Esempio n. 1
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def test_feat_bonus_to_base_stat():
    '''Feat bonus should be added to base stat'''
    av = Avatar('dummy')
    assert av.base_luck == 1, av.base_luck
    assert av.luck == 1, av.luck
    av.add_feat('luck')
    assert av.base_luck == 3, av.base_luck
    assert av.luck == 3, av.luck
Esempio n. 2
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def test_effects_on_skills():
    av = Avatar('dummy')
    av.skills['diplomacy'] = 15
    assert av.skill('diplomacy') == 15
    av.add_effect(MultiEffect('dummy', 'neg', (('diplomacy', -1), )))
    assert av.skill('diplomacy') == 14
    # check restoring skill
    av.heal_injuries()
    assert av.skill('diplomacy') == 15
Esempio n. 3
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def test_heal_only_negative():
    '''Healing should remove only negative effects'''
    av = Avatar('dummy')
    av.add_effect(Injury('dummy', 'reflexes', -1))
    av.add_effect(MultiEffect('dummy', 'neg', (('reflexes', -1), )))
    av.add_effect(
        MultiEffect('dummy', 'pos', (('reflexes', 3), ('vitality', -2))))
    assert len(av.effects) == 3
    av.heal_injuries()
    assert len(av.effects) == 1
Esempio n. 4
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def test_req_exp():
    '''avatar.req_exp should show amount of experience to complete current level'''
    av = Avatar('dummy')
    assert av.lvl == 1
    assert av.req_exp == 100, av.req_exp
    av.lvl = 2
    assert av.req_exp == 200, av.req_exp
    av.lvl = 3
    assert av.req_exp == 400, av.req_exp
    av.lvl = 4
    assert av.req_exp == 800, av.req_exp
Esempio n. 5
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def test_feat_bonus_to_base_skill():
    '''Feat bonus should be added to base skill'''
    av = Avatar('dummy')
    assert av.base_skill('deceive') == 0
    assert av.skill('deceive') == 0
    av.add_feat('liar')
    assert av.base_skill('deceive') == 2
    assert av.skill('deceive') == 2
Esempio n. 6
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def test_avatar_healing_some_wounds():
    '''If heal is called with a number, it should heal that number of wounds'''
    av = Avatar('dummy')
    av.heal()
    assert av.mp == 10
    assert av.wounds == 0
    av.take_damage(5)
    assert av.mp == 5
    assert av.wounds == 5
    av.heal(1)
    assert av.mp == 5
    assert av.wounds == 4
    av.heal(6)
    assert av.mp == 5
    assert av.wounds == 0
Esempio n. 7
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def test_injuries_dont_drop_stat_below_zero():
    '''Injuries should not drop a stat below zero'''
    av = Avatar('dummy')
    av.base_reflexes = 12
    assert av.reflexes == 12
    av.add_effect(Injury('dummy', 'reflexes', -7))
    assert av.reflexes == 5
    av.add_effect(Injury('dummy', 'reflexes', -7))
    assert av.reflexes == 0
    av.effects.pop()
    av.update_stats()
    assert av.reflexes == 5
Esempio n. 8
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def test_av_has_injuries(monkeypatch):
    avatar = Avatar('dummy')
    monkeypatch.setattr(rpy_code, 'avatar', avatar, raising=False)
    avatar.add_effect(MultiEffect('dummy', 'pos', (('luck', -1), )))
    assert not av_has_injuries()
    avatar.add_effect(MultiEffect('dummy', 'neg', (('luck', -1), )))
    assert av_has_injuries()
Esempio n. 9
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def test_SurvivalismAndCartography_adds_mp(monkeypatch):
    '''Completing Survivalism and Cartography should add 2 mp to avatar'''
    av = Avatar('dummy')
    monkeypatch.setattr(rpy_code, 'avatar', av, raising=False)
    rs = SurvivalismAndCartography()
    assert av.base_mp == 10
    rs.on_complete()
    assert av.base_mp == 12
Esempio n. 10
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def test_remove_last_item_non_equipped():
    '''Removing last non-equpped item in stack should not unequip item with similar slot'''
    av = Avatar('dummy')
    av.inventory.add('iron_dagger')
    av.inventory.add('iron_longsword')
    av.inventory.equip('iron_longsword')
    av.inventory.remove('iron_dagger')
    assert av.inventory.slots['main'] == Item('iron_longsword')
Esempio n. 11
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def test_SurveyingAndTelescopics_adds_mp(monkeypatch):
    '''Completing Survivalism and Cartography should add 2 mp to avatar'''
    av = Avatar('dummy')
    monkeypatch.setattr(rpy_code, 'avatar', av, raising=False)
    rs = SurveyingAndTelescopics()
    assert av.view_distance == 1
    rs.on_complete()
    assert av.view_distance == 2
Esempio n. 12
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def test_heal_injuries():
    av = Avatar('dummy')
    av.add_effect(Injury('dummy', 'reflexes', -7))
    av.add_effect(Injury('dummy', 'intelligence', -3))
    assert av.reflexes == 0
    assert av.intelligence == 0
    assert len(av.effects) == 2
    av.heal_injuries()
    assert av.reflexes == 1
    assert av.intelligence == 1
    assert len(av.effects) == 0
Esempio n. 13
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def test_avatar_healing():
    '''Healing avatar should set wounds to zero'''
    av = Avatar('dummy')
    av.heal()
    assert av.mp == 10
    assert av.wounds == 0
    av.take_damage(1)
    assert av.mp == 9
    assert av.wounds == 1
    av.heal()
    assert av.mp == 9
    assert av.wounds == 0
Esempio n. 14
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def test_one_handed_replaces_two_handed():
    '''If normal weapon replaces two-handed, off slot should be unblocked.'''
