Merge branch 'master' into 'moreitems'

# Conflicts:
#   squirrelbattle/entities/items.py
#   squirrelbattle/interfaces.py
#   squirrelbattle/tests/game_test.py
This commit is contained in:
eichhornchen
2021-01-08 23:41:21 +01:00
20 changed files with 503 additions and 180 deletions

View File

@ -1,8 +1,8 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import curses
import os
import random
import unittest
from ..bootstrap import Bootstrap
@ -11,7 +11,7 @@ from ..display.display_manager import DisplayManager
from ..entities.friendly import Merchant, Sunflower, Chest
from ..entities.items import Bomb, Heart, Sword, Explosion, Shield, Helmet, \
Chestplate, RingCritical, Bow, FireBallStaff, ScrollofDamage,\
ScrollofWeakening
ScrollofWeakening, Monocle
from ..entities.monsters import Rabbit, GiantSeaEagle
from ..entities.player import Player
from ..enums import DisplayActions, KeyValues, GameMode
@ -67,6 +67,7 @@ class TestGame(unittest.TestCase):
new_state = self.game.save_state()
self.assertEqual(old_state, new_state)
self.assertIsNone(self.game.message)
# Ensure that the bomb is loaded
self.assertTrue(self.game.player.inventory)
@ -258,10 +259,12 @@ class TestGame(unittest.TestCase):
self.game.state = GameMode.MAINMENU
# Change the color of the artwork
self.game.display_actions(DisplayActions.MOUSE, 0, 10)
self.game.display_actions(DisplayActions.MOUSE, 0, 10,
curses.BUTTON1_CLICKED)
# Settings menu
self.game.display_actions(DisplayActions.MOUSE, 25, 21)
self.game.display_actions(DisplayActions.MOUSE, 25, 21,
curses.BUTTON1_CLICKED)
self.assertEqual(self.game.main_menu.position, 4)
self.assertEqual(self.game.state, GameMode.SETTINGS)
@ -273,11 +276,13 @@ class TestGame(unittest.TestCase):
self.game.state = GameMode.INVENTORY
# Click nowhere
self.game.display_actions(DisplayActions.MOUSE, 0, 0)
self.game.display_actions(DisplayActions.MOUSE, 0, 0,
curses.BUTTON1_CLICKED)
self.assertEqual(self.game.state, GameMode.INVENTORY)
# Click on the second item
self.game.display_actions(DisplayActions.MOUSE, 8, 25)
self.game.display_actions(DisplayActions.MOUSE, 8, 25,
curses.BUTTON1_CLICKED)
self.assertEqual(self.game.state, GameMode.INVENTORY)
self.assertEqual(self.game.inventory_menu.position, 1)
@ -573,12 +578,14 @@ class TestGame(unittest.TestCase):
# 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, 7, 25)
self.game.display_actions(DisplayActions.MOUSE, 7, 25,
curses.BUTTON1_CLICKED)
self.assertIn(item, self.game.player.inventory)
self.assertNotIn(item, merchant.inventory)
# Buy a heart
merchant.inventory[1] = Heart()
self.game.display_actions(DisplayActions.REFRESH)
item = self.game.store_menu.validate()
self.assertIn(item, merchant.inventory)
self.assertEqual(item, merchant.inventory[1])
@ -697,19 +704,21 @@ class TestGame(unittest.TestCase):
self.game.save_state()
ring.unequip()
def test_critical_hit(self) -> None:
def test_monocle(self) -> None:
"""
Ensure that critical hits are working.
The player is wearing a monocle, then the stats are displayed.
"""
random.seed(2) # Next random.randint(1, 100) will output 8
self.game.player.critical = 10
self.game.state = GameMode.PLAY
monocle = Monocle()
monocle.hold(self.game.player)
monocle.equip()
sea_eagle = GiantSeaEagle()
self.game.map.add_entity(sea_eagle)
sea_eagle.move(2, 6)
old_health = sea_eagle.health
self.game.player.hit(sea_eagle)
self.assertEqual(sea_eagle.health,
old_health - self.game.player.strength * 4)
self.game.display_actions(DisplayActions.REFRESH)
def test_ladders(self) -> None:
"""
@ -748,9 +757,11 @@ class TestGame(unittest.TestCase):
"""
self.game.state = GameMode.MAINMENU
self.game.display_actions(DisplayActions.MOUSE, 41, 41)
self.game.display_actions(DisplayActions.MOUSE, 41, 41,
curses.BUTTON1_CLICKED)
self.assertEqual(self.game.state, GameMode.CREDITS)
self.game.display_actions(DisplayActions.MOUSE, 21, 21)
self.game.display_actions(DisplayActions.MOUSE, 21, 21,
curses.BUTTON1_CLICKED)
self.game.display_actions(DisplayActions.REFRESH)
self.game.state = GameMode.CREDITS