def test_new_health_state_vamp_return_from_torpor(self): result_vamp = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_TORPOR, max_health=5, old_aggravated_damage=1, new_aggravated_damage=0, new_superficial_damage=0, is_vampire=True) self.assertEqual(result_vamp, HEALTH_STATE_HEALTHY)
def update_health_state(self): """ Updates the health state of this character. Note: only call after that character's health *changes* """ self.health_state = DamageCalculator.calculate_new_health_state( self.health_state, self.max_health, self.aggravated_health_damage, self.superficial_health_damage, self.character.is_vampire)
def test_new_health_state_human_no_zombies(self): # Humans that are dead, stay dead (... in combat anyway) result_human = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_DEAD, max_health=5, old_aggravated_damage=5, new_aggravated_damage=6, new_superficial_damage=0, is_vampire=False) self.assertEqual(result_human, HEALTH_STATE_DEAD)
def test_new_health_state_human_injured_then_dead(self): # Human injured, then splatted result_human = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_INJURED, max_health=5, old_aggravated_damage=2, new_aggravated_damage=5, new_superficial_damage=0, is_vampire=False) self.assertEqual(result_human, HEALTH_STATE_DEAD)
def test_new_health_state_human_injured_then_impaired(self): # Human injured, then takes damage and becomes impaired result_human = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_INJURED, max_health=5, old_aggravated_damage=2, new_aggravated_damage=2, new_superficial_damage=3, is_vampire=False) self.assertEqual(result_human, HEALTH_STATE_IMPAIRED)
def test_new_health_state_vamp_impaired_still(self): # Human injured, then takes damage and becomes impaired result_vamp = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_IMPAIRED, max_health=5, old_aggravated_damage=2, new_aggravated_damage=4, new_superficial_damage=1, is_vampire=True) self.assertEqual(result_vamp, HEALTH_STATE_IMPAIRED)
def test_new_health_state_human_injured_diff_health(self): # Test that the max health doesn't alter the result here. result_human = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_HEALTHY, max_health=7, old_aggravated_damage=0, new_aggravated_damage=2, new_superficial_damage=3, is_vampire=False) self.assertEqual(result_human, HEALTH_STATE_INJURED)
def test_new_health_state_healthy_huaman(self): # Test that with no damage done, the returned health state is healthy result_human = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_HEALTHY, max_health=5, old_aggravated_damage=0, new_aggravated_damage=0, new_superficial_damage=0, is_vampire=True) self.assertEqual(result_human, HEALTH_STATE_HEALTHY)
def test_new_health_state_human_overkill(self): # Human overkill result_human = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_HEALTHY, max_health=5, old_aggravated_damage=0, new_aggravated_damage=9999, new_superficial_damage=0, is_vampire=False) self.assertEqual(result_human, HEALTH_STATE_DEAD)
def test_new_health_state_human_injured_mixed(self): # Human injured, mixed damage types result_human = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_HEALTHY, max_health=5, old_aggravated_damage=0, new_aggravated_damage=1, new_superficial_damage=2, is_vampire=False) self.assertEqual(result_human, HEALTH_STATE_INJURED)
def test_new_health_state_vamp_final_death_is_permanent(self): # Vamps that have met the final death, stay dead result_vamp = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_DEAD, max_health=5, old_aggravated_damage=5, new_aggravated_damage=6, new_superficial_damage=0, is_vampire=True) self.assertEqual(result_vamp, HEALTH_STATE_DEAD)
def test_new_health_state_vamp_torpor_recovery(self): # vamps heal slowly in torpor but don't get better until they hit full HP result_vamp = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_TORPOR, max_health=5, old_aggravated_damage=5, new_aggravated_damage=4, new_superficial_damage=0, is_vampire=True) self.assertEqual(result_vamp, HEALTH_STATE_TORPOR)
def test_new_health_state_vamp_injured_then_torpor(self): # vampire injured, then put into torpor result_vamp = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_INJURED, max_health=5, old_aggravated_damage=2, new_aggravated_damage=5, new_superficial_damage=0, is_vampire=True) self.assertEqual(result_vamp, HEALTH_STATE_TORPOR)
def test_new_health_state_human_injured_twice_superficial(self): # Human Injured, then injured again superficially result_human = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_INJURED, max_health=7, old_aggravated_damage=2, new_aggravated_damage=2, new_superficial_damage=3, is_vampire=False) self.assertEqual(result_human, HEALTH_STATE_INJURED)
def test_new_health_state_vamp_injured_twice_agg(self): # vampire Injured, then injured again aggravated result_vamp = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_INJURED, max_health=7, old_aggravated_damage=2, new_aggravated_damage=3, new_superficial_damage=3, is_vampire=True) self.assertEqual(result_vamp, HEALTH_STATE_INJURED)
def test_new_health_state_vamp_injured_superficial(self): # vampire injured, superficial damage result_vamp = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_HEALTHY, max_health=5, old_aggravated_damage=0, new_aggravated_damage=0, new_superficial_damage=1, is_vampire=True) self.assertEqual(result_vamp, HEALTH_STATE_INJURED)
def test_new_health_state_vamp_overkill(self): # vampire overkill technically still sends them to torpor except under special circumstances not handled # by the calculator (Storyteller's discretion) result_vamp = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_HEALTHY, max_health=5, old_aggravated_damage=0, new_aggravated_damage=9999, new_superficial_damage=0, is_vampire=True) self.assertEqual(result_vamp, HEALTH_STATE_TORPOR)
def test_new_health_state_human_dead(self): # Test the various ways that a human character takes damage # Human hit for HP of Agg result_human = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_HEALTHY, max_health=5, old_aggravated_damage=0, new_aggravated_damage=5, new_superficial_damage=0, is_vampire=False) self.assertEqual(result_human, HEALTH_STATE_DEAD)
def test_new_health_state_vamp_torpor(self): # Test the various ways that a vampire character takes damage # vampire hit for HP of Agg goes into torpor result_vamp = DamageCalculator.calculate_new_health_state( current_state=HEALTH_STATE_HEALTHY, max_health=5, old_aggravated_damage=0, new_aggravated_damage=5, new_superficial_damage=0, is_vampire=True) self.assertEqual(result_vamp, HEALTH_STATE_TORPOR)