Mercurial > boomslang
view pyntnclick/tests/game_logic_utils.py @ 816:eed75a1d50c4 pyntnclick
Better Item handling.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sun, 27 Jan 2013 22:19:39 +0200 |
parents | bdaffaa8b6bf |
children |
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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)