.detachments[
                self.detach_combo.GetSelection()]
            battlefield_role = self.foc_combo.GetString(
                self.foc_combo.GetSelection())
            unit_string = self.unit_choice.GetString(
                self.unit_choice.GetSelection())
            unit = squad.Unit(unit_string, battlefield_role)
            detachment.add_unit(unit)
            self.GetParent().close_add_unit(unit)
        self.Destroy()
Exemple #4
0
def test_reset():
    """
    Checks the Unit.reset() method returns the Unit back to its initial state
    """
    mock_input = ["1b", 'no', 'y']
    squad.input = lambda s: mock_input.pop(0)
    unit = squad.Unit("Immortals", "Troops")
    unit_copy = squad.Unit("Immortals", "Troops")

    unit.re_size(10)
    sel_option = unit.options[0]
    sel_option.select(1)
    unit.change_wargear([sel_option])

    assert unit_copy.size != unit.size
    assert unit_copy.wargear != unit.wargear

    unit.reset()
    assert unit_copy.size == unit.size
    assert unit_copy.wargear == unit.wargear
Exemple #5
0
 def on_selection(self, evt):
     """Event Handler to add the selected unit to the army."""
     if evt.GetItem() not in self.unit_nodes:
         return
     unit = self.tree.GetItemData(evt.GetItem())
     battlefield_role = self.tree.GetItemParent(evt.GetItem())
     battlefield_role = self.tree.GetItemText(battlefield_role)
     unit = squad.Unit(unit, battlefield_role)
     main_window = self.GetParent()
     main_window.add_unit_from_tree(unit)
     return
Exemple #6
0
def test_add_unit(detach):
    """Checks adding a unit ."""
    unit = squad.Unit("Triarch Stalker", "Elites")
    detach.add_unit(unit)
    stalker = detach.units_dict["Elites"][0]
    assert stalker.name == "Triarch Stalker"
    assert stalker.pts == 171
    assert set(stalker.wargear) == set([init.WargearItem("Heat ray"),
                                        init.WargearItem("Massive forelimbs")])

    assert detach.pts == 456 + 171
    return
Exemple #7
0
def detach():
    detach = army_list.Detachment("Patrol")

    units = [("Necron Warriors", "Troops"),
             ("Immortals", "Troops"),
             ("Overlord", "HQ"),
             ("Destroyers", "Fast Attack")]
    for unit in units:
        unit = squad.Unit(*unit)
        detach.add_unit(unit)
    unit.re_size(2, 1)
    return detach
Exemple #8
0
def test_re_size(ui_setup):
    interface = ui_setup
    mock_input = [
        "1",  # Select Patrol
        "Troops",
        "1",
        "1,5"
    ]  # Brecher Team
    userint.input = lambda x: mock_input.pop(0)
    breachers = squad.Unit("Breacher Team", "Troops")
    breachers.re_size(1, 5)
    interface.re_size_unit()
    detach = interface.army.detachments[0]
    assert detach.units_dict["Troops"][0] == breachers
Exemple #9
0
def test_add_unit(ui_setup):
    """Tests that a single unit can be added to an existing detachment"""
    interface = ui_setup
    mock_input = [
        "0",  # False inputs
        "Hello",  # False inputs
        "1",  # Select Patrol
        "Elites",
        "8",  # Stealth Suits
        "1.3"
    ]  # Size Stealth Suits
    userint.input = lambda x: mock_input.pop(0)
    interface.add_unit()
    suits = squad.Unit("XV25 Stealth Battlesuit", "Elites")
    assert interface.army.detachments[0].units_dict["Elites"][0] == suits
    return
Exemple #10
0
def test_re_size_mono_model():
    """
    Checks the Unit.re_size() method for unit containing one type of model
    """
    warriors = squad.Unit("Necron Warriors", "Troops")
    warriors.re_size(15)
    # check valid input modifies the unit points
    assert warriors.pts == 180
    assert warriors.models[0].size == 15
    assert warriors.size == 15

    # check programmer input raises the correct errors
    warriors.re_size(10)
    assert warriors.pts == 120
    assert warriors.size == 10
    return
Exemple #11
0
def test_save_unit(unit):
    """Checks that units are saved in the correct dictionary format."""
    save = unit.save()
    assert save == {
        "type": "Destroyers",
        "size": 3,
        "wargear": None,
        "models": [i.save() for i in unit.models],
        "name": None
    }

    unit2 = squad.Unit(save, "Fast Attack")
    print(unit2)
    print(unit)
    assert unit == unit2
    return
Exemple #12
0
def test_change_wargear():
    """Checks the Unit.change_wargear() method"""
    unit = squad.Unit("Catacomb Command Barge", "HQ")

    choices = [(0, 1), (1, 2), (2, 0), (3, 0)]
    wargear_to_add = []
    for choice in choices:
        sel_option = unit.options[choice[0]]
        sel_option.select(choice[1])
        wargear_to_add.append(sel_option)
    unit.change_wargear(wargear_to_add)
    wargear_selected = [
        init.WargearItem("Tesla cannon"),
        init.WargearItem("Hyperphase sword"),
        init.WargearItem("Phylactery"),
        init.WargearItem("Resurrection orb")
    ]
    for i in wargear_selected:
        assert i in unit.wargear
Exemple #13
0
    def load(self, loaded_dict):
        """
        Loads the detachment from a pre-made dictionary.

