def test_distance(self): # Test the distance function game = Game('default', 1000) # Exact match distance = game.sphere_distance(48.3515609, -1.204625999999962, 48.3515609, -1.204625999999962) self.assertEquals(distance, 0)
def __init__(self, score_max_distance, leaderboard_answer_count, max_response_time, time_between_turns): """ :param score_max_distance: The distance above which player scores will be null :param leaderboard_answer_count: How many answers are used to compute user scores in the leaderboard :param max_response_time: The time given to a player to answer a question :param between_turns_duration: The time between two turns """ self.game = Game(score_max_distance, leaderboard_answer_count) self.max_response_time = max_response_time self.time_between_turns = time_between_turns
def test_distance(self): # Test the distance function game = Game('default', 1000) # Exact match distance = game.plane_distance(48.3515609, -1.204625999999962, 48.3515609, -1.204625999999962) self.assertEquals(distance, 0) # 6 km away distance = game.plane_distance(48.3515609, -1.204625999999962, 48.370431, -1.151591000000053) self.assertEquals(round(distance), 6) # More than a thousand km away distance = game.plane_distance(48.3515609, -1.204625999999962, 40.7127837, -74.00594130000002) self.assertEquals(round(distance), 8149)
def test_get_current_city(self): # Check that when a new turn is started the current city changes game = Game('default', 1000) game.start_new_turn() city1 = game.get_current_city() game.start_new_turn() city2 = game.get_current_city() self.assertNotEqual(city1, city2)
def test_score(self): # Test the scoring function game = Game('default', 1000, 1) # Exact match, really fast score = game.score(0) self.assertEquals(score, 1000) # Exact match but really slow score = game.score(0) self.assertEquals(score, 1000) # 6 km away but slow score = game.score(6) self.assertEquals(score, 994) # More than a thousand km away score = game.score(1000) self.assertEquals(score, 0)
def create_game(self, game_id, score_max_distance, max_response_time, leaderboard_answer_count, between_turns_duration): app.logger.debug('Starting a new game with the id {game_id}'.format(game_id=game_id)) # Create the game game = Game(game_id, score_max_distance, max_response_time, leaderboard_answer_count, between_turns_duration) # Register it self.games.append(game) # Start the game socketio.start_background_task(target=self.run_game, game=game) return game
def test_get_ranked_scores(self): # Test the ranking function game = Game('default', 1000) # Mock the get_current_city function to always return the same city game.get_current_city = lambda: { 'latitude': 48.3515609, 'longitude': -1.204625999999962 } game.add_player('a', 'a') game.add_player('b', 'b') game.add_player('c', 'c') # Always return the correct answer for player a, a close answer for c and an answer far away for b for i in range(0, 30): game.start_new_turn() game.store_answer('a', 48.3515609, -1.204625999999962) game.store_answer('b', 0, 0) game.store_answer('c', 48.370431, -1.151591000000053) game.end_current_turn() self.assertEquals(game.get_ranked_scores()[0]['player'].sid, 'a') self.assertEquals(game.get_ranked_scores()[1]['player'].sid, 'c') self.assertEquals(game.get_ranked_scores()[2]['player'].sid, 'b') # Max score shouldn't be higher than 20000 because we limit to 20 turns to compute score self.assertEquals(game.get_ranked_scores()[0]['score'], 20000)
def test_get_current_turn_ranks(self): # Test the ranking function game = Game('default', 1000) # Mock the get_current_city function to always return the same city game.get_current_city = lambda: { 'latitude': 48.3515609, 'longitude': -1.204625999999962 } game.add_player('a', 'a') game.add_player('b', 'b') game.add_player('c', 'c') game.store_answer('a', 48.3515609, -1.204625999999962) game.store_answer('b', 48.370431, -1.151591000000053) game.store_answer('c', 40.7127837, -74.00594130000002) game.end_current_turn() ranked_players = game.get_current_turn_ranks() self.assertEquals(ranked_players[0].sid, 'a') self.assertEquals(ranked_players[1].sid, 'b') self.assertEquals(ranked_players[2].sid, 'c')
