annotate pyntnclick/tests/game_logic_utils.py @ 816:eed75a1d50c4 pyntnclick

Better Item handling.
author Jeremy Thurgood <firxen@gmail.com>
date Sun, 27 Jan 2013 22:19:39 +0200
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children
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1 import unittest
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2
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3 import pygame.display
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4 import pygame.event
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5
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6 import pyntnclick.resources
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7 import pyntnclick.state
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8
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9
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10 class GameLogicTestCase(unittest.TestCase):
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11 CURRENT_SCENE = None
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12 GAME_DESCRIPTION_CLASS = None
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14 def setUp(self):
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15 # Events require us to initialize the display
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16 pygame.display.init()
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17 # Disable alpha conversion which requires a screen
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18 pyntnclick.resources.Resources.CONVERT_ALPHA = False
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19
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20 self.game_description = self.GAME_DESCRIPTION_CLASS()
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21 self.state = self.game_description.initial_state()
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22 self.scene_stack = []
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24 # We aren't handling events, monkey patch change_scene and show_detail
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25 def change_scene(name):
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26 self.state.data.set_current_scene(name)
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27 self.scene_stack = [self.state.get_current_scene()]
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28 self.state.change_scene = change_scene
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30 def show_detail(name):
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31 self.scene_stack.append(self.state.detail_views[name])
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32 self.state.show_detail = show_detail
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34 self.state.change_scene(self.CURRENT_SCENE)
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36 def close_detail(self):
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37 self.scene_stack.pop()
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38 self.assertTrue(len(self.scene_stack) > 0)
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39
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40 def clear_event_queue(self):
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41 # Since we aren't handling events, we may overflow the pygame
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42 # event buffer if we're generating a lot of events
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43 pygame.event.clear()
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45 def clear_inventory(self):
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46 # Remove all items from the inventory, ensuring tool is set to None
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47 self.state.set_tool(None)
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48 self.state.inventory()[:] = []
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50 def set_game_data(self, key, value, thing=None):
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51 gizmo = self.state.get_current_scene()
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52 if thing is not None:
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53 gizmo = gizmo.things[thing]
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54 gizmo.set_data(key, value)
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55
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56 def assert_game_data(self, key, value, thing=None, scene=None,
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57 detail=None):
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58 gizmo = self.state.get_current_scene()
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59 if scene is not None:
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60 gizmo = self.state.scenes[scene]
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61 if detail is not None:
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62 gizmo = self.state.detail_views[detail]
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63 if thing is not None:
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64 gizmo = gizmo.things[thing]
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65 self.assertEquals(value, gizmo.get_data(key))
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66
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67 def assert_inventory_item(self, item, in_inventory=True):
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68 self.assertEquals(in_inventory, self.state.is_in_inventory(item))
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69
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70 def assert_scene_thing(self, thing, in_scene=True):
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71 self.assertEquals(
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72 in_scene, thing in self.state.get_current_scene().things)
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74 def assert_detail_thing(self, thing, in_detail=True):
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75 self.assertEquals(in_detail, thing in self.scene_stack[-1].things)
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76
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77 def assert_item_exists(self, item, exists=True):
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78 try:
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79 self.state.get_item(item)
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80 self.assertTrue(exists)
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81 except:
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82 self.assertFalse(exists)
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83
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84 def assert_current_scene(self, scene):
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85 self.assertEquals(scene, self.state.get_current_scene().name)
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86
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87 def handle_result(self, result):
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88 self.clear_event_queue()
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89 if result is None:
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90 return None
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91 if hasattr(result, 'process'):
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92 if result.detail_view:
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93 self.state.show_detail(result.detail_view)
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94 return result
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95 return [self.handle_result(r) for r in result]
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96
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97 def interact_thing(self, thing, item=None, detail=None):
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98 item_obj = None
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99 if item is not None:
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100 self.assert_inventory_item(item)
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101 item_obj = self.state.get_item(item)
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102 thing_container = self.scene_stack[-1]
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103 if detail is not None:
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104 self.assertEqual(detail, thing_container.name)
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105 result = thing_container.things[thing].interact(item_obj)
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106 return self.handle_result(result)
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107
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108 def interact_item(self, target_item, item):
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109 self.assert_inventory_item(target_item)
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110 item_obj = self.state.get_item(item)
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111 target_obj = self.state.get_item(target_item)
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112 result = target_obj.interact(item_obj)
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113 return self.handle_result(result)