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tests.py
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#!/usr/bin/env python3
"These are u nit tests for itbsolver. All test functions must start with t_ to differentiate them from the functions of the main script."
from itbsolver import *
def runTest(funcname):
"This runs the function funcname and prints information about the tests. This prints out the name of the function, and then PASSED if assertion errors didn't short-circuit this whole script."
print("%s: " % funcname[2:], end='')
globals()[funcname]()
print('PASSED')
def testTheTests():
"Test this tests file to look for common errors."
funcs = set()
docstrings = set()
commentisnext = False
lineno = 0
for line in open('tests.py'):
lineno += 1
if line.startswith('def '):
commentisnext = True
funcname = line.split()[1].split('()')[0]
if funcname in funcs:
print("#%s Duplicate function detected:" % lineno, funcname)
funcs.add(funcname)
elif commentisnext:
docstring = line.strip()
if not docstring or not docstring.startswith('"'):
print("#%s Blank docstring for" % lineno, funcname)
elif docstring in docstrings:
print("#%s Duplicate docstring detected:" % lineno, docstring)
docstrings.add(line.strip())
commentisnext = False
elif line.startswith("if __name__ == '__main__':"):
return
elif line.strip().startswith('print') and funcname.startswith('t_'):
print("#%s print statment left in" % lineno, funcname)
def t_BumpDamage():
"2 units bump into each other and take 1 damage each."
g = Game()
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
g.board[(2, 1)].createUnitHere(Unit_AlphaBeetle(g))
assert g.board[(1, 1)].unit.hp == 3
assert g.board[(2, 1)].unit.hp == 5
g.board[(2, 1)].push(Direction.LEFT)
g.flushHurt()
assert g.board[(1, 1)].unit.hp == 2
assert g.board[(2, 1)].unit.hp == 4
def t_BumpDamageOnForestNoFire():
"2 units bump into each other on a forest the forest does NOT catch fire."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Forest(g))
g.board[(2, 1)].replaceTile(Tile_Forest(g))
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
g.board[(2, 1)].createUnitHere(Unit_AlphaBeetle(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(2, 1)].effects == set()
assert g.board[(1, 1)].unit.hp == 3
assert g.board[(2, 1)].unit.hp == 5
g.board[(2, 1)].push(Direction.LEFT)
g.flushHurt()
assert g.board[(1, 1)].unit.hp == 2
assert g.board[(2, 1)].unit.hp == 4
assert g.board[(1, 1)].effects == set()
assert g.board[(2, 1)].effects == set()
def t_ForestCatchesFire():
"A forest tile takes damage and catches fire."
g = Game()
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].replaceTile(Tile_Forest(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].takeDamage(1)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
def t_FireTurnsIceToWater():
"An ice tile takes fire damage and turns to water. A flying unit on the tile catches fire."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Ice(g))
g.board[(1, 1)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].type == "water"
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
def t_ShieldBlocksTileFire():
"a shielded unit that is hit with fire doesn't catch fire but the tile does. The shield remains."
g = Game()
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g, effects={Effects.SHIELD}))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.SHIELD}
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.SHIELD}
def t_IceAndShieldHitWithFire():
"A frozen unit with a shield is hit by fire. The ice is removed, the shield remains, the tile catches on fire."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
g.board[(1, 1)].applyIce()
g.board[(1, 1)].applyShield()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.ICE, Effects.SHIELD}
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.SHIELD}
def t_ShieldRemovedOnFireTile():
"A shielded unit is put onto a fire tile. The unit takes a hit which removes the shield and the unit catches fire."
g = Game()
g.board[(1, 1)].applyFire()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g, effects={Effects.SHIELD}))
g.board[(1, 1)].takeDamage(1)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.hp == 3
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
def t_MountainOverkill():
"A mountain takes 5 damage twice and needs two hits to be destroyed."
