Mercurial > pyntnclick
view pyntnclick/tests/game_logic_utils.py @ 730:eca4d2fc11a4 pyntnclick
Move game_logic_utils to pyntnclick
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Tue, 15 Jan 2013 22:56:30 +0200 |
parents | gamelib/tests/game_logic_utils.py@7d777c9a1af1 |
children | 2f74064bc779 |
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import unittest import pygame.display import pyntnclick.state # Disable alpha conversion which requires a screen import pyntnclick.resources pyntnclick.resources.Resources.CONVERT_ALPHA = False class GameLogicTestCase(unittest.TestCase): CURRENT_SCENE = None GAME_DESCRIPTION_CLASS = None def setUp(self): # Events require us to initialize the display pygame.display.init() self.game_description = self.GAME_DESCRIPTION_CLASS() self.state = self.game_description.initial_state() self.state.current_scene = self.state.scenes[self.CURRENT_SCENE] # We aren't handling events, monkey patch change_scene def change_scene(name): self.state.current_scene = self.state.scenes[name] self.state.change_scene = change_scene def tearDown(self): for item in self.state.items.values(): if isinstance(item, pyntnclick.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, detail=None): gizmo = self.state.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.current_scene.things) def assert_detail_thing(self, thing, in_detail=True): return 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 handle_result(self, result): 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.items[item] thing_container = self.state.current_scene if detail is not None: thing_container = self.state.detail_views[detail] 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) return self.handle_result(result)