view tests/test_equip.py @ 149:eab3e1e52497

Modified EquipmentSlot to display an image instead of a text. Added EquipmentGui class, which handles the equipment slots of the player screen. An EquipmentGui instance will be created in the InventoryGUI constructor. The initializeInventory method of the Hud class supplies the players inventory and equipment to the InventoryGUI constructor.
author KarstenBock@gmx.net
date Wed, 05 Oct 2011 11:04:39 +0200
parents 7829eb185d6f
children 7fc3acada7e0
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#!/usr/bin/env python

# This file is part of PARPG.
# 
# PARPG is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
# 
# PARPG is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
# 
# You should have received a copy of the GNU General Public License
# along with PARPG.  If not, see <http://www.gnu.org/licenses/>.

from parpg.bGrease.world import BaseWorld
from parpg.bGrease.entity import Entity
from parpg.components import Equipable
from parpg.components import Equip
from parpg.components import equip

import unittest

class TestEquip(unittest.TestCase):
           
    class GameWorld(BaseWorld):
        """GameWorld"""

        def configure(self):
            """Set up the world"""
            self.components.equipable = Equipable()
            self.components.equip = Equip()

    def setUp(self):
        unittest.TestCase.setUp(self)
        self.world = self.GameWorld()
        self.wearer = Entity(self.world)
        self.arms_item = Entity(self.world)
        self.arms_item.equipable.possible_slots = ["l_arm", "r_arm"]
        self.l_arm_item = Entity(self.world)
        self.l_arm_item.equipable.possible_slots = ["l_arm"]
        self.r_arm_item = Entity(self.world)
        self.r_arm_item.equipable.possible_slots = ["r_arm"]
        self.t_arm_item = Entity(self.world)
        self.t_arm_item.equipable.possible_slots = ["t_arm"]
        
    def test_equip_and_take(self):
        print "Raise SlotInvalidError"
        self.assertRaises(equip.SlotInvalidError, equip.equip, self.wearer.equip, self.t_arm_item.equipable, "t_arm")
        print "Raise CannotBeEquippedInSlot"
        self.assertRaises(equip.CannotBeEquippedInSlot, equip.equip, self.wearer.equip, self.l_arm_item.equipable, "r_arm")
        print "Equip l_arm"
        equip.equip(self.wearer.equip, self.l_arm_item.equipable, "l_arm")
        print "Equip r_arm"
        equip.equip(self.wearer.equip, self.r_arm_item.equipable, "r_arm")
        self.assertIsNotNone(self.l_arm_item.equipable.wearer)
        print "Raise AlreadyEquipped"
        self.assertRaises(equip.AlreadyEquippedError, equip.equip, self.wearer.equip, self.l_arm_item.equipable, "r_arm")
        print "Switch r_arm with arms"
        equip.equip(self.wearer.equip, self.arms_item.equipable, "r_arm")
        self.assertIsNone(self.r_arm_item.equipable.wearer)
        self.assertIsNotNone(self.arms_item.equipable.wearer)
        print "Take l_arm"
        equip.take_equipable( self.wearer.equip, self.l_arm_item.equipable.in_slot)
        self.assertIsNone(self.l_arm_item.equipable.wearer)
        
    def tearDown(self):
        self.world = None
        self.wearer = None
        self.arms_item = None
        self.l_arm_item = None
        self.r_arm_item = None
        self.t_arm_item = None