g = Game()
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].createUnitHere(Unit_Mountain(g))
g.board[(1, 1)].takeDamage(5)
assert g.board[(1, 1)].unit.type == 'mountaindamaged'
g.board[(1, 1)].takeDamage(5)
g.flushHurt()
assert g.board[(1, 1)].unit == None
assert g.board[(1, 1)].effects == set()
def t_FlyingUnitOnFireOverWater():
"A flying unit that is on fire that moves to a water tile remains on fire"
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
g.board[(1, 2)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(1, 2)].effects == set()
g.board[(1, 2)].applyFire()
g.board[(1, 2)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].unit.type == 'hornet'
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
assert g.board[(1, 2)].effects == {Effects.FIRE}
assert g.board[(1, 2)].unit == None
def t_FlyingUnitCatchesFireOverWater():
"A flying unit is set on fire on an Ice tile. The unit catches fire, the tile does not."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Ice(g))
g.board[(1, 1)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 2)].effects == set()
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].unit.type == 'hornet'
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
def t_FlyingUnitIcedOverWater():
"A flying unit that is frozen on water remains frozen because the tile under it becomes ice instead of water."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
g.board[(1, 1)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyIce()
g.flushHurt()
assert g.board[(1, 1)].unit.type == 'hornet'
assert g.board[(1, 1)].type == 'ice'
assert g.board[(1, 1)].unit.effects == {Effects.ICE}
def t_WaterRemovesIceFromUnit():
"A flying unit or ground unit that is frozen and is then moved onto a water tile is unfrozen."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g)) # make water tiles
g.board[(1, 2)].replaceTile(Tile_Water(g))
g.board[(2, 1)].createUnitHere(Unit_Hornet(g)) # flying unit on the bottom next to the tile
g.board[(2, 2)].createUnitHere(Unit_Blobber(g)) # ground unit above it next to water tile
assert g.board[(1, 1)].effects == {Effects.SUBMERGED} # no new tile effects
assert g.board[(2, 1)].unit.effects == set() # no unit effects
assert g.board[(1, 2)].effects == {Effects.SUBMERGED} # no new tile effects
assert g.board[(2, 2)].unit.effects == set() # no unit effects
g.board[(2, 1)].applyIce() # freeze the flyer
g.board[(2, 2)].applyIce() # freeze the flyer
assert g.board[(2, 1)].unit.effects == {Effects.ICE}
assert g.board[(2, 2)].unit.effects == {Effects.ICE}
assert g.board[(1, 1)].type == 'water'
assert g.board[(1, 2)].type == 'water'
g.board[(2, 1)].push(Direction.LEFT)
g.board[(2, 2)].push(Direction.LEFT)
g.flushHurt()
assert g.board[(1, 1)].unit.effects == set()
assert g.board[(1, 2)].unit == None # the ground unit didn't survive the water
def t_WaterTileTurnsToIceWhenIce():
"A water tile that is hit with ice becomes an ice tile"
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
g.board[(1, 1)].applyIce()
g.flushHurt()
assert g.board[(1, 1)].type == 'ice'
def t_WaterTilePutsOutUnitFire():
"A ground unit that is on fire that moves into a water tile is no longer on fire."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
g.board[(2, 1)].createUnitHere(Unit_BeetleLeader(g)) # massive unit on the bottom next to the water tile
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(2, 1)].unit.effects == set()
g.board[(2, 1)].applyFire()
assert g.board[(2, 1)].unit.effects == {Effects.FIRE}
g.board[(2, 1)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(2, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(1, 1)].unit.effects == set()
def t_RepairWaterAcidTileDoesntRemoveAcid():
"When a water tile has acid on it, it becomes an acid water tile. A flying unit repairing here does NOT remove the acid."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g, effects={Effects.ACID}))
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
g.board[(1, 1)].repair(1)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
def t_IceAcidWaterThenThawingWithFireRemovesAcid():
"When an acid water tile is frozen, it becomes a frozen acid tile that behaves just like an ice tile. When this frozen acid tile is destroyed by fire, it becomes a regular water tile."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g, effects={Effects.ACID}))
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
g.board[(1, 1)].applyIce()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].type == 'ice'
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(1, 1)].type == 'water'
def t_IceAcidWaterThenThawingWithDamageLeavesAcid():
"When an acid water tile is frozen, it becomes a frozen acid tile that behaves just like an ice tile. When this frozen acid tile is destroyed by damage, it reverts to an acid water tile."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g, effects={Effects.ACID}))
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
g.board[(1, 1)].applyIce()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].type == 'ice'
g.board[(1, 1)].takeDamage(10) # we only damage it once, it needs 2 hits like a mountain.
