Mercurial > boomslang
diff 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> |
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date | Sat, 21 Jun 2014 22:06:09 +0200 |
parents | f95830b58336 |
children |
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--- a/pyntnclick/tests/game_logic_utils.py Sat Jun 21 22:04:35 2014 +0200 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,113 +0,0 @@ -import unittest - -import pygame.display -import pygame.event - -import pyntnclick.resources -import pyntnclick.state - - -class GameLogicTestCase(unittest.TestCase): - CURRENT_SCENE = None - GAME_DESCRIPTION_CLASS = None - - def setUp(self): - # Events require us to initialize the display - pygame.display.init() - # Disable alpha conversion which requires a screen - pyntnclick.resources.Resources.CONVERT_ALPHA = False - - self.game_description = self.GAME_DESCRIPTION_CLASS() - self.state = self.game_description.initial_state() - self.scene_stack = [] - - # We aren't handling events, monkey patch change_scene and show_detail - def change_scene(name): - self.state.data.set_current_scene(name) - self.scene_stack = [self.state.get_current_scene()] - self.state.change_scene = change_scene - - def show_detail(name): - self.scene_stack.append(self.state.detail_views[name]) - self.state.show_detail = show_detail - - self.state.change_scene(self.CURRENT_SCENE) - - def close_detail(self): - self.scene_stack.pop() - self.assertTrue(len(self.scene_stack) > 0) - - def clear_event_queue(self): - # Since we aren't handling events, we may overflow the pygame - # event buffer if we're generating a lot of events - pygame.event.clear() - - def clear_inventory(self): - # Remove all items from the inventory, ensuring tool is set to None - self.state.set_tool(None) - self.state.inventory()[:] = [] - - def set_game_data(self, key, value, thing=None): - gizmo = self.state.get_current_scene() - if thing is not None: - gizmo = gizmo.things[thing] - gizmo.set_data(key, value) - - def assert_game_data(self, key, value, thing=None, scene=None, - detail=None): - gizmo = self.state.get_current_scene() - if scene is not None: - gizmo = self.state.scenes[scene] - if detail is not None: - gizmo = self.state.detail_views[detail] - if thing is not None: - gizmo = gizmo.things[thing] - self.assertEquals(value, gizmo.get_data(key)) - - def assert_inventory_item(self, item, in_inventory=True): - self.assertEquals(in_inventory, self.state.is_in_inventory(item)) - - def assert_scene_thing(self, thing, in_scene=True): - self.assertEquals( - in_scene, thing in self.state.get_current_scene().things) - - def assert_detail_thing(self, thing, in_detail=True): - self.assertEquals(in_detail, thing in self.scene_stack[-1].things) - - def assert_item_exists(self, item, exists=True): - try: - self.state.get_item(item) - self.assertTrue(exists) - except: - self.assertFalse(exists) - - def assert_current_scene(self, scene): - self.assertEquals(scene, self.state.get_current_scene().name) - - def handle_result(self, result): - self.clear_event_queue() - if result is None: - return None - if hasattr(result, 'process'): - if result.detail_view: - self.state.show_detail(result.detail_view) - return result - return [self.handle_result(r) for r in result] - - def interact_thing(self, thing, item=None, detail=None): - item_obj = None - if item is not None: - self.assert_inventory_item(item) - item_obj = self.state.get_item(item) - thing_container = self.scene_stack[-1] - if detail is not None: - self.assertEqual(detail, thing_container.name) - result = thing_container.things[thing].interact(item_obj) - return self.handle_result(result) - - def interact_item(self, target_item, item): - self.assert_inventory_item(target_item) - item_obj = self.state.get_item(item) - target_obj = self.state.get_item(target_item) - result = target_obj.interact(item_obj) - return self.handle_result(result)