示例#1
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    def test_kill_group_resolved_after_death(self) -> None:
        kill_group = resolutions.KillGroup('Mortys')
        player = testing_utilities.make_player()
        sprite_labels = {'Mortys': {player}}

        kill_group.load_sprite_data(sprite_labels)

        self.assertFalse(kill_group.is_resolved)

        player.kill()
        self.assertTrue(kill_group.is_resolved)
示例#2
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    def test_set_player_adds_gained_item(self) -> None:
        description = 'description'
        decision = MakeDecision('decision')

        rock: ItemObject = constructors.build_map_object('rock')

        player = make_player()

        self.assertNotIn(rock.mod.loc, player.inventory.active_mods)
        ctrl = TransitionController(description, decision, rock)
        self.assertNotIn(rock.mod.loc, player.inventory.active_mods)
        ctrl.set_player_data(player.data)
        self.assertIn(rock.mod.loc, player.inventory.active_mods)
示例#3
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    def test_condition_satisfied_too_many_labels_error(self) -> None:
        condition_data = {'damaged': None}
        res_data = {
            'condition': {
                'condition data': condition_data,
                'tested label': 'Morty'
            }
        }
        player = testing_utilities.make_player()
        labels = {'Morty': [player, player]}

        resolution = resolutions.resolution_from_data(res_data)
        with self.assertRaises(ValueError):
            resolution.load_sprite_data(labels)
示例#4
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    def test_turret_behavior(self) -> None:
        player = make_player()

        enemy_data_dict = load_npc_data_kwargs('turret')
        enemy_data = EnemyData(**enemy_data_dict)
        turret = Enemy(player.pos + Vector2(100, 0), player, enemy_data)

        self.assertEqual(turret.status.state, 'passive')
        self.assertEqual(turret.motion.rot, 0)
        self.assertEqual(len(self.groups.enemy_projectiles), 0)

        turret.update()

        self.assertEqual(turret.status.state, 'active')
        self.assertAlmostEqual(turret.motion.rot % 360, 180)
示例#5
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    def test_condition_satisfied_is_resolved(self) -> None:
        condition_data = {'damaged': None}
        res_data = {
            'condition': {
                'condition data': condition_data,
                'tested label': 'Morty'
            }
        }
        player = testing_utilities.make_player()
        labels = {'Morty': {player}}

        resolution = resolutions.resolution_from_data(res_data)
        resolution.load_sprite_data(labels)

        self.assertFalse(resolution.is_resolved)
        player.status.increment_health(-3)
        self.assertTrue(resolution.is_resolved)
示例#6
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    def test_enter_zone_resolved_after_collision(self) -> None:
        data = {
            'enter zone': {
                'zone label': 'collidee',
                'entering label': 'collider'
            }
        }
        resolution = resolutions.resolution_from_data(data)

        player = testing_utilities.make_player()
        zombie = testing_utilities.make_zombie(player)

        labels = {'collidee': {zombie}, 'collider': {player}}
        resolution.load_sprite_data(labels)

        self.assertFalse(resolution.is_resolved)

        player.pos = zombie.pos
        self.assertTrue(resolution.is_resolved)
示例#7
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    def test_behavior_load_from_data_correct_state_conditions(self) -> None:
        player = make_player()
        cond_val = 1
        behavior_dict = {
            'passive': {
                'conditions': ['default'],
                'effects': {}
            },
            'active': {
                'conditions': [{
                    'target close': {
                        'threshold': 400,
                        'value': cond_val
                    }
                }],
                'effects': {}
            },
            'dead': {
                'conditions': [{
                    'dead': {
                        'value': 100
                    }
                }],
                'effects': {}
            }
        }

        behavior = Behavior(behavior_dict, player)

        state_condition_values = behavior._state_conditions_values

        states = set(state_condition_values.keys())
        expected = {'active', 'dead'}
        self.assertEqual(states, expected)

        expected_state = 'passive'
        self.assertEqual(behavior.default_state, expected_state)

        active_conditions = state_condition_values['active']
        key = next(iter(active_conditions.keys()))
        self.assertIsInstance(key, TargetClose)
        self.assertEqual(active_conditions[key], cond_val)
示例#8
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    def test_set_player_gained_item_removed_from_groups_even_if_not_picked_up(
            self) -> None:
        transition = TransitionScene('description', 'shotgun')

        player = make_player()

        while not player.inventory.backpack.is_full:
            pistol = constructors.build_map_object('pistol')
            player.inventory.attempt_pickup(pistol)

        num_items = len(self.groups.items)
        ctrl, _ = transition.make_controller_and_resolutions()
        self.assertEqual(len(self.groups.items), num_items + 1)
        ctrl.set_player_data(player.data)
        self.assertEqual(len(self.groups.items), num_items)

        shotgun = constructors.build_map_object('shotgun')
        self.assertNotIn(shotgun.mod, player.inventory.backpack)
        active_mod = player.inventory.active_mods[shotgun.mod.loc]
        self.assertNotEqual(shotgun.mod, active_mod)
示例#9
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    def test_behavior_load_from_data_correct_effects(self) -> None:
        player = make_player()

        behavior_dict = {
            'passive': {
                'conditions': ['default'],
                'effects': {
                    'stop motion': None
                }
            },
            'active': {
                'conditions': [{
                    'target close': {
                        'threshold': 400,
                        'value': 1
                    }
                }],
                'effects': {
                    'face and pursue target': {
                        'conditions': [{
                            'dead': {
                                'logical_not': None
                            }
                        }, {
                            'damaged': {
                                'logical_not': None
                            }
                        }]
                    }
                }
            },
            'dead': {
                'conditions': [{
                    'dead': {
                        'value': 100
                    }
                }],
                'effects': {
                    'kill': None
                }
            }
        }

        enemy_data = EnemyData(**load_npc_data_kwargs('zombie')).replace(
            behavior_dict=behavior_dict)

        enemy = Enemy(player.pos + Vector2(100, 0), player, enemy_data)

        self.assertEqual(enemy.status.state, 'passive')

        self.assertEqual(enemy.motion.vel, Vector2(0, 0))
        self.assertEqual(enemy.motion.rot, 0)
        enemy.update()
        self.assertEqual(enemy.status.state, 'active')
        self.assertLess(enemy.motion.vel.x, 0)
        self.assertAlmostEqual(enemy.motion.rot % 360, 180)

        enemy.status.increment_health(-enemy.status.max_health)
        self.assertEqual(len(self.groups.enemies), 1)
        enemy.update()
        self.assertEqual(enemy.status.state, 'dead')
        self.assertEqual(len(self.groups.enemies), 0)
示例#10
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    def test_enemy_construction_with_behavior(self) -> None:
        player = make_player()

        enemy_data_dict = load_npc_data_kwargs('zombie')
        enemy_data = EnemyData(**enemy_data_dict)
        Enemy(player.pos, player, enemy_data)