diff pyntnclick/tests/mad_clicker.py @ 743:432cd9d51d80 pyntnclick

Import the 'mad clicker' test stuff
author Neil Muller <neil@dip.sun.ac.za>
date Wed, 16 Jan 2013 13:57:00 +0200
parents
children 4d032d09d599
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/pyntnclick/tests/mad_clicker.py	Wed Jan 16 13:57:00 2013 +0200
@@ -0,0 +1,108 @@
+from pyntnclick.tests.game_logic_utils import GameLogicTestCase
+
+
+class MadClickerTestCase(GameLogicTestCase):
+    "Provide a 'mad clicker' test to expose potential undefined behaviour"
+
+    def check_result_obj(self, obj):
+        """Check that the obj is the sort of result obj/seq we expect"""
+        if obj is None:
+            return True
+        if hasattr(obj, 'process'):
+            return True
+        return False
+
+    def check_result(self, obj):
+        """Check that the obj is the sort of result obj/seq we expect"""
+        # We do it this way, becuase we don't allow seqs to contain seqs
+        if obj and not hasattr(obj, 'process'):
+            for subobj in obj:
+                if not self.check_result_obj(subobj):
+                    return False
+            return True
+        else:
+            return self.check_result_obj(obj)
+
+    def _format_item(self, item):
+        return "%s (%s)" % (item.name, item)
+
+    def _format_thing(self, thing):
+        if not hasattr(thing, 'current_interact'):
+            return self._format_item(thing)
+        interact_name = None
+        if thing.current_interact and thing.interacts:
+            for name in thing.interacts:
+                if thing.interacts[name] == thing.current_interact:
+                    interact_name = name
+                    break
+        if interact_name:
+            return "%s:%s (%s %s)" % (thing.name, interact_name,
+                    thing, thing.current_interact)
+        elif thing.current_interact:
+            return "%s:<no name found> (%s %s)" % (thing.name, thing,
+                    thing.current_interact)
+        else:
+            return "%s:<no interact> (%s %s)" % (thing.name, thing)
+
+    def format_error(self, thing, item, exception):
+        if not item:
+            msg = ("Unexpected result for interact with no item for %s"
+                    % self._format_thing(thing))
+        else:
+            msg = ("Unexpected result for interact with item %s with %s" %
+                    (self._format_item(item), self._format_thing(thing)))
+        if exception:
+            return "Exception raised %s:\nTest failed: %s" % (exception, msg)
+        return msg
+
+    def do_thing(self, thing, item):
+        try:
+            if item:
+                # We're interacting with an item in the inventory
+                self.state.add_inventory_item(item.name)
+            self.assertEqual(self.check_result(thing.interact(item)), True,
+                self.format_error(thing, item, None))
+        except self.failureException:
+            raise
+        except Exception, details:
+            raise self.failureException(self.format_error(thing, item,
+                details))
+        self.clear_inventory()
+        self.clear_event_queue()
+
+    def do_item(self, item, item2):
+        try:
+            self.state.add_inventory_item(item.name)
+            if item2:
+                self.state.add_inventory_item(item2.name)
+            self.assertEqual(self.check_result(item.interact(item2)), True,
+                self.format_error(item, item2, None))
+        except self.failureException:
+            raise
+        except Exception, details:
+            raise self.failureException(self.format_error(item, item2,
+                details))
+        self.clear_inventory()
+        self.clear_event_queue()
+
+    def do_mad_clicker(self):
+        """Implement frantic clicking behaviour"""
+        for scene in self.state.scenes.values():
+            self.state.current_scene = scene
+            for thing in scene.things.values():
+                for interact_name in thing.interacts:
+                    thing.set_interact(interact_name)
+                    self.do_thing(thing, None)
+                    for item in self.state.items.values():
+                        self.do_thing(thing, item)
+        for detail in self.state.detail_views.values():
+            for thing in detail.things.values():
+                for interact_name in thing.interacts:
+                    thing.set_interact(interact_name)
+                    self.do_thing(thing, None)
+                    for item in self.state.items.values():
+                        self.do_thing(thing, item)
+        for item in self.state.items.values():
+            self.do_item(item, None)
+            for item2 in self.state.items.values():
+                self.do_item(item, item2)