Mercurial > pyntnclick
view gamelib/tests/game_logic_utils.py @ 472:cab67fd696b9
Fix crash bug on the bridge. (JIM's panel really doesn't like items.)
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sun, 29 Aug 2010 03:51:23 +0200 |
parents | fdf3a6dd476b |
children | 9f488671c02e |
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import unittest import pygame from pygame.locals import SWSURFACE from gamelib import state from gamelib.constants import SCREEN # We need this stuff set up so we can load images and whatnot. pygame.display.init() pygame.font.init() pygame.display.set_mode(SCREEN, SWSURFACE) class GameLogicTestCase(unittest.TestCase): CURRENT_SCENE = None def setUp(self): self.state = state.initial_state() self.state.set_current_scene(self.CURRENT_SCENE) def tearDown(self): for item in self.state.items.values(): if isinstance(item, state.CloneableItem): type(item)._counter = 0 def set_game_data(self, key, value, thing=None): gizmo = self.state.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): gizmo = self.state.current_scene if self.state.current_detail is not None: gizmo = self.state.current_detail if scene is not None: gizmo = self.state.scenes[scene] 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.current_scene.things) def assert_detail_thing(self, thing, in_detail=True): self.assertEquals(in_detail, thing in self.state.current_detail.things) def assert_item_exists(self, item, exists=True): self.assertEquals(exists, item in self.state.items) def assert_current_scene(self, scene): self.assertEquals(scene, self.state.current_scene.name) def assert_current_detail(self, scene): self.assertEquals(scene, self.state.current_detail.name) def handle_result(self, result): if result is None: return None if hasattr(result, 'process'): if result.detail_view: self.state.set_current_detail(result.detail_view) return result return [self.handle_result(r) for r in result] def interact_thing(self, thing, item=None): item_obj = None if item is not None: self.assert_inventory_item(item) item_obj = self.state.items[item] thing_container = self.state.current_detail or self.state.current_scene 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.items[item] target_obj = self.state.items[target_item] result = target_obj.interact(item_obj, self.state) return self.handle_result(result) def close_detail(self): self.state.set_current_detail(None)