Beispiel #1
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def test_do_not_move_piece_to_end_on_bigger_dice(monkeypatch):
    # Given we have started the game and a piece is in the safe zone
    board = Board.create(players=[0, 2], pieces_per_player=1)
    state = GameState.create(board)
    dice = Dice()
    monkeypatch.setattr(dice, "roll", lambda: 5)
    game = GameEngine(board, dice)

    state.board.pieces[0].progress = board.end_progress - 3

    # When we roll the dice with 5 which is bigger then we need to
    # get to the goal
    new_state = game.play(GameMove.roll_dice(player=0))

    # Then the piece should not go to the goal and it should be the
    # next player turn
    assert new_state == game.get_state()
    assert new_state.number == 1
    assert new_state.dice == 5
    assert new_state.valid_actions == [
        GameMove.roll_dice(player=2),
    ]
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=board.end_progress - 3),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.winners == []
Beispiel #2
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    def _fitnessEvaluations(self, pacmen, ghosts):
        totalGames = max(len(pacmen), len(ghosts))
        pacManNumber = 0
        ghostNumber = 0
        for evaluation in range(totalGames):
            pacMan = None
            ghost = None
            if pacManNumber > len(pacmen) - 1:
                pacManNumber = 0
            if ghostNumber > len(ghosts) - 1:
                ghostNumber = 0
            pacMan = pacmen[pacManNumber]
            ghost = ghosts[ghostNumber]

            engine = GameEngine(self.configDict, pacMan.parseTree,
                                ghost.parseTree)
            engine.runGame()
            pacMan, ghost = self._evaluateFitness(engine, pacMan, ghost)
            pacmen[pacManNumber] = pacMan
            ghosts[ghostNumber] = ghost

            pacManNumber += 1
            ghostNumber += 1

        return pacmen, ghosts
Beispiel #3
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class Application:
    def __init__(self):
        self.process_stack = []
        self.game_engine = GameEngine(self)
        self.state_continuous = True
        self.current_state = None
        self.ending_message = ''

    def run(self):
        game_state = GameState(self)
        self.current_state = game_state
        self.add_new_state(game_state)
        while len(self.process_stack) != 0:
            self.game_engine.handle_general_events()
            if not self.state_continuous:
                break
            self.current_state = self.process_stack[-1]
            self.current_state.run_loop_once()
        print(self.ending_message)

    def add_new_state(self, state):
        self.process_stack.append(state)
        self.current_state = state
        self.current_state.register_mouse_handlers(state.get_mouse_handlers())
        self.current_state.register_button_handlers(
            state.get_button_handlers())
        self.current_state.register_keyboard_handlers(
            state.get_keyboard_handlers())
        # for keyboard

    def get_game_engine(self):
        return self.game_engine
Beispiel #4
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def main():
    board = Board()
    engine = GameEngine(board)
    cross_player = AIPlayer(1, "dude", engine)
    noughts_player = HumanPlayer(-1, "Rand", engine)
    view = BoardView(board)
    done = False
    view.update()
    while not done:
        try:
            cross_player.make_move()
            view.update()
            if engine.game_ended():
                view.reset()
                continue
            noughts_player.make_move()
            view.update()
            if engine.game_ended():
                view.reset()
                continue
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    done = True
        except Exception:
            traceback.print_exc()
Beispiel #5
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def test_play_to_leaf_with_sims():
    d = Deal(seed=0)
    disp = Displayer()
    dec = Decisions()
    sim = Simulator()
    e = GameEngine(disp, dec, sim)

    sims = sim.load_sims(0)
    d = e.play_to_leaf(d, sims, random=False)
    assert_equal(d.full_history[0][1], d.trick_tally)
Beispiel #6
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    def reinit(self):
        game = Application.GAMES[self._game_number]
        with open('public/' + game + '/ROOMS.json') as f:
            rooms = json.load(f)

        with open('public/' + game + '/OBJECTS.json') as f:
            objects = json.load(f)

        self._engine = GameEngine(objects, rooms)

        self._hardware.set_audio_path('public/' + game + '/audio/')
Beispiel #7
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    def __init__(self, size):
        """
		Draw game's grid/universe

		Arguments:
			size {int tuple} -- size of grid to draw (x, y)
		"""
        # init self state as randomized binary value based on given tuple (size)
        self.state = RNG.integers(2, size=size)

