Ejemplo n.º 1
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def test_ignore_irrelevant_tags():
    system = CountTagsScoreSystem()
    count_tags_score_components = {
        "counter": CountTagsScore(
            addTo="player",
            scoreType="constant",
            score=1,
            tags={
                "tagOne": 1,
                "tagTwo": 2
            }
        )
    }
    position_components = PositionDict({
        "counter": Position(x=0, y=0),
        "tag_holder": Position(x=0, y=0)
    })
    tags_components = {"tag_holder": [
        "tagOne", "tagTwo", "tagTwo", "tagThree"]}
    label_components = LabelDict({"p": "player"})
    scores = system.get_constant_tag_scores(
        count_tags_score_components, position_components, tags_components,
        label_components
    )
    assert scores == {"p": 1}
Ejemplo n.º 2
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def test_multiple_counters_add_score():
    system = CountTagsScoreSystem()
    count_tags_score_components = {
        "counter_one": CountTagsScore(
            addTo="player",
            scoreType="constant",
            score=1,
            tags={}
        ),
        "counter_two": CountTagsScore(
            addTo="player",
            scoreType="constant",
            score=1,
            tags={}
        ),
    }
    position_components = PositionDict({
        "counter_one": Position(x=0, y=0),
        "counter_two": Position(x=1, y=0)
    })
    tags_components = {}
    label_components = LabelDict({"p": "player"})
    scores = system.get_constant_tag_scores(
        count_tags_score_components, position_components, tags_components,
        label_components
    )
    assert scores == {"p": 2}
Ejemplo n.º 3
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def test_percept_exclude_entities_beyond_max_distance():
    system = PerceptSystem()
    perception_components = {"perceptor": Perception(distance=3)}
    position_components = PositionDict({
        "perceptor": Position(x=0, y=0),
        "otherEntity": Position(x=3, y=0),
        "farEntityOne": Position(x=3, y=1),
        "farEntityTwo": Position(x=3, y=-1),
        "farEntityThree": Position(x=-3, y=1),
        "farEntityFour": Position(x=-3, y=-1),
    })
    looks_like_components = {
        "otherEntity": "coin",
        "farEntityOne": "wall",
        "farEntityTwo": "wall",
        "farEntityThree": "wall",
        "farEntityFour": "wall",
    }
    inventory_components = {}
    percepts = system.get_percepts(perception_components, position_components,
                                   looks_like_components, inventory_components)
    assert percepts == {
        "perceptor": {
            "entities": [{
                "x": 3,
                "y": 0,
                "looks_like": "coin"
            }]
        }
    }
Ejemplo n.º 4
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 def __init__(self, entities=None, **kwargs):
     super().__init__(**kwargs)
     # Entities
     self.entity_ids = []
     # Components
     self.position_components = PositionDict()
     self.ai_components = {}
     self.perception_components = {}
     self.score_components = {}
     self.blocks_movement_components = {}
     self.swappable_components = {}
     self.pickupper_components = {}
     self.inventory_components = {}
     self.pickup_components = {}
     self.looks_like_components = {}
     self.tags_components = {}
     self.label_components = LabelDict()
     self.vulnerable_components = {}
     self.count_tags_score_components = {}
     self.actions_components = {}
     # Systems
     self.percept_system = PerceptSystem()
     self.action_system = ActionSystem()
     self.tag_system = TagSystem()
     self.movement_system = MovementSystem()
     self.pick_up_system = PickUpSystem()
     self.drop_system = DropSystem()
     self.attack_system = AttackSystem()
     self.count_tags_score_system = CountTagsScoreSystem()
     if entities is not None:
         for identifier, entity in entities.items():
             entity_obj = entity if isinstance(entity, Entity) else Entity(
                 **entity)
             self.add_entity(entity_obj, entity_id=identifier)
Ejemplo n.º 5
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def test_attack_empty_tile():
    actions = {"attacker": Attack(direction="right")}
    position_components = PositionDict({"attacker": Position(x=0, y=0)})
    vulnerable_components = {}
    system = AttackSystem()
    removed_entities = system.do_attacks(actions, position_components,
                                         vulnerable_components)
    assert len(removed_entities) == 0
Ejemplo n.º 6
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def test_move_direction(direction, x, y):
    system = MovementSystem()
    actions = {"a": Move(direction=direction)}
    position_components = PositionDict({"a": Position(x=0, y=0)})
    blocks_movement_components = {}
    tags = {}
    swappable_components = {}
    system.move_entities(actions, position_components,
                         blocks_movement_components, tags,
                         swappable_components)
    assert position_components["a"] == Position(x=x, y=y)
Ejemplo n.º 7
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def test_drop_item():
    system = DropSystem()
    inventory_components = {
        "a": Inventory(
            items=["item"]
        )
    }
    actions = {"a": Drop(index=0)}
    position_components = PositionDict({"a": Position(x=0, y=0)})
    system.drop_items(inventory_components, actions, position_components)
    assert position_components["item"] == Position(x=0, y=0)
    assert len(inventory_components["a"].items) == 0
Ejemplo n.º 8
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def test_attack_vulnerable(direction, target_x, target_y):
    actions = {"attacker": Attack(direction=direction)}
    position_components = PositionDict({
        "attacker":
        Position(x=0, y=0),
        "target":
        Position(x=target_x, y=target_y)
    })
    vulnerable_components = {"target": Vulnerable}
    system = AttackSystem()
    removed_entities = system.do_attacks(actions, position_components,
                                         vulnerable_components)
    assert "target" in removed_entities
Ejemplo n.º 9
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def test_drop_nonexistent_index_does_nothing():
    system = DropSystem()