def test_get_cities(self): # Check that a list of cities is returned cities = Game.get_cities() self.assertTrue(len(cities) > 0)
class GameMaster: """ Starts the game and manages the game lifecycle """ def __init__(self, score_max_distance, leaderboard_answer_count, max_response_time, time_between_turns): """ :param score_max_distance: The distance above which player scores will be null :param leaderboard_answer_count: How many answers are used to compute user scores in the leaderboard :param max_response_time: The time given to a player to answer a question :param between_turns_duration: The time between two turns """ self.game = Game(score_max_distance, leaderboard_answer_count) self.max_response_time = max_response_time self.time_between_turns = time_between_turns def start_game(self): # Start the game socketio.start_background_task(target=self.run_game) def run_game(self): while True: # Start a new turn self.start_turn() # Give the players some time to answer socketio.sleep(self.max_response_time) # End the turn self.end_turn() # Send the new leaderboard to players self.update_leaderboard() # Give the user some time between two turns socketio.sleep(self.time_between_turns) def start_turn(self): app.logger.debug('Starting new turn') # Start a new turn self.game.start_new_turn() # Get the city for this turn city = self.game.get_current_city() # Send the infos on the new city to locate to every players in the game socketio.emit( 'new_turn', { 'city': city['name'], 'country': city['country'], 'country_code': city['country'], }, ) def end_turn(self): app.logger.debug('Ending turn') # End current turn self.game.end_current_turn() # Rank answers ranked_players = self.game.get_current_turn_ranks() player_count = len(ranked_players) # Send end of turn signal and correct/best answers to players city = self.game.get_current_city() turn_results = { 'correct_answer': { 'name': city['name'], 'country': city['country'], 'lat': city['latitude'], 'lng': city['longitude'], } } if player_count > 0: best_result = ranked_players[0].get_result(self.game.turn_number) best_answer = ranked_players[0].get_answer(self.game.turn_number) turn_results['best_answer'] = { 'distance': best_result.distance, 'lat': best_answer.latitude, 'lng': best_answer.longitude } socketio.emit('end_of_turn', turn_results) # Then send individual player results for rank, player in enumerate(ranked_players): result = player.get_result(self.game.turn_number) answer = player.get_answer(self.game.turn_number) socketio.emit('player_results', { 'rank': rank + 1, 'total': player_count, 'distance': result.distance, 'score': result.score, 'lat': answer.latitude, 'lng': answer.longitude, }, room=player.sid) def update_leaderboard(self): app.logger.debug('Updating leaderboard') # Get a sorted list of all the scores scores = self.game.get_ranked_scores() top_ten = [{ 'player_name': score['player'].name, 'score': score['score'] } for score in scores[:10]] # Number of players total_player = len(scores) # Send top ten + player score and rank to each player for rank, score in enumerate(scores): socketio.emit('leaderboard_update', { 'top_ten': top_ten, 'total_player': total_player, 'player_rank': rank, 'player_score': score['score'], }, room=score['player'].sid)
class GameMaster: """ Starts the game and manages the game lifecycle """ def __init__(self, score_max_distance, leaderboard_answer_count, max_response_time, time_between_turns): """ :param score_max_distance: The distance above which player scores will be null :param leaderboard_answer_count: How many answers are used to compute user scores in the leaderboard :param max_response_time: The time given to a player to answer a question :param between_turns_duration: The time between two turns """ self.game = Game(score_max_distance, leaderboard_answer_count) self.max_response_time = max_response_time self.time_between_turns = time_between_turns def start_game(self): # Start the game socketio.start_background_task(target=self.run_game) def run_game(self): while True: # Start a new turn