comparison pyntnclick/tests/game_logic_utils.py @ 854:79b5c1be9a5e default tip

Remove pyntnclick, it's its own library, now
author Stefano Rivera <stefano@rivera.za.net>
date Sat, 21 Jun 2014 22:06:09 +0200
parents f95830b58336
children
comparison
equal deleted inserted replaced
852:f95830b58336 854:79b5c1be9a5e
1 import unittest
2
3 import pygame.display
4 import pygame.event
5
6 import pyntnclick.resources
7 import pyntnclick.state
8
9
10 class GameLogicTestCase(unittest.TestCase):
11 CURRENT_SCENE = None
12 GAME_DESCRIPTION_CLASS = None
13
14 def setUp(self):
15 # Events require us to initialize the display
16 pygame.display.init()
17 # Disable alpha conversion which requires a screen
18 pyntnclick.resources.Resources.CONVERT_ALPHA = False
19
20 self.game_description = self.GAME_DESCRIPTION_CLASS()
21 self.state = self.game_description.initial_state()
22 self.scene_stack = []
23
24 # We aren't handling events, monkey patch change_scene and show_detail
25 def change_scene(name):
26 self.state.data.set_current_scene(name)
27 self.scene_stack = [self.state.get_current_scene()]
28 self.state.change_scene = change_scene
29
30 def show_detail(name):
31 self.scene_stack.append(self.state.detail_views[name])
32 self.state.show_detail = show_detail
33
34 self.state.change_scene(self.CURRENT_SCENE)
35
36 def close_detail(self):
37 self.scene_stack.pop()
38 self.assertTrue(len(self.scene_stack) > 0)
39
40 def clear_event_queue(self):
41 # Since we aren't handling events, we may overflow the pygame
42 # event buffer if we're generating a lot of events
43 pygame.event.clear()
44
45 def clear_inventory(self):
46 # Remove all items from the inventory, ensuring tool is set to None
47 self.state.set_tool(None)
48 self.state.inventory()[:] = []
49
50 def set_game_data(self, key, value, thing=None):
51 gizmo = self.state.get_current_scene()
52 if thing is not None:
53 gizmo = gizmo.things[thing]
54 gizmo.set_data(key, value)
55
56 def assert_game_data(self, key, value, thing=None, scene=None,
57 detail=None):
58 gizmo = self.state.get_current_scene()
59 if scene is not None:
60 gizmo = self.state.scenes[scene]
61 if detail is not None:
62 gizmo = self.state.detail_views[detail]
63 if thing is not None:
64 gizmo = gizmo.things[thing]
65 self.assertEquals(value, gizmo.get_data(key))
66
67 def assert_inventory_item(self, item, in_inventory=True):
68 self.assertEquals(in_inventory, self.state.is_in_inventory(item))
69
70 def assert_scene_thing(self, thing, in_scene=True):
71 self.assertEquals(
72 in_scene, thing in self.state.get_current_scene().things)
73
74 def assert_detail_thing(self, thing, in_detail=True):
75 self.assertEquals(in_detail, thing in self.scene_stack[-1].things)
76
77 def assert_item_exists(self, item, exists=True):
78 try:
79 self.state.get_item(item)
80 self.assertTrue(exists)
81 except:
82 self.assertFalse(exists)
83
84 def assert_current_scene(self, scene):
85 self.assertEquals(scene, self.state.get_current_scene().name)
86
87 def handle_result(self, result):
88 self.clear_event_queue()
89 if result is None:
90 return None
91 if hasattr(result, 'process'):
92 if result.detail_view:
93 self.state.show_detail(result.detail_view)
94 return result
95 return [self.handle_result(r) for r in result]
96
97 def interact_thing(self, thing, item=None, detail=None):
98 item_obj = None
99 if item is not None:
100 self.assert_inventory_item(item)
101 item_obj = self.state.get_item(item)
102 thing_container = self.scene_stack[-1]
103 if detail is not None:
104 self.assertEqual(detail, thing_container.name)
105 result = thing_container.things[thing].interact(item_obj)
106 return self.handle_result(result)
107
108 def interact_item(self, target_item, item):
109 self.assert_inventory_item(target_item)
110 item_obj = self.state.get_item(item)
111 target_obj = self.state.get_item(target_item)
112 result = target_obj.interact(item_obj)
113 return self.handle_result(result)