        Parameters
        ----------
        loaded_dict: dict
            {"type": str, "name": str, "units_dict":{"HQ": [unit_saves...]...}}
            dictionary of the base data required to re-construct the detachment.
        """
        self.type = loaded_dict["type"]
        if loaded_dict["name"] is None:
            self.__name = self.type
        else:
            self.__name = loaded_dict["name"]
            self.__default_name = False

        for foc_role, unit_list in self.__units_dict.items():
            self.__units_dict[foc_role] = [
                squad.Unit(i, foc_role) for i in loaded_dict["units"][foc_role]
            ]
            for unit in self.__units_dict[foc_role]:
                unit.parent = self
        return
Exemple #14
0
def test_add_multiple_detachments(ui_setup):
    """Tests that multiple detachments can be added at once to the army"""
    interface = ui_setup
    mock_input = [
        "2, 1",
        "Longstrike",  # HQ 1
        "B2",  # Crisis Commander
        "2",  # Strike Team
        "bip",  # size strike team
        "1",  # Breacher Team
        "Kroot Carnivores",
        "Commander in XV85 Enforcer Battlesuit",
        "Kroot Carnivores"
    ]

    userint.input = lambda x: mock_input.pop(0)
    interface.add_detachment()
    print(interface.army)
    detach = interface.army.detachments[1]
    assert detach.units_dict["HQ"][0] == squad.Unit("Longstrike", "HQ")
    assert detach.units_dict["HQ"][1] == squad.Unit(
        "Commander in XV8 Crisis Battlesuit", "HQ")
    breachers = squad.Unit("Strike Team", "Troops")
    assert detach.units_dict["Troops"][0] == breachers
    breachers = squad.Unit("Breacher Team", "Troops")
    assert detach.units_dict["Troops"][1] == breachers
    breachers = squad.Unit("Kroot Carnivores", "Troops")
    assert detach.units_dict["Troops"][2] == breachers

    detach = interface.army.detachments[2]
    assert detach.units_dict["HQ"][0] == squad.Unit(
        "Commander in XV85 Enforcer Battlesuit", "HQ")
    assert detach.units_dict["Troops"] == [
        squad.Unit("Kroot Carnivores", "Troops")
    ]
    return
Exemple #15
0
def test_squad():
    """Checks the attributes of the units class"""
    warriors = squad.Unit("Necron Warriors", "Troops")
    assert warriors.pts == 120
    assert warriors.wargear == [init.WargearItem("Gauss flayer")]
    return
Exemple #16
0
    def _create_user_unit(self, battlefield_role):
        """Gets the user-chosen unit to create for the given battlefield_role"""
        print(
            "\nWhich {} unit would you like to add?".format(battlefield_role))
        # if HQ add named characters as well
        if battlefield_role == "HQ":
            print("Named Characters (Including Wargear):")
            keys = list(init.units_dict["Named Characters"].keys())
            top_len = len(max(keys, key=len))
            for index, [keys, value] in enumerate(
                    init.units_dict["Named Characters"].items()):
                print("A" + str(index + 1) + ". " + keys.ljust(top_len) +
                      "\t({}pts)".format(value["pts"]))
            print('')  # create space between set of options

            print("Other Characters (Including base Wargear):")
            units = list(init.units_dict[battlefield_role].keys())
            top_len = len(max(units, key=len))
            for index, [keys, value] in enumerate(
                    init.units_dict[battlefield_role].items()):
                print("B" + str(index + 1) + ". " + keys.ljust(top_len) +
                      "\t({}pts)".format(value["pts"]))
        else:
            # print available models and their points with the points value
            # left adjusted so they are in the same column
            print("Available Models (Including base Wargear):")
            units = list(init.units_dict[battlefield_role].keys())
            top_len = len(max(units, key=len))
            for index, [keys, value] in enumerate(
                    init.units_dict[battlefield_role].items()):
                print(
                    str(index + 1) + ". " + keys.ljust(top_len) +
                    "\t({}pts for {} models)".format(
                        value["pts"] * value["size"][0], value["size"][0]))

        user_input = input(">> ")
        try:
            if user_input.lower() in {'q', 'exit', 'cancel', 'quit', 'return'}:
                return False
            elif re.match('([aAbB][1-9][0-9]*)|([1-9][0-9]*)', user_input):
                if battlefield_role == "HQ":
                    if user_input[0] in {'A', 'a'}:
                        user_input = list(
                            init.units_dict["Named Characters"].keys())[
                                int(user_input[1:]) - 1]
                    elif user_input[0] in {'B', 'b'}:
                        user_input = list(
                            init.units_dict["HQ"].keys())[int(user_input[1:]) -
                                                          1]
                elif user_input[0].isdigit():
                    user_input = list(
                        init.units_dict[battlefield_role].keys())[
                            int(user_input) - 1]

            return squad.Unit(user_input, battlefield_role)
        except (KeyError, IndexError):
            print(
                "{} is not a valid option, please select the unit by name or input"
                .format(user_input))
            print("To quit please enter 'q'")
            unit = self._create_user_unit(battlefield_role)
            return unit
Exemple #17
0
def unit():
    unit = squad.Unit("Destroyers", "Fast Attack")
    unit.re_size(2, 1)
    return unit
Exemple #18
0
def model():
    unit = squad.Unit("Destroyers", "Fast Attack")
    model = squad.Model(unit, "Heavy Destroyer")
    return model