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].type == 'ice_damaged'
g.board[(1, 1)].takeDamage(10) # now the ice should be gone
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED, Effects.ACID}
assert g.board[(1, 1)].type == 'water'
def t_UnitDoesntGetAcidFromIcedAcidWater():
"If acid is put onto an ice tile, it becomes a frozen acid tile. This means there is no pool of acid on it and a unit can't pick up acid by moving here."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
g.board[(1, 1)].applyIce()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].type == 'ice'
g.board[(1, 1)].applyAcid()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].type == 'ice'
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].unit.effects == set()
def t_RepairingInSmokeLeavesSmoke():
"A unit that repairs in a smoke cloud (because camilla allows actions while smoked) does NOT remove the smoke."
g = Game()
g.board[(1, 1)].applySmoke()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
g.board[(1, 1)].repair(1)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
def t_FlyingDoesntGetAcidFromAcidWater():
"A flying unit on an acid water tile does not get acid on it."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g, effects={Effects.ACID}))
g.board[(2, 1)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
assert g.board[(2, 1)].unit.effects == set()
g.board[(2, 1)].push(Direction.LEFT)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
assert g.board[(1, 1)].unit.effects == set()
def t_IceDoesntEffectAcidPool():
"If a tile with acid on it is frozen, nothing happens. The acid remains."
g = Game()
g.board[(1, 1)].applyAcid()
assert g.board[(1, 1)].effects == {Effects.ACID}
g.board[(1, 1)].applyIce()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
def t_IceDoesNothingToLava():
"Lava is unfreezable."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Lava(g))
assert g.board[(1, 1)].effects == {Effects.FIRE, Effects.SUBMERGED}
g.board[(1, 1)].applyIce()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE, Effects.SUBMERGED}
assert g.board[(1, 1)].type == 'lava'
def t_LavaSetsMassiveOnFire():
"Massive units that go into lava catch on fire."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Lava(g))
g.board[(1, 2)].createUnitHere(Unit_BeetleLeader(g))
assert g.board[(1, 1)].effects == {Effects.FIRE, Effects.SUBMERGED}
assert g.board[(1, 2)].effects == set()
assert g.board[(1, 2)].unit.effects == set()
g.board[(1, 2)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE, Effects.SUBMERGED}
assert g.board[(1, 2)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
def t_UnitTakesAcidFromTile():
"When you step on an acid tile, it becomes a regular tile. the first unit that steps there takes acid away."
g = Game()
g.board[(1, 1)].applyAcid()
g.board[(1, 2)].createUnitHere(Unit_BeetleLeader(g))
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 2)].effects == set()
assert g.board[(1, 2)].unit.effects == set()
g.board[(1, 2)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 2)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.ACID}
def t_UnitLeavesAcidWhenKilled():
"When a unit with acid dies, it leaves behind an acid pool."
g = Game()
g.board[(1, 2)].createUnitHere(Unit_BeetleLeader(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 2)].effects == set()
assert g.board[(1, 2)].unit.effects == set()
g.board[(1, 2)].applyAcid()
g.board[(1, 2)].moveUnit((1, 1))
g.board[(1, 1)].die()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 2)].effects == set()
def t_MountainTileCantGainAcid():
"Mountain tile can't gain acid., absolutely nothing happens to the mountain or the tile."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Mountain(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyAcid()
g.flushHurt()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
def t_IceGroundUnitDiesInChasm():
"A frozen unit dies in a chasm."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Chasm(g))
g.board[(1, 2)].createUnitHere(Unit_BeetleLeader(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 2)].effects == set()
assert g.board[(1, 2)].unit.effects == set()
g.board[(1, 2)].applyIce()
assert g.board[(1, 2)].unit.effects == {Effects.ICE}
g.board[(1, 2)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 2)].effects == set()
assert g.board[(1, 1)].unit == None
def t_IceFlyingUnitDiesInChasm():
"when a flying unit is frozen with ice and then moved to a chasm, it dies because it's not really flying anymore."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Chasm(g))
g.board[(1, 2)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 2)].effects == set()
assert g.board[(1, 2)].unit.effects == set()
g.board[(1, 2)].applyIce()
assert g.board[(1, 2)].unit.effects == {Effects.ICE}
g.board[(1, 2)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 2)].effects == set()
assert g.board[(1, 1)].unit == None
assert g.board[(1, 2)].unit == None
def t_AcidPutsOutTileFire():
"When a tile gets acid, it removes the fire from the tile."