    av = Avatar('dummy')
    # check that gattsu blade is two-handed
    assert "two-handed" in Item('gattsu_blade').keywords
    av.inventory.add_items(("gattsu_blade", 'shield', 'iron_sword'))
    av.inventory.equip('gattsu_blade')
    assert av.inventory.blocked_slots == set(('off',))
    av.inventory.equip('iron_sword')
    assert 'off' not in av.inventory.blocked_slots
Esempio n. 15
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def test_taking_damage_increase_wounds():
    '''If avatar takes damage, that should be stored as wounds'''
    av = Avatar('dummy')
    av.heal()
    assert av.base_mp == 10
    assert av.mp == 10
    assert av.wounds == 0
    av.take_damage(3)
    assert av.wounds == 3
    assert av.base_mp == 10
    assert av.mp == 7
    av.take_damage(30)
    assert av.wounds == 10
    assert av.base_mp == 10
    assert av.mp == 0
    # check wounds after a week passed
    av.weekly()
    assert av.wounds == 10
    assert av.base_mp == 10
    assert av.mp == 0
Esempio n. 16
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def test_weekly_updates(mocker):
    av = Avatar('dummy')
    inj = Injury('dummy', 'vitality', -7)
    inj.weekly = mocker.MagicMock()
    av.add_effect(inj)
    assert not inj.weekly.called
    av.weekly()
    assert inj.weekly.called
Esempio n. 17
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def test_removing_expired_effects():
    av = Avatar('dummy')
    av.add_effect(Injury('dummy', 'reflexes', -7))
    assert av.reflexes == 0
    assert len(av.effects) == 1
    av.weekly()
    assert len(av.effects) == 0
    assert av.reflexes == 1
Esempio n. 18
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def test_avatar_reset_mp():
    '''New week should reset current MP to their maximum (base MP - wounds)'''
    av = Avatar('dummy')
    assert av.mp == 10
    av._mp = 4
    av._wounds = 3
    av.reset_mp()
    assert av.mp == 7
Esempio n. 19
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def test_base_stats_non_negative():
    '''Base stats should not go below zero.'''
    av = Avatar('dummy')
    for base_stat in ('base_strength', 'base_vitality', 'base_reflexes',
                      'base_intelligence', 'base_luck', 'base_corruption',
                      'base_infamy', 'base_guilt'):
        # check that starting base stats are non-negative
        assert getattr(av, base_stat) >= 0, base_stat + ' == ' + '{}'.format(
            getattr(av, base_stat))
        # try to set base stats to -1
        setattr(av, base_stat, -1)
        # check that base stats are still non-negative
        assert getattr(av, base_stat) >= 0, base_stat + ' == ' + '{}'.format(
            getattr(av, base_stat))
Esempio n. 20
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def test_remove_two_handed():
    '''Removing eqipped two-handed weapon from inventory (last in its stack) should unequip it and remove its effects'''
    av = Avatar('dummy')
    # check that gattsu blade is two-handed
    assert "two-handed" in Item('gattsu_blade').keywords
    av.inventory.add_items(("gattsu_blade", 'gattsu_blade'))
    av.inventory.equip('gattsu_blade')
    # check that there is the effect of two-handed weapon
    assert av.inventory.blocked_slots == set(('off',))
    av.inventory.remove('gattsu_blade')
    # check that there is still the effect of two-handed weapon
    assert av.inventory.blocked_slots == set(('off',))
    av.inventory.remove('gattsu_blade')
    assert av.inventory.blocked_slots == set()
Esempio n. 21
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def test_skill_with_penalty_non_negative():
    '''Skills should not drop below zero due to armour penalty'''
    av = Avatar('dummy')
    av.skills['climb'] = 1
    assert av.skill('climb') == 1
    av.inventory.add('knights_helm')
    av.inventory.equip('knights_helm')
    assert av.skill('climb') == 0
    assert av.base_skill('climb') == 1
    assert av._armour_penalty == -2
Esempio n. 22
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def test_final_stats_non_negative():
    '''Final stats should not go below zero (due to items penalties).'''