        # init self access to GameEngine class
        self.gameEngine = GameEngine(self)
def application(environ, start_response):

    try:
        if environ['REQUEST_METHOD'] == 'POST':
            request_body_size = int(environ.get('CONTENT_LENGTH', '0'))
            request_body = environ['wsgi.input'].read(request_body_size)
            data = json.loads(request_body.decode())

            WORLDS = {}

            world = data['world']
            if world not in WORLDS:
                with open('public/' + world + '/OBJECTS.json') as f:
                    objects = json.load(f)
                with open('public/' + world + '/ROOMS.json') as f:
                    rooms = json.load(f)
                WORLDS['world'] = [objects, rooms]

            world = WORLDS['world']
            game = GameEngine(world[0], world[1])

            game.set_state(data['state'])

            cmd = game.decode_button_command(data['user_command'])
            prs = game.process_command(cmd)

            audio_prs = game.prompts_only(prs)
            text_prs = game.text_only(prs)

            ndata = {
                'text': text_prs,
                'audio': audio_prs,
                'state': game.get_state()
            }

            start_response('200 OK', [('Content-Type', 'application/json')])
            return [json.dumps(ndata).encode()]

        else:
            # If we are running alongside a web server then the server will handle static files.
            # This is for the stand-alone case (like running on the Farmer Says)
            fn = environ['PATH_INFO']
            if fn == '/':
                fn = '/index.html'
            print('*', fn, '*')
            with open('public' + fn, 'rb') as f:
                data = f.read()
            if fn.endswith('.json'):
                start_response('200 OK', [('Content-Type', 'application/json')])
            else:
                start_response('200 OK', [('Content-Type', 'text/html')])
            return [data]
    except Exception:
        with open('ex.txt', 'w') as f:
            f.write(traceback.format_exc())
        raise
Beispiel #9
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class DrawGrid:
    def __init__(self, size):
        """
		Draw game's grid/universe

		Arguments:
			size {int tuple} -- size of grid to draw (x, y)
		"""
        # init self state as randomized binary value based on given tuple (size)
        self.state = RNG.integers(2, size=size)

        # init self access to GameEngine class
        self.gameEngine = GameEngine(self)

    def animateGrid(self):
        """
		"Animate" game's grid/universe using double-buffering.

		Yields:
			[self] -- enables while loop to re-up and draw new image data 
					  based on engine rules that were processed during 
					  previous pass, generating the illusion of animation
		"""
        start = 0
        n = 0
        plt.title(GAME_TITLE)
        while 1:
            if n == 0:
                # create image based on init state data
                image = plt.imshow(self.state)
            else:
                # update image based on yielded state from previous pass
                image.set_data(self.state)

            # increment n
            n += 1
            self.gameEngine.rules()

            print( "life cycle: {}\t\t"\
                "frame time: {:.3f}\t\t"\
                "framerate: {:.2f}\t\t".format(
                    n,
                    (time.time() - start),
                    (1 / (time.time() - start)),
                    ), end= "\r",
            )
            start = 0
            start = time.time()
            plt.pause(DESIRED_FRAMERATE)
            yield self
Beispiel #10
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def test_play_to_all_leaves():
    d = Deal(seed=0)
    d.make_lead()
    # print(d.original_hands)
    disp = Displayer()
    dec = Decisions()
    sim = Simulator()
    e = GameEngine(disp, dec, sim)
    e.play_to_all_leaves(d)
    assert_equal(d.trick_no, 5)
    assert_equal(d.card_no, 17)
    assert_equal(d.current_trick, [])
    # we save this number from a previous run. Good to check we always traverse the whole tree
    assert_equal(d.leaf_nodes, 832)
Beispiel #11
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    def _initializePopulation(self):
        newPacMen = []
        numberOfPacMen = self.configDict["pacmanPopulationSize"]
        if self.totalEvals < numberOfPacMen:
            numberOfPacMen = self.totalEvals
        newGhosts = []
        numberOfGhosts = self.configDict["ghostPopulationSize"]
        if self.totalEvals < numberOfGhosts:
            numberOfGhosts = self.totalEvals

        totalGames = max(numberOfPacMen, numberOfGhosts)
        for evaluation in range(totalGames):
            pacMan = None
            ghost = None
            # Random number passed to _generateSolution implements ramped half and half.
            if numberOfPacMen > 0:
                pacMan = self._generateSolution("pac-man",
                                                random.randint(0, 1))
                numberOfPacMen -= 1
            if numberOfGhosts > 0:
                ghost = self._generateSolution("ghost", random.randint(0, 1))
                numberOfGhosts -= 1