g = Game()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
g.board[(1, 1)].applyAcid()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
def t_AcidFromDeadUnitPutsOutTileFire():
"If a tile is on fire and a unit with acid dies on it, Acid pool is left on the tile removing the fire."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
g.board[(1, 1)].applyAcid()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE, Effects.ACID}
g.board[(1, 1)].takeDamage(10)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].unit == None
def t_RockWithAcidLeavesAcidWhenKilled():
"A rock leaves acid when killed just like a vek"
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Rock(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applyAcid()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.ACID}
g.board[(1, 1)].takeDamage(1)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].unit == None
def t_UnitsOnFireDontLightTileOnDeath():
"flying units that are on fire doesn't transfer fire to the vek emerge tile below."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
g.board[(1, 1)].moveUnit((2, 1))
g.board[(2, 1)].die()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(2, 1)].effects == set()
assert g.board[(2, 1)].unit == None
def t_SmallGroundUnitBringsAcidIntoWater():
"a non-massive ground unit with acid is pushed into water: tile becomes an acid water tile and the unit dies"
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
g.board[(2, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(2, 1)].unit.effects == set()
g.board[(2, 1)].applyAcid()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(2, 1)].effects == set()
assert g.board[(2, 1)].unit.effects == {Effects.ACID}
g.board[(2, 1)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
assert g.board[(2, 1)].effects == set()
assert g.board[(1, 1)].unit == None # unit wasn't massive so it died.
def t_MassiveGroundUnitBringsAcidIntoWater():
"a massive ground unit with acid is pushed into water: tile becomes an acid water tile and the unit survives. It then walks out and still has acid."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
g.board[(2, 1)].createUnitHere(Unit_LargeGoo(g))
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(2, 1)].unit.effects == set()
assert g.board[(2, 1)].unit.attributes == {Attributes.MASSIVE}
g.board[(2, 1)].applyAcid()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(2, 1)].effects == set()
assert g.board[(2, 1)].unit.effects == {Effects.ACID}
g.board[(2, 1)].moveUnit((1, 1))
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
assert g.board[(2, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.ACID} # unit is massive so it survived.
g.board[(1, 1)].moveUnit((2, 1)) # the unit moves out and still has acid
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
assert g.board[(2, 1)].effects == set()
assert g.board[(2, 1)].unit.effects == {Effects.ACID} # unit still has acid
def t_GroundUnitWithAcidAndFireDies():
"a ground unit with acid and fire dies on a normal tile: acid pool is left on the tile."
g = Game()
g.board[(2, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(2, 1)].unit.effects == set()
g.board[(2, 1)].applyAcid()
g.board[(2, 1)].applyFire()
assert g.board[(1, 1)].effects == set()
assert g.board[(2, 1)].effects == {Effects.FIRE}
assert g.board[(2, 1)].unit.effects == {Effects.ACID, Effects.FIRE}
g.board[(2, 1)].moveUnit((1, 1))
g.board[(1, 1)].die()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(2, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit == None
def t_MountainCantBeSetOnFire():
"mountains can't be set on fire, but the tile they're on can!"
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Mountain(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == set()
def t_SmokePutsOutFireTile():
"Attacking a forest tile with something that leaves behind smoke doesn't light it on fire! Does smoke put out fire? Yes, smoke reverts it back to a forest tile. When the jet mech attacks and smokes a forest, it is only smoked. the forest remains, there's no fire, but there is smoke."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Forest(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].takeDamage(1)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
g.board[(1, 1)].applySmoke()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
assert g.board[(1, 1)].type == 'forest'
def t_SmokePutsOutFireUnit():
"If a unit is on fire and their tile gets smoked, they lose fire."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Leaper(g))
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire() # set the tile and unit on fire
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
g.board[(1, 1)].applySmoke()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
assert g.board[(1, 1)].unit.effects == set() # unit no longer on fire
def t_AttackingSmokedForestRemovesSmokeAndCatchesFire():
"Attacking a forest that is smoked will remove the smoke and set the tile on fire."
