def test_resolve_combat_flee_no_monster_attack_returns_true( self, mock_dice_roll): player = {"Name": "Vlad", "Health": 10} monster = {"Name": "Orc", "Health": 5} for number in range(9): self.assertEqual(True, combat.resolve_combat(player, "flee", monster))
def movement_handler(character: dict) -> bool: """ Return a bool representing whether your character is still alive after processing possible outcomes after movement. :param character: a dictionary with the following key value pairs "Health": [int,int] , "Position": [int, int] , "Name": str. :precondition character: a dictionary with the following keys "Health": [int,int] , "Position": [int, int] , "Name": str. :postcondition: Return a bool representing whether your character is still alive. :return: Return a bool representing whether your character is still alive. """ is_there_combat = check_for_combat() if is_there_combat: return combat.resolve_combat(character, combat.fight_or_flee(), characters.generate_monster()) else: characters.heal_character(character) display.display_character_healing(character) return True
def test_resolve_combat_quit_returns_false(self): player = {"Name": "Vlad", "Health": 10} monster = {"Name": "Orc", "Health": 5} self.assertEqual(False, combat.resolve_combat(player, "quit", monster))
def test_resolve_combat_fighting_and_dieing_to_monster_returns_false( self, mock_dice_roll): player = {"Name": "Vlad", "Health": 10} monster = {"Name": "Orc", "Health": 5} self.assertEqual(False, combat.resolve_combat(player, "fight", monster))
def test_resolve_combat_flee_surviving_monster_attack_returns_true( self, mock_dice_roll): player = {"Name": "Vlad", "Health": 10} monster = {"Name": "Orc", "Health": 5} self.assertEqual(True, combat.resolve_combat(player, "flee", monster))