            reusedPacManInd = -1
            reusedGhostInd = -1
            if not pacMan:
                reusedPacManInd = random.randint(0, len(newPacMen) - 1)
                pacMan = newPacMen[reusedPacManInd]
            elif not ghost:
                reusedGhostInd = random.randint(0, len(newGhosts) - 1)
                ghost = newGhosts[reusedGhostInd]

            engine = GameEngine(self.configDict, pacMan.parseTree,
                                ghost.parseTree)
            engine.runGame()
            pacMan, ghost = self._evaluateFitness(engine, pacMan, ghost)\

            if reusedPacManInd != -1:
                newPacMen[reusedPacManInd] = pacMan
            else:
                newPacMen.append(pacMan)

            if reusedGhostInd != -1:
                newGhosts[reusedGhostInd] = ghost
            else:
                newGhosts.append(ghost)

        self.pacmanPopulation = newPacMen
        self.ghostPopulation = newGhosts
Beispiel #12
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def test_roll(monkeypatch, client):
    # Given 4 players had joined in the previous tests and the game had starte

    # When we try to play with the correct user token
    rv = client.get("/play/roll", headers={"4oBe4e-user-token": player1_token})
    game_state = json.loads(rv.data)

    board = Board.create(players=[0, 1, 2, 3])
    dice = Dice()
    monkeypatch.setattr(dice, "roll", lambda: game_state["dice"])
    game = GameEngine(board, dice)
    game.play(GameMove.roll_dice(player=0))

    # Then we want the same state as the default for 4 players
    assert game_state == dataclasses.asdict(game.get_state())
Beispiel #13
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def test_play_to_leaf():
    deal = {
        'N': set(['C14', 'C13', 'C12', 'C11']),
        'E': set(['S14', 'S13', 'H12', 'H11']),
        'S': set(['D14', 'D13', 'H14', 'H13']),
        'W': set(['D12', 'D11', 'S12', 'S11'])
    }
    d = Deal(deal=deal)
    disp = Displayer()
    dec = Decisions()
    sim = Simulator()
    e = GameEngine(disp, dec, sim)
    e.play_to_leaf(d)
    assert_equal(d.trick_no, 5)
    assert_equal(d.card_no, 17)
    assert_equal(d.current_trick, [])
    assert_equal(d.leaf_nodes, 1)
def main(argv):
    engine = GameEngine()
    engine.check_file_integrity("../data/test_init.json")

    engine.initialize_from_file("../data/test_init.json")
    result = engine.compute()

    print(result)
Beispiel #15
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def test_initial_gate_state(monkeypatch):
    # Given
    board = Board.create(players=[1, 3])
    state = GameState.create(board)

    # When
    game = GameEngine(board)

    # Then
    assert game.state == state
    def __init__(self, game, use_audio=True):

        if use_audio:
            print('Loading hardware ...')
            from farmer_says import FarmerSays
            print('... done')
            self._hardware = FarmerSays()
            self._hardware.start_audio_thread()
        else:
            self._hardware = None

        with open('public/' + game + '/ROOMS.json') as f:
            rooms = json.load(f)

        with open('public/' + game + '/OBJECTS.json') as f:
            objects = json.load(f)

        self._engine = GameEngine(objects, rooms)

        if self._hardware:
            self._hardware.set_audio_path('public/' + game + '/audio/')
Beispiel #17
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def main():
    """Main function to bootstrap the game."""
    board_generator = BoardGenerator()
    config_parser = JSONConfigParser()
    config_loader = ConfigLoader(CONFIG_FILE_PATH, config_parser)
    console_input = ConsoleInput()
    console_output = ConsoleOutput()
    game_engine = GameEngine(board_generator)
    validator = StrToIntValidator()
    menu = Menu(config_loader, game_engine, console_input, console_output,
                validator)
    menu.run_main_menu()
Beispiel #18
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def test_play_roll_dice_6(monkeypatch):
    # Given
    board = Board.create(players=[1, 3])
    state = GameState.create(board)
    dice = Dice()
    monkeypatch.setattr(dice, "roll", lambda: 6)
    game = GameEngine(board, dice)