g = Game() # This is all the exact same as smoke puts out fire
g.board[(1, 1)].replaceTile(Tile_Forest(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].takeDamage(1)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
g.board[(1, 1)].applySmoke()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
assert g.board[(1, 1)].type == 'forest' # until here, now let's attack it again!
g.board[(1, 1)].takeDamage(1)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
def t_SettingFireToSmokedTileRemovesSmokeAndCatchesFire():
"Setting fire to a normal tile that is smoked will remove the smoke and set the tile on fire."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Ground(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
g.board[(1, 1)].applySmoke()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
assert g.board[(1, 1)].type == 'ground'
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
def t_SettingFireToSmokedTileRemovesSmokeAndCatchesFireShield():
"Setting fire to a normal tile that is smoked will remove the smoke and set the tile on fire, even with a shielded unit present."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Ground(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
g.board[(1, 1)].applySmoke()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
assert g.board[(1, 1)].type == 'ground'
g.board[(1, 1)].createUnitHere(Unit_Ice_Mech(g, effects={Effects.SHIELD}))
assert g.board[(1, 1)].unit.effects == {Effects.SHIELD}
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
def t_SettingFireToSmokedWaterTileDoesNothing():
"Setting fire to a water tile that is smoked will leave the smoke."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
g.board[(1, 1)].applySmoke()
assert g.board[(1, 1)].effects == {Effects.SMOKE, Effects.SUBMERGED}
assert g.board[(1, 1)].type == 'water'
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.SMOKE, Effects.SUBMERGED}
def t_SettingFireToSmokedChasmTileDoesNothing():
"Setting fire to a chasm tile that is smoked will leave the smoke."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Chasm(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applySmoke()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
assert g.board[(1, 1)].type == 'chasm'
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
def t_SettingFireToSmokedIceTileRemovesSmokeAndTurnsToWater():
"Setting fire to an ice tile that is smoked will remove the smoke and turn it into a water tile."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Ice(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
g.board[(1, 1)].applySmoke()
assert g.board[(1, 1)].effects == {Effects.SMOKE, Effects.SUBMERGED}
assert g.board[(1, 1)].type == 'water'
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED, Effects.SMOKE}
def t_BuildingAcidGoesToTile():
"When a building on a normal tile is hit with acid, the tile has acid."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Building(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyAcid()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].unit.effects == set()
def t_FlyingUnitWithAcidDiesInWater():
"When a flying unit with acid dies over water, it becomes a water acid tile."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
g.board[(2, 1)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(2, 1)].unit.effects == set()
g.board[(2, 1)].applyAcid()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(2, 1)].effects == set()
assert g.board[(2, 1)].unit.effects == {Effects.ACID}
g.board[(2, 1)].moveUnit((1, 1))
g.board[(1, 1)].die()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
assert g.board[(2, 1)].effects == set()
assert g.board[(1, 1)].unit == None
assert g.board[(2, 1)].unit == None
def t_IceGroundUnitWithAcidDiesInWater():
"frozen with acid units pushed into water make the water into acid water."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Water(g))
g.board[(2, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(2, 1)].unit.effects == set()
g.board[(2, 1)].applyAcid()
g.board[(2, 1)].applyIce()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED}
assert g.board[(2, 1)].effects == set()
assert g.board[(2, 1)].unit.effects == {Effects.ACID, Effects.ICE}
g.board[(2, 1)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
assert g.board[(2, 1)].effects == set()
assert g.board[(1, 1)].unit == None
assert g.board[(2, 1)].unit == None
def t_IceFlyingUnitOverChasmKillsIt():
"if you freeze a flying unit over a chasm it dies"
g = Game()
g.board[(1, 1)].replaceTile(Tile_Chasm(g))
g.board[(1, 1)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyIce()
g.flushHurt()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit == None
def t_UnitsOnFireCatchForestsOnFireByMovingToThem():
