def reset_hero_attributes(hero: Hero): from items.weapon import Weapon from items.spell import Spell hero.health = hero.MAX_HEALTH hero.mana = hero.MAX_MANA hero.weapon = Weapon.create_weapon(random.choice(WEAPON_NAMES)) hero.spell = Spell.create_spell(random.choice(SPELL_NAMES))
def create_hero(cls): # add except name = input('Hero name: ') title = input('Hero title: ') weapon = Weapon.create_weapon(random.choice(WEAPON_NAMES)) spell = Spell.create_spell(random.choice(SPELL_NAMES)) return cls(name=name, title=title, weapon=weapon, spell=spell)
def test_if_create_spell_class_method_creates_a_Spell_instance(self): s = Spell.create_spell('Fireball') range_damage = range(1, 21) range_mana_cost = range(1, 11) range_cast_range = range(1, 4) self.assertEqual(Spell, type(s)) self.assertEqual(s.name, 'Fireball') self.assertTrue(s.damage in range_damage) self.assertTrue(s.mana_cost in range_mana_cost) self.assertTrue(s.cast_range in range_cast_range)
def generate_random_value_of_treasure(treasure: str): from items.weapon import Weapon from items.spell import Spell dict_treasure_values = { 'health': random.randint(1, 20), 'mana': random.randint(1, 20), 'weapon': Weapon.create_weapon(random.choice(WEAPON_NAMES)), 'spell': Spell.create_spell(random.choice(SPELL_NAMES)) } treasure_value = dict_treasure_values[treasure] return treasure_value