    # When
    new_state = game.play(GameMove.roll_dice(player=1))

    # Then
    # assert new_state == game.get_state()
    assert new_state.number == 1
    assert new_state.dice == 6
    assert new_state.valid_actions == [
        GameMove.piece_out(player=1, piece=0, dice=6),
        GameMove.piece_out(player=1, piece=1, dice=6),
        GameMove.piece_out(player=1, piece=2, dice=6),
        GameMove.piece_out(player=1, piece=3, dice=6),
    ]
Beispiel #19
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def test_play_roll_dice_3(monkeypatch):
    # Given
    board = Board.create(players=[1, 3])
    state = GameState.create(board)
    dice = Dice()
    monkeypatch.setattr(dice, "roll", lambda: 3)
    game = GameEngine(board, dice)

    # When
    new_state = game.play(GameMove.roll_dice(player=1))

    # Then
    assert new_state == game.get_state()
    assert new_state.number == 1
    assert new_state.dice == 3
    assert new_state.valid_actions == [GameMove.roll_dice(player=3)]

    # And When
    new_state = game.play(GameMove.roll_dice(player=3))

    # Then
    assert new_state == game.get_state()
    assert new_state.number == 2
    assert new_state.dice == 3
    assert new_state.valid_actions == [GameMove.roll_dice(player=1)]
Beispiel #20
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def main():
  """ Main entry function.
  Tries to run some tests for now.
  :returns: None.
  """

  def print_field(field):
    """ Prints the field to console window.
    :field: a field to be printed.
    :returns: None.
    """
    sys.stdout.write("== State ==\n")
    last_row = 0
    for coord in field.cells_coords():
      row = coord[0]
      if row > last_row:
        sys.stdout.write("\n")
        last_row = row
      if field.get_cell(coord):
        sys.stdout.write("*")
      else:
        sys.stdout.write(" ")
    sys.stdout.write("\n")
    sys.stdout.flush()

  # Make a simple test field
  field = StandardField(5, 5)
  field.set_cell((0,0), True)
  field.set_cell((0,1), True)
  field.set_cell((1,2), True)
  field.set_cell((2,0), True)
  field.set_cell((2,1), True)
  field.set_cell((1,3), True)
  field.set_cell((0,4), True)
  field.set_cell((2,4), True)

  # Run an engine
  engine = GameEngine(next_generation_std, field, print_field)
  engine.run_until_true(IterativeStopRule(6))
Beispiel #21
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def game_loop():
    engine = GameEngine()
    running = True

    while running:
        clock.tick(40)

        if pygame.event.get(pygame.QUIT):
            running = False
            return
        engine.scene.handle_events(pygame.event.get())
        engine.scene.update()
        engine.scene.render(gameDisplay)
        pygame.display.update(engine.scene.rects_to_update)
        engine.scene.rects_to_update = []
    """
Beispiel #22
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def test_find_all_layouts_and_run_sims():
    deal = {
        'N': set(['C14', 'C13', 'C12', 'C11']),
        'E': set(['S14', 'S13', 'H12', 'H11']),
        'S': set(['D14', 'D13', 'H14', 'H13']),
        'W': set(['D12', 'D11', 'S12', 'S11'])
    }
    d = Deal(deal=deal)
    sim = Simulator()
    dec = Decisions()
    disp = Displayer()

    e = GameEngine(disp, dec, sim)
    d.make_lead('D12')
    layouts = sim.find_layouts(d)
    # This should be the case because west has played a card already and north/south haven't
    assert (len(layouts[2]) > len(layouts[0]))
Beispiel #23
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def test_play_invalid_action_on_initial_state(monkeypatch):
    # Given
    board = Board.create(players=[1, 3])
    state = GameState.create(board)
    game = GameEngine(board)

    # When we try to play an invalid action PieceOut
    with pytest.raises(Exception):
        game.play(GameMove.piece_out(1, 1))

    # When we try to play valid action for an invalid Player
    with pytest.raises(Exception):
        game.play(GameMove.roll_dice(player=3))
Beispiel #24
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def test_generate_possible_layouts():
    d = Deal(seed=0)
    disp = Displayer()
    dec = Decisions()
    sim = Simulator()
    e = GameEngine(disp, dec, sim)

    layouts = sim.generate_layouts('NS',
                                   set(['D12', 'D11', 'S12', 'S11']),
                                   set(['C14', 'C13', 'C12', 'C11']),
                                   d.all_cards,
                                   lead=set([]))

