Merge branch 'master' into map_generation

# Conflicts:
#	squirrelbattle/interfaces.py
This commit is contained in:
Yohann D'ANELLO
2020-12-11 19:02:45 +01:00
19 changed files with 973 additions and 129 deletions

View File

@ -7,7 +7,8 @@ import unittest
from ..bootstrap import Bootstrap
from ..display.display import Display
from ..display.display_manager import DisplayManager
from ..entities.items import Bomb
from ..entities.friendly import Merchant, Sunflower
from ..entities.items import Bomb, Heart, Sword
from ..entities.player import Player
from ..enums import DisplayActions
from ..game import Game, KeyValues, GameMode
@ -34,7 +35,17 @@ class TestGame(unittest.TestCase):
"""
bomb = Bomb()
self.game.map.add_entity(bomb)
sword = Sword()
self.game.map.add_entity(sword)
# Add items in the inventory to check that it is well loaded
bomb.hold(self.game.player)
sword.hold(self.game.player)
# Ensure that merchants can be saved
merchant = Merchant()
merchant.move(3, 6)
self.game.map.add_entity(merchant)
old_state = self.game.save_state()
self.game.handle_key_pressed(KeyValues.DOWN)
@ -117,6 +128,9 @@ class TestGame(unittest.TestCase):
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_INVENTORY, self.game.settings),
KeyValues.INVENTORY)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_CHAT, self.game.settings),
KeyValues.CHAT)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_USE, self.game.settings),
KeyValues.USE)
@ -216,6 +230,33 @@ class TestGame(unittest.TestCase):
self.game.handle_key_pressed(KeyValues.SPACE)
self.assertEqual(self.game.state, GameMode.MAINMENU)
def test_mouse_click(self) -> None:
"""
Simulate mouse clicks.
"""
self.game.state = GameMode.MAINMENU
# Settings menu
self.game.display_actions(DisplayActions.MOUSE, 25, 21)
self.assertEqual(self.game.main_menu.position, 4)
self.assertEqual(self.game.state, GameMode.SETTINGS)
bomb = Bomb()
bomb.hold(self.game.player)
bomb2 = Bomb()
bomb2.hold(self.game.player)
self.game.state = GameMode.INVENTORY
# Click nowhere
self.game.display_actions(DisplayActions.MOUSE, 0, 0)
self.assertEqual(self.game.state, GameMode.INVENTORY)
# Click on the second item
self.game.display_actions(DisplayActions.MOUSE, 8, 25)
self.assertEqual(self.game.state, GameMode.INVENTORY)
self.assertEqual(self.game.inventory_menu.position, 1)
def test_new_game(self) -> None:
"""
Ensure that the start button starts a new game.
@ -280,7 +321,7 @@ class TestGame(unittest.TestCase):
self.assertEqual(self.game.settings.KEY_LEFT_PRIMARY, 'a')
# Navigate to "texture pack"
for ignored in range(9):
for ignored in range(10):
self.game.handle_key_pressed(KeyValues.DOWN)
# Change texture pack
@ -417,3 +458,116 @@ class TestGame(unittest.TestCase):
self.assertTrue(bomb.exploding)
self.assertEqual(bomb.y, self.game.player.y)
self.assertEqual(bomb.x, self.game.player.x)
def test_talk_to_sunflowers(self) -> None:
"""
Interact with sunflowers
"""
self.game.state = GameMode.PLAY
sunflower = Sunflower()
sunflower.move(2, 6)
self.game.map.add_entity(sunflower)
# Does nothing
self.assertIsNone(self.game.handle_friendly_entity_chat(KeyValues.UP))
# Talk to sunflower... or not
self.game.handle_key_pressed(KeyValues.CHAT)
self.assertTrue(self.game.waiting_for_friendly_key)
# Wrong key
self.game.handle_key_pressed(KeyValues.EQUIP)
self.assertFalse(self.game.waiting_for_friendly_key)
self.game.handle_key_pressed(KeyValues.CHAT)
self.assertTrue(self.game.waiting_for_friendly_key)
self.game.handle_key_pressed(KeyValues.UP)
self.assertFalse(self.game.waiting_for_friendly_key)
self.assertEqual(self.game.state, GameMode.PLAY)
self.assertFalse(len(self.game.logs.messages) > 1)