self.start_turn() # Give the players some time to answer socketio.sleep(self.max_response_time) # End the turn self.end_turn() # Send the new leaderboard to players self.update_leaderboard() # send the new legend to players (only joining and leaving changes it) self.update_legend() # Give the user some time between two turns socketio.sleep(self.time_between_turns) def start_turn(self): app.logger.debug('Starting new turn') # Start a new turn self.game.start_new_turn() # Get the city for this turn city = self.game.get_current_city() # Send the infos on the new city to locate to every players in the game socketio.emit( 'new_turn', { 'city': city['name'], 'country': city['country'], 'country_code': city['country'], }, ) def end_turn(self): app.logger.debug('Ending turn') # End current turn self.game.end_current_turn() # Rank answers ranked_players = self.game.get_current_turn_ranks() player_count = len(ranked_players) # Send end of turn signal and correct/best answers to players city = self.game.get_current_city() turn_results = { 'correct_answer': { 'name': city['name'], 'lat': city['latitude'], 'lng': city['longitude'], } } if player_count > 0: answers = [] for i, p in enumerate(ranked_players): p_result = p.get_result(self.game.turn_number) p_answer = p.get_answer(self.game.turn_number) p_emit = { 'sid': p.sid, 'name': p.name, 'distance': p_result.distance, 'lat': p_answer.latitude, 'lng': p_answer.longitude, } try: p_emit['color'] = self.game.colors_mapped[p.sid][1] except KeyError: p_emit['color'] = 'grey' answers.append(p_emit) turn_results['answers'] = answers # if player_count > 0: # best_player = ranked_players[0] # best_result = best_player.get_result(self.game.turn_number) # best_answer = best_player.get_answer(self.game.turn_number) # turn_results['best_answer'] = { # 'sid': best_player.sid, # 'name': best_player.name, # 'distance': best_result.distance, # 'lat': best_answer.latitude, # 'lng': best_answer.longitude # } # if player_count > 1: # other_answers = [] # for i, p in enumerate(ranked_players[1:]): # p_result = p.get_result(self.game.turn_number) # p_answer = p.get_answer(self.game.turn_number) # p_emit = { # 'sid': p.sid, # 'name': p.name, # 'distance': p_result.distance, # 'lat': p_answer.latitude, # 'lng': p_answer.longitude, # } # if len(ranked_players) <= 6: # p_emit['color'] = self.game.colors_mapped[p.sid][1] # other_answers.append(p_emit) # # turn_results['other_answers'] = other_answers socketio.emit('end_of_turn', turn_results) # Then send individual player results # for rank, player in enumerate(ranked_players): # result = player.get_result(self.game.turn_number) # answer = player.get_answer(self.game.turn_number) # socketio.emit('player_results', # { # 'rank': rank + 1, # 'total': player_count, # 'distance': result.distance, # 'score': result.score, # 'lat': answer.latitude, # 'lng': answer.longitude, # }, # room=player.sid) def update_leaderboard(self): app.logger.debug('Updating leaderboard') # Get a sorted list of all the scores scores = self.game.get_ranked_scores() top_ten = [{ 'player_name': score['player'].name, 'score': score['score'] } for score in scores[:10]] # Number of players total_player = len(scores) # Send top ten + player score and rank to each player for rank, score in enumerate(scores): socketio.emit('leaderboard_update', { 'top_ten': top_ten, 'total_player': total_player, 'player_rank': rank, 'player_score': score['score'], }, room=score['player'].sid) def update_legend(self): app.logger.debug('Updating legend') legend_changes = [] ranks = self.game.get_current_turn_ranks() for p in ranks: p_name, p_color = self.game.colors_mapped[p.sid] legend_changes.append( (p_name, p_color, p.get_result(self.game.turn_number).distance)) # for player_sid, player_name_and_color in self.game.colors_mapped.items(): # legend_item = [player_name_and_color[1], player_name_and_color[0]] # if len(current_turn_players_results) > 0: # legend_item.append(current_turn_players_results[player_sid]) # else: # legend_item.append(0) # legend_changes.append(legend_item) socketio.emit('legend_changes', legend_changes)