    assert_equal(len(layouts), scipy.special.comb(8, 4))
    my_layout = {
        'N': set(['C14', 'C13', 'C12', 'C11']),
        'E': set(['S14', 'S13', 'H12', 'H11']),
        'S': set(['D12', 'D11', 'S12', 'S11']),
        'W': set(['D14', 'D13', 'H14', 'H13'])
    }
Beispiel #25
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def join(player: str):
    global engine  # TODO Where shall we keep the curren running GameEngine/s ?
    if player in player_name_token:
        token = player_name_token[player]
        num = player_token_number[token]
        return jsonify({"player_token": token, "player_num": num})
    if len(player_token_name) == 4:
        players: Dict[str, int] = dict(
            (name, player_token_number[token])
            for name, token in player_name_token.items())
        raise ValueError("Game is full. Players are ", players)
    player_uuid: str = str(uuid.uuid4())
    player_token_name[player_uuid] = player
    player_number: int = len(player_token_number)
    player_name_token[player] = player_uuid
    player_token_number[player_uuid] = player_number
    if len(player_token_name) == 4:
        board = Board.create(list(player_token_number.values()))
        engine = GameEngine(board)
        __state_to_json(engine.state)
    return jsonify({"player_token": player_uuid, "player_num": player_number})
Beispiel #26
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class TestGameEngine(TestCase):
    def setUp(self):
        pygame.init()
        self.engine = GameEngine()

    def tearDown(self):
        pygame.quit()

    def test_update(self):
        self.engine.update()
        self.assertEqual(1, self.engine.total_frames)

    def test_restart(self):
        self.engine.update()
        self.engine.game_over = True
        self.engine.restart()
        self.assertEqual(0, self.engine.total_frames)
        self.assertEqual(0, self.engine.total_frames_played)
Beispiel #27
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__author__ = 'Nathan'

"""
    This file is for testing only
"""

import pygame
from engine import GameEngine
from tribute import Tribute

pygame.init()

GameEngine.start()
Beispiel #28
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import pygame, sys

from renderer import GameCanvas
from engine import GameEngine

from pygame.locals import *

import random

pygame.init()

FPS = 5 

fpsClock = pygame.time.Clock()
canvas = GameCanvas()
gameengine = GameEngine()

while True:
    canvas.renderBoard(gameengine)
    canvas.renderShip(gameengine.ship)
    #move the ship about            
    gameengine.moveShip('Player',random.randint(0,7),random.randint(0,7))
    for event in pygame.event.get():
            if (event.type == KEYDOWN):
                pressed = pygame.key.name(event.key)
                print 'pressed ' + pressed
            elif event.type == QUIT:
                pygame.quit()
                sys.exit()
    pygame.display.update()
    fpsClock.tick(FPS)
Beispiel #29
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# coding:utf-8

__author__ = 'cupen'
from resource import Assets
import pygame
from sprites import Plane
from engine import GameEngine

game = GameEngine()
game.set_background(['bg_01.jpg', 'bg_02.jpg'], width=640, height=480)
game.play_music('assets/Devil May Cry - Vergil Battle 2.mp3')

playerImage = Assets.loadImage("player.png")

player = Plane(playerImage, animConfig=((4,4), (12,13,14,15)))
game.add_player(player)
game.setEnemyCountPerSeconds(3)
game.setPlayerBulletCountPerSeconds(10)
game.listen_keyboard( pygame.K_w, lambda e:player.handleEvent(e) )
game.listen_keyboard( pygame.K_s, lambda e:player.handleEvent(e) )
game.listen_keyboard( pygame.K_a, lambda e:player.handleEvent(e) )
game.listen_keyboard( pygame.K_d, lambda e:player.handleEvent(e) )
# game.listen_keyboard( pygame.K_j, lambda e:game.handle_event(e) )

game.run(fps = 100)
game.close()
Beispiel #30
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 def setUp(self):
     pygame.init()
     self.engine = GameEngine()
Beispiel #31
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 def __init__(self):
     self.process_stack = []
     self.game_engine = GameEngine(self)
     self.state_continuous = True
     self.current_state = None
     self.ending_message = ''
Beispiel #32
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import sys

try:
    from engine import GameEngine
    from objects import *
    import pygame
    import gamestate as g
except ImportError, e:
    print "Could not load: {}".format(e)
    sys.exit(2)