# Talk to sunflower
self.game.handle_key_pressed(KeyValues.CHAT)
self.assertTrue(self.game.waiting_for_friendly_key)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertFalse(self.game.waiting_for_friendly_key)
self.assertEqual(self.game.state, GameMode.PLAY)
self.assertTrue(self.game.logs.messages)
# Ensure that the message is a good message
self.assertIn(self.game.logs.messages[1][21:],
Sunflower.dialogue_option)
# Test all directions to detect the friendly entity
self.game.player.move(3, 6)
self.game.handle_key_pressed(KeyValues.CHAT)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(len(self.game.logs.messages), 3)
self.game.player.move(2, 7)
self.game.handle_key_pressed(KeyValues.CHAT)
self.game.handle_key_pressed(KeyValues.LEFT)
self.assertEqual(len(self.game.logs.messages), 4)
self.game.player.move(2, 5)
self.game.handle_key_pressed(KeyValues.CHAT)
self.game.handle_key_pressed(KeyValues.RIGHT)
self.assertEqual(len(self.game.logs.messages), 5)
def test_talk_to_merchant(self) -> None:
"""
Interact with merchants
"""
self.game.state = GameMode.PLAY
merchant = Merchant()
merchant.move(2, 6)
self.game.map.add_entity(merchant)
# Does nothing
self.assertIsNone(self.game.handle_friendly_entity_chat(KeyValues.UP))
# Talk to merchant
self.game.handle_key_pressed(KeyValues.CHAT)
self.assertTrue(self.game.waiting_for_friendly_key)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertFalse(self.game.waiting_for_friendly_key)
self.assertEqual(self.game.state, GameMode.STORE)
self.assertTrue(self.game.logs.messages)
# Navigate in the menu
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.store_menu.position, 1)
# The second item is not a heart
merchant.inventory[1] = Sword()
# Buy the second item by clicking on it
item = self.game.store_menu.validate()
self.assertIn(item, merchant.inventory)
self.game.display_actions(DisplayActions.MOUSE, 8, 25)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertIn(item, self.game.player.inventory)
self.assertNotIn(item, merchant.inventory)
# Buy a heart
merchant.inventory[1] = Heart()
item = self.game.store_menu.validate()
self.assertIn(item, merchant.inventory)
self.assertEqual(item, merchant.inventory[1])
self.game.player.health = self.game.player.maxhealth - 1 - item.healing
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertNotIn(item, self.game.player.inventory)
self.assertNotIn(item, merchant.inventory)
self.assertEqual(self.game.player.health,
self.game.player.maxhealth - 1)
# We don't have enough of money
self.game.player.hazel = 0
item = self.game.store_menu.validate()
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertNotIn(item, self.game.player.inventory)
self.assertIn(item, merchant.inventory)
self.assertEqual(self.game.message, _("You do not have enough money"))
self.game.handle_key_pressed(KeyValues.ENTER)
# Exit the menu
self.game.handle_key_pressed(KeyValues.SPACE)
self.assertEqual(self.game.state, GameMode.PLAY)

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@ -50,6 +50,8 @@ class TestTranslations(unittest.TestCase):
"Touche pour équiper un objet de l'inventaire")
self.assertEqual(_("Key used to drop an item in the inventory"),
"Touche pour jeter un objet de l'inventaire")
self.assertEqual(_("Key used to talk to a friendly entity"),
"Touche pour parler à une entité pacifique")
self.assertEqual(_("Texture pack"), "Pack de textures")
self.assertEqual(_("Language"), "Langue")
@ -64,3 +66,4 @@ class TestTranslations(unittest.TestCase):
self.assertEqual(_("body snatch potion"), "potion d'arrachage de corps")
self.assertEqual(_("bomb"), "bombe")
self.assertEqual(_("heart"), "cœur")
self.assertEqual(_("sword"), "épée")