def setup(self): """ Setup the test case """ self.floor_rock = 1 self.wall_empty = None self.rng = Random() self.level = (LevelBuilder() .with_size((60, 40)) .with_floor_tile(self.floor_rock) .with_wall_tile(self.wall_empty) .build()) add_location_tag(self.level, (10, 10), 'room') for x_loc in range(11, 30): add_location_tag(self.level, (x_loc, 10), 'corridor') item_config = ItemConfigurations(Random()) item_config.add_item( ItemConfiguration(name = 'dagger', cost = 2, weight = 1, icons = [500], types = ['weapon', 'light weapon', 'melee', 'simple weapon'], rarity = 'common', weapon_configration = WeaponConfiguration( damage = [(2, 'piercing'), (2, 'slashing')], critical_range = 11, critical_damage = 2, weapon_class = 'simple'))) item_config.add_item( ItemConfiguration(name = 'red potion', cost = 150, weight = 1, icons = [100], types = ['potion'], rarity = 'rare', effect_handles = [EffectHandle( trigger = 'on drink', effect = 'cure medium wounds', parameters = None, charges = 1)])) self.item_generator = ItemGenerator(item_config) self.configuration = [item_by_name(3, 4, 'dagger'), item_by_type(1, 1, 'potion')] self.item_adder = ItemAdder(self.item_generator, self.configuration, self.rng) self.item_adder.add_items(self.level)
def setup(self): """ Setup the test case """ self.floor_rock = 1 self.wall_empty = None self.rng = Random() self.level = (LevelBuilder().with_size((60, 40)).with_floor_tile( self.floor_rock).with_wall_tile(self.wall_empty).build()) add_location_tag(self.level, (10, 10), 'room') for x_loc in range(11, 30): add_location_tag(self.level, (x_loc, 10), 'corridor') item_config = ItemConfigurations(Random()) item_config.add_item( ItemConfiguration( name='dagger', cost=2, weight=1, icons=[500], types=['weapon', 'light weapon', 'melee', 'simple weapon'], rarity='common', weapon_configration=WeaponConfiguration( damage=[(2, 'piercing'), (2, 'slashing')], critical_range=11, critical_damage=2, weapon_class='simple'))) item_config.add_item( ItemConfiguration(name='red potion', cost=150, weight=1, icons=[100], types=['potion'], rarity='rare', effect_handles=[ EffectHandle(trigger='on drink', effect='cure medium wounds', parameters=None, charges=1) ])) self.item_generator = ItemGenerator(item_config) self.configuration = [ item_by_name(3, 4, 'dagger'), item_by_type(1, 1, 'potion') ] self.item_adder = ItemAdder(self.item_generator, self.configuration, self.rng) self.item_adder.add_items(self.level)
def setup(self): """ Setup the test case """ self.floor_rock = 1 self.wall_empty = 2 self.rng = Random() self.level = Level((60, 40), self.floor_rock, self.wall_empty) self.level.set_location_type((10, 10), 'room') for x_loc in range(11, 30): self.level.set_location_type((x_loc, 10), 'corridor') item_config = ItemConfigurations(Random()) item_config.add_item( ItemConfiguration(name = 'dagger', cost = 2, weight = 1, icons = [500], types = ['weapon', 'light weapon', 'melee', 'simple weapon'], rarity = 'common', weapon_configration = WeaponConfiguration( damage = 2, critical_range = 11, critical_damage = 2, damage_types = ['piercing', 'slashing'], weapon_class = 'simple'))) item_config.add_item( ItemConfiguration(name = 'red potion', cost = 150, weight = 1, icons = [100], types = ['potion'], rarity = 'rare', effect_handles = [EffectHandle( trigger = 'on drink', effect = 'cure medium wounds', parameters = None, charges = 1)])) self.item_generator = ItemGenerator(item_config) self.configuration = ItemAdderConfiguration(['crypt']) self.configuration.add_item(min_amount = 3, max_amount = 4, name = 'dagger') self.configuration.add_item(min_amount = 1, max_amount = 1, type = 'potion', location = 'room') self.item_adder = ItemAdder(self.item_generator, self.configuration, self.rng) self.item_adder.add_items(self.level)