"Fire spreads from units (including flying) on fire to forest tiles."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Forest(g))
g.board[(2, 1)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(2, 1)].effects == set()
assert g.board[(2, 1)].unit.effects == set()
g.board[(2, 1)].applyFire()
assert g.board[(2, 1)].effects == {Effects.FIRE}
assert g.board[(2, 1)].unit.effects == {Effects.FIRE}
g.board[(2, 1)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(2, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
assert g.board[(2, 1)].unit == None
def t_UnitsOnFireCatchSmokedForestsOnFireByMovingToThem():
"If a unit is on fire and it moves to a smoked forest tile, the tile will catch fire and the smoke will disappear."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Forest(g, effects={Effects.SMOKE}))
g.board[(2, 1)].createUnitHere(Unit_Hornet(g))
assert g.board[(1, 1)].effects == {Effects.SMOKE}
assert g.board[(2, 1)].effects == set()
assert g.board[(2, 1)].unit.effects == set()
g.board[(2, 1)].applyFire()
assert g.board[(2, 1)].effects == {Effects.FIRE}
assert g.board[(2, 1)].unit.effects == {Effects.FIRE}
g.board[(2, 1)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(2, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
assert g.board[(2, 1)].unit == None
def t_ShieldedUnitOnForestWontIgnightForest():
"If a Shielded unit stands on a forest and takes damage, the forest will not ignite."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Forest(g))
g.board[(1, 1)].createUnitHere(Unit_Hornet(g))
g.board[(1, 1)].applyShield()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.SHIELD}
g.board[(1, 1)].takeDamage(1)
g.flushHurt()
assert g.board[(1, 1)].effects == set() # no fire on tile
assert g.board[(1, 1)].unit.effects == set() # shield gone, but not on fire
def t_UnitSetOnFireThenShieldedNothingWeird():
"a unit can be set on fire and then shielded, the fire stays."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
g.board[(1, 1)].applyShield()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE, Effects.SHIELD}
def t_UnitFireAndShieldMovedToForestSetOnFire():
"if a unit that is on fire and shielded moves to a forest tile, it is set on fire."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Forest(g))
g.board[(2, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(2, 1)].unit.effects == set()
g.board[(2, 1)].applyFire()
assert g.board[(2, 1)].effects == {Effects.FIRE}
assert g.board[(2, 1)].unit.effects == {Effects.FIRE}
assert g.board[(1, 1)].effects == set()
g.board[(2, 1)].applyShield()
assert g.board[(2, 1)].effects == {Effects.FIRE}
assert g.board[(2, 1)].unit.effects == {Effects.FIRE, Effects.SHIELD}
g.board[(2, 1)].moveUnit((1, 1))
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE, Effects.SHIELD}
def t_IceRemovesFireFromUnitAndTile():
"Ice puts out fire on unit and tile."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
g.board[(1, 1)].applyIce()
g.flushHurt()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.ICE}
def t_ShieldBlocksIceFromFire():
"What happens when a unit is set on fire, shielded, then frozen? Ice has no effect, unit remains shielded and on fire. Tile remains on fire."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
g.board[(1, 1)].applyShield()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE, Effects.SHIELD}
g.board[(1, 1)].applyIce()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE, Effects.SHIELD}
def t_ShieldBlocksDirectIceFromFire():
"What happens when a unit is set on fire, shielded, then frozen? Ice has no effect, unit remains shielded and on fire. Tile remains on fire. Here, ice is given directly to the unit."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
g.board[(1, 1)].applyShield()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE, Effects.SHIELD}
g.board[(1, 1)].unit.applyIce()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE, Effects.SHIELD}
def t_ShieldBlocksIce():
"You can't be frozen when you have a shield"
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyShield()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.SHIELD}
g.board[(1, 1)].applyIce()
g.flushHurt()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.SHIELD}
def t_FireBreaksIceWithShield():
"If a unit is iced, shielded, then fired, the ice breaks, the tile catches fire, but the unit remains shielded and not on fire."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyIce()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.ICE}
g.board[(1, 1)].applyShield()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.ICE, Effects.SHIELD}
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.SHIELD}
def t_AcidVatOnFireDoesntCreateFireAcidWater():