"""
    #TODO:
    * Need: add delta time updating for FPS smoothing
    * Need: Ability to restart at game end
    * Bonus: make ball a circle instead of rectangle
    * Bonus: Add some music
    * Bonus: Add some sound fx
    * Bonus: Add Start screen
"""

if __name__ == "__main__":
    game = GameEngine()
    game.run()
Beispiel #33
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def test_play_until_the_end_two_players_once_piece(monkeypatch):
    # Given we have started the game
    board = Board.create(players=[0, 2], pieces_per_player=1)
    state = GameState.create(board)
    dice = Dice()
    monkeypatch.setattr(dice, "roll", lambda: 6)
    game = GameEngine(board, dice)

    # When we roll the dice
    new_state = game.play(GameMove.roll_dice(player=0))

    # Then the state should be as expected
    assert new_state == game.get_state()
    assert new_state.number == 1
    assert new_state.dice == 6
    assert new_state.valid_actions == [
        GameMove.piece_out(player=0, piece=0, dice=6),
    ]

    # And When we play getting out with the first peice
    new_state = game.play(GameMove.piece_out(player=0, piece=0, dice=6))
    # Then the first piece should be out
    assert new_state.current_player == 0
    assert new_state.number == 2
    assert new_state.dice == 6
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=1),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.valid_actions == [GameMove.roll_dice(player=0)]

    # And When we row the dice again with 6
    new_state = game.play(GameMove.roll_dice(player=0))
    # Then we should should be able to move the piece forward
    assert new_state.number == 3
    assert new_state.dice == 6
    assert new_state.valid_actions == [GameMove.move_piece(player=0, piece=0, dice=6)]

    # And When we move the piece
    new_state = game.play(GameMove.move_piece(player=0, piece=0, dice=6))
    # Then it should go forward and we should be able to roll the dice again
    assert new_state.number == 4
    assert new_state.winners == []
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=7),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.valid_actions == [GameMove.roll_dice(player=0)]

    # And When we roll the dice again with 6
    new_state = game.play(GameMove.roll_dice(player=0))
    # Then we should be able to move the piece forward
    assert new_state.dice == 6
    assert new_state.number == 5
    assert new_state.valid_actions == [GameMove.move_piece(player=0, piece=0, dice=6)]

    # And When we move the piece
    new_state = game.play(GameMove.move_piece(player=0, piece=0, dice=6))
    # Then the piece should go forward and we should be able to roll the dice again
    assert new_state.number == 6
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=13),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.winners == []
    assert new_state.valid_actions == [GameMove.roll_dice(player=0)]

    # And When we position the piece toward the end of the board
    new_state.board.pieces[0].progress = board.end_progress - 6

    # And When we roll the dice again with 6
    new_state = game.play(GameMove.roll_dice(player=0))
    # Then we should be able to move the piece forward into the safe zone and to the goal
    assert new_state.dice == 6
    assert new_state.number == 7
    assert new_state.valid_actions == [GameMove.move_piece(player=0, piece=0, dice=6)]

    # And When we move the piece
    new_state = game.play(GameMove.move_piece(player=0, piece=0, dice=6))
    # Then the piece should go forward and we should be able to roll the dice again
    assert new_state.number == 8
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=board.end_progress),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.winners == [0]
    assert new_state.valid_actions == []
import math

from display import YELLOW, RED
from engine import GameEngine
from agents.human_agent import HumanAgent
from agents.minimax_agent import MiniMaxAgent
from agents.random_agent import RandomAgent
from player1 import Player1
from player2 import Player2

if __name__ == "__main__":

    engine = GameEngine(YELLOW, RED)
    engine.init_display()

    # TODO: Separate AgentGlobalParams (HyperParams?) and AgentTurnParams

    human_agent = HumanAgent(params={'display': engine.display})
    random_agent = RandomAgent()
    minimax_agent = MiniMaxAgent(params={
        'depth': 5,
        'alpha': -math.inf,
        'beta': math.inf,
        'maximizingPlayer': True
    })

    human_player1 = Player1(human_agent, "Human 1")
    human_player2 = Player2(human_agent, "Human 2")
    minimax_player1 = Player1(minimax_agent, "MiniMax 1")
    minimax_player2 = Player2(minimax_agent, "MiniMax 2")
    random_player1 = Player1(random_agent, "Random 1")
Beispiel #35
0
 def createHeadless(self):
     """Create a headless game."""
     gamemanager = self.createGameManager()
     engine = GameEngine()
     engine.updateables.append(gamemanager)
     return (engine, gamemanager)