changeset 730:eca4d2fc11a4 pyntnclick

Move game_logic_utils to pyntnclick
author Stefano Rivera <stefano@rivera.za.net>
date Tue, 15 Jan 2013 22:56:30 +0200
parents 7d777c9a1af1
children 2f74064bc779
files gamelib/tests/game_logic_utils.py gamelib/tests/test_scene_interactions_cryo.py gamelib/tests/test_walkthrough.py pyntnclick/tests/game_logic_utils.py
diffstat 4 files changed, 97 insertions(+), 95 deletions(-) [+]
line wrap: on
line diff
--- a/gamelib/tests/game_logic_utils.py	Tue Jan 15 22:55:08 2013 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,91 +0,0 @@
-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)
--- a/gamelib/tests/test_scene_interactions_cryo.py	Tue Jan 15 22:55:08 2013 +0200
+++ b/gamelib/tests/test_scene_interactions_cryo.py	Tue Jan 15 22:56:30 2013 +0200
@@ -1,8 +1,9 @@
+from pyntnclick.tests.game_logic_utils import GameLogicTestCase
+
 import gamelib.main
-import game_logic_utils
 
 
-class TestGameLogic(game_logic_utils.GameLogicTestCase):
+class TestGameLogic(GameLogicTestCase):
 
     GAME_DESCRIPTION_CLASS = gamelib.main.SuspendedSentence
     CURRENT_SCENE = 'cryo'
--- a/gamelib/tests/test_walkthrough.py	Tue Jan 15 22:55:08 2013 +0200
+++ b/gamelib/tests/test_walkthrough.py	Tue Jan 15 22:56:30 2013 +0200
@@ -1,8 +1,9 @@
+from pyntnclick.tests.game_logic_utils import GameLogicTestCase
+
 import gamelib.main
-import game_logic_utils
 
 
-class TestWalkthrough(game_logic_utils.GameLogicTestCase):
+class TestWalkthrough(GameLogicTestCase):
 
     GAME_DESCRIPTION_CLASS = gamelib.main.SuspendedSentence
     CURRENT_SCENE = 'cryo'
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/pyntnclick/tests/game_logic_utils.py	Tue Jan 15 22:56:30 2013 +0200
@@ -0,0 +1,91 @@
+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)