    av = Avatar('dummy')
    # set all base stats to 1
    for base_stat in ('base_strength', 'base_vitality', 'base_reflexes',
                      'base_intelligence', 'base_luck', 'base_corruption',
                      'base_infamy', 'base_guilt'):
        setattr(av, base_stat, 1)
    assert av.base_reflexes == 1
    assert av.reflexes == 1
    # check that gattsu blade has -2 to reflexes
    assert all_items['gattsu_blade'][3]['r'] == -2
    av.inventory.add_items(('gattsu_blade', ))
    av.inventory.equip('gattsu_blade')
    # reflexes should be 0 instead of -1
    assert av.reflexes == 0, 'reflexes: {}'.format(av.reflexes)
Esempio n. 23
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def test_armour_penalties():
    '''Heavy armour items should apply penalties to some skills'''
    av = Avatar('dummy')
    av.skills['climb'] = 7
    assert av.skill('climb') == 7
    av.inventory.add('shield')
    av.inventory.equip('shield')
    assert av.skill('climb') == 6
    av.inventory.add('knights_helm')
    av.inventory.equip('knights_helm')
    assert av.skill('climb') == 4
Esempio n. 24
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def test_multieffect():
    '''MultiEffect should change multiple target stats'''
    av = Avatar('dummy')
    av.base_strength = 5
    av.base_reflexes = 5
    assert av.strength == 5
    assert av.reflexes == 5
    av.add_effect(
        MultiEffect('dummy', 'pos', (('strength', -1), ('reflexes', 2))))
    assert av.strength == 4
    assert av.reflexes == 7
Esempio n. 25
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def test_stats_updating():
    '''Stats should be updated when base stat was changed'''
    av = Avatar('dummy')
    for base_stat in ('base_strength', 'base_vitality', 'base_reflexes',
                      'base_intelligence', 'base_luck', 'base_corruption',
                      'base_infamy', 'base_guilt'):
        stat = base_stat[5:]
        # set all base stats to 1
        setattr(av, base_stat, 1)
        # check that all stats == 1 (no inventory or effects)
        assert getattr(
            av, stat) == 1, stat + ' == ' + '{}'.format(getattr(av, stat))
        # set base stats to 2
        setattr(av, base_stat, 2)
        # check that stats are updated to 2
        assert getattr(
            av, stat) == 2, stat + ' == ' + '{}'.format(getattr(av, stat))
Esempio n. 26
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def test_mp_penalty_limits():
    av = Avatar('dummy')
    assert av.base_mp == 10
    assert av.mp_penalty == 0
    assert av.mp == 10
    av.take_damage(3)
    assert av.mp == 7
    av.add_effect(MultiEffect('dummy', 'neg', (('mp', -14), ), 2))
    assert av.base_mp == 10
    assert av.mp_penalty == 10
    assert av.wounds == 3
    assert av.mp == 0
Esempio n. 27
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def test_new_exp():
    '''avatar.new_exp should show unspent experience'''
    av = Avatar('dummy')
    assert av.lvl == 1
    assert av.new_exp == 0, av.new_exp
    av.exp += 50
    assert av.new_exp == 50, av.new_exp
    av.lvl = 2
    av.exp = 150
    assert av.new_exp == 50, av.new_exp
    av.lvl = 3
    av.exp = 370
    assert av.new_exp == 70, av.new_exp
Esempio n. 28
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def test_mp_reducing():
    av = Avatar('dummy')
    assert av.base_mp == 10
    assert av.wounds == 0
    assert av.mp_penalty == 0
    assert av.mp == 10
    av.add_effect(MultiEffect('dummy', 'neg', (('mp', -3), ), 2))
    assert av.base_mp == 10
    assert av.wounds == 0
    assert av.mp_penalty == 3
    assert av.mp == 7
    av.weekly()
    assert av.base_mp == 10
    assert av.wounds == 0
    assert av.mp_penalty == 3
    assert av.mp == 7
    av.weekly()
    # status effect ended
    assert av.base_mp == 10
    assert av.wounds == 0
    assert av.mp_penalty == 0
    assert av.mp == 10
Esempio n. 29
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def test_keyword_effect_two_handed():
    '''If "two-handed" item is equiped, offhand slot should be cleared and blocked.'''
    av = Avatar('dummy')
    # check that gattsu blade is two-handed
    assert "two-handed" in Item('gattsu_blade').keywords
    av.inventory.add_items(("gattsu_blade", 'shield'))
    # equip shield in off hand and check it is equipped
    av.inventory.equip('shield')
    assert av.inventory.slots['off'] == Item('shield')
    # equip gattsu blade and check that off hand is empty and blocked
    av.inventory.equip('gattsu_blade')
    assert av.inventory.slots['off'] is None
    assert av.inventory.blocked_slots == set(('off',))
    # try to equip shield to off hand and check that it is impossible
    av.inventory.equip( 'shield')
    assert av.inventory.slots['off'] is None
    #~ assert 'shield' in av.inventory.bp
    # unequip gattsu blade and now shield should be equippable
    av.inventory.clear_slot('main')
    assert 'off' not in av.inventory.blocked_slots
    av.inventory.equip('shield')
    assert av.inventory.slots['off'] == Item('shield')
Esempio n. 30
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def test_injury_decrease_stat():
    av = Avatar('dummy')
    av.base_strength = 10
    assert av.strength == 10
    av.add_effect(Injury('dummy', 'strength', -3))
    assert av.strength == 7