"Test keepeffects by setting an acid vat on fire and then destroying it. The resulting acid water tile should not have fire."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Acid_Vat(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit.effects == {Effects.FIRE}
g.board[(1, 1)].takeDamage(10)
#print(g.board[(1, 1)])
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED}
assert g.board[(1, 1)].unit == None
def t_AcidVatWithSmokeKeepsSmokeAfterKilled():
"Test keepeffects by smoking an acid vat and then destroying it. The resulting tile should be acid water with smoke."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Acid_Vat(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applySmoke()
assert g.board[(1, 1)].effects == {Effects.SMOKE}
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].takeDamage(10)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SUBMERGED, Effects.SMOKE}
assert g.board[(1, 1)].unit == None
def t_AcidUnitAttackedOnSandLeavesAcidNoSmoke():
"If a unit with acid stands on a sand tile and is attacked and killed, an acid pool is left on the tile along with smoke. The sand is removed."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Sand(g))
g.board[(1, 1)].createUnitHere(Unit_Blobber(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == set()
g.board[(1, 1)].applyAcid()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.effects == {Effects.ACID}
g.board[(1, 1)].takeDamage(10)
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID, Effects.SMOKE}
assert g.board[(1, 1)].unit == None
assert g.board[(1, 1)].type == 'ground'
def t_AcidRemovesSand():
"Acid that lands on sand converts it to a ground tile with acid."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Sand(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applyAcid()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].unit == None
assert g.board[(1, 1)].type == 'ground'
def t_AcidRemovesForest():
"Acid that lands on forest converts it to a ground tile with acid."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Forest(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applyAcid()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.ACID}
assert g.board[(1, 1)].unit == None
assert g.board[(1, 1)].type == 'ground'
def t_AcidDoesNothingToLava():
"Nothing happens when acid hits lava."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Lava(g))
assert g.board[(1, 1)].effects == {Effects.SUBMERGED, Effects.FIRE}
g.board[(1, 1)].applyAcid()
assert g.board[(1, 1)].effects == {Effects.SUBMERGED, Effects.FIRE}
assert g.board[(1, 1)].unit == None
assert g.board[(1, 1)].type == 'lava'
def t_FireErasesSandTile():
"A sand tile being set on fire converts the sand tile to a ground tile on fire."
g = Game()
g.board[(1, 1)].replaceTile(Tile_Sand(g))
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit == None
assert g.board[(1, 1)].type == 'ground'
def t_FireRemovesAcidPool():
"If there's an acid pool on a tile, setting it on fire removes the acid pool."
g = Game()
assert g.board[(1, 1)].effects == set()
g.board[(1, 1)].applyAcid()
assert g.board[(1, 1)].effects == {Effects.ACID}
g.board[(1, 1)].applyFire()
assert g.board[(1, 1)].effects == {Effects.FIRE}
assert g.board[(1, 1)].unit == None
assert g.board[(1, 1)].type == 'ground'
def t_FireImmuneUnitDoesntCatchFire():
"A unit with fire immunity doesn't catch fire, duh."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Hornet(g, attributes={Attributes.IMMUNEFIRE}))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.attributes == {Attributes.IMMUNEFIRE, Attributes.FLYING}
g.board[(1, 1)].applyFire()
g.flushHurt()
assert g.board[(1, 1)].effects == {Effects.FIRE} # tile on fire
assert g.board[(1, 1)].unit.effects == set() # unit is not
def t_MechCorpsePush():
"Dead mechs are not stable and can be pushed around."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Mech_Corpse(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.attributes == {Attributes.MASSIVE}
g.board[(1, 1)].push(Direction.RIGHT)
g.flushHurt()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit == None
assert g.board[(2, 1)].unit.attributes == {Attributes.MASSIVE}
def t_MechCorpsePushIntoChasm():
"Dead mechs disappear into chasms. They have the flying attribute ingame for some reason but are clearly not flying."
g = Game()
g.board[(1, 1)].createUnitHere(Unit_Mech_Corpse(g))
g.board[(2, 1)].replaceTile( Tile_Chasm(g))
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit.attributes == {Attributes.MASSIVE}
assert g.board[(2, 1)].effects == set()
assert g.board[(2, 1)].unit == None
g.board[(1, 1)].push(Direction.RIGHT)
g.flushHurt()
assert g.board[(1, 1)].effects == set()
assert g.board[(1, 1)].unit == None
assert g.board[(2, 1)].unit == None
def t_MechCorpseCantBeIced():
"Mech corpses cannot be frozen."
g = Game()