    inventory_components = {
        "a": Inventory(
            mode="action",
            items=["item"]
        )
    }
    actions = {"a": Drop(index=1)}
    position_components = PositionDict({"a": Position(x=0, y=0)})
    system.drop_items(inventory_components, actions, position_components)
    assert "item" not in position_components
    assert len(inventory_components["a"].items) == 1
Ejemplo n.º 10
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def test_blocker_cannot_move_into_others_space():
    system = MovementSystem()
    actions = {"a": Move(direction="right")}
    position_components = PositionDict({
        "a": Position(x=0, y=0),
        "b": Position(x=1, y=0)
    })
    blocks_movement_components = {"a": BlocksMovement()}
    tags = {}
    swappable_components = {}
    system.move_entities(actions, position_components,
                         blocks_movement_components, tags,
                         swappable_components)
    assert position_components["a"] == Position(x=0, y=0)
Ejemplo n.º 11
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def test_automatic_pickup():
    system = PickUpSystem()
    pickupper_components = {"pickupper": Pickupper(mode="auto")}
    inventory_components = {}
    actions = {}
    position_components = PositionDict({
        "pickupper": Position(x=0, y=0),
        "item": Position(x=0, y=0)
    })
    pickup_components = {"item": VanishPickup(kind="vanish")}
    score_components = {}
    removed_entities = system.pick_up_items(
        pickupper_components, actions, position_components,
        pickup_components, score_components, inventory_components)
    assert removed_entities == set(["item"])
Ejemplo n.º 12
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def test_swap():
    system = MovementSystem()
    actions = {"a": Move(direction="right")}
    position_components = PositionDict({
        "a": Position(x=0, y=0),
        "b": Position(x=1, y=0)
    })
    blocks_movement_components = {}
    tags = {}
    swappable_components = {"b": Swappable()}
    system.move_entities(actions, position_components,
                         blocks_movement_components, tags,
                         swappable_components)
    assert position_components["a"] == Position(x=1, y=0)
    assert position_components["b"] == Position(x=0, y=0)
Ejemplo n.º 13
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def test_get_percept_include_inventory():
    system = PerceptSystem()
    perception_components = {"perceptor": Perception()}
    position_components = PositionDict({"perceptor": Position(x=0, y=0)})
    looks_like_components = {"itemOne": "coin", "itemTwo": "evilCoin"}
    inventory_components = {
        "perceptor": Inventory(items=["itemOne", "itemTwo"])
    }
    percepts = system.get_percepts(perception_components, position_components,
                                   looks_like_components, inventory_components)
    assert percepts == {
        "perceptor": {
            "entities": [],
            "inventory": ["coin", "evilCoin"]
        }
    }
Ejemplo n.º 14
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def test_score_pickup_only_vanish_if_no_score():
    system = PickUpSystem()
    pickupper_components = {"pickupper": Pickupper(mode="action")}
    inventory_components = {}
    actions = {"pickupper": PickUp()}
    position_components = PositionDict({
        "pickupper": Position(x=0, y=0),
        "item": Position(x=0, y=0)
    })
    pickup_components = {"item": ScorePickup(kind="addScore", score=1)}
    score_components = {}
    removed_entities = system.pick_up_items(
        pickupper_components, actions, position_components,
        pickup_components, score_components, inventory_components)
    assert removed_entities == set(["item"])
    assert score_components == {}
Ejemplo n.º 15
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def test_blocks_movement_right_tags():
    system = MovementSystem()
    actions = {"a": Move(direction="right")}
    position_components = PositionDict({
        "a": Position(x=0, y=0),
        "b": Position(x=1, y=0)
    })
    blocks_movement_components = {
        "b": BlocksMovement(passableForTags=["pass"])
    }
    tags = {"a": ["pass"]}
    swappable_components = {}
    system.move_entities(actions, position_components,
                         blocks_movement_components, tags,
                         swappable_components)
    assert position_components["a"] == Position(x=1, y=0)
Ejemplo n.º 16
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def test_percept_include_position():
    system = PerceptSystem()
    perception_components = {"perceptor": Perception(includePosition=True)}
    position_components = PositionDict({"perceptor": Position(x=0, y=0)})
    looks_like_components = {}
    inventory_components = {}
    percepts = system.get_percepts(perception_components, position_components,
                                   looks_like_components, inventory_components)
    assert percepts == {
        "perceptor": {
            "entities": [],
            "position": {
                "x": 0,
                "y": 0
            }
        }
    }
Ejemplo n.º 17
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def test_pickup_item():
    system = PickUpSystem()
    pickupper_components = {"pickupper": Pickupper(mode="action")}
    inventory_components = {"pickupper": Inventory()}
    actions = {"pickupper": PickUp()}
    position_components = PositionDict({
        "pickupper": Position(x=0, y=0),
        "item": Position(x=0, y=0)
    })
    pickup_components = {"item": ItemPickup(kind="item")}
    score_components = {}
    removed_entities = system.pick_up_items(
        pickupper_components, actions, position_components,
        pickup_components, score_components, inventory_components)
    assert inventory_components["pickupper"] == Inventory(items=["item"])
    assert "item" not in position_components
    assert removed_entities == set()
Ejemplo n.º 18
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def test_cannot_swap_if_other_entity_is_blocked():
    system = MovementSystem()
    actions = {"a": Move(direction="right")}
    position_components = PositionDict({
        "a": Position(x=0, y=0),
        "b": Position(x=1, y=0),
        "c": Position(x=0, y=0)
    })
    blocks_movement_components = {
        "c": BlocksMovement(passableForTags=["pass"])
    }
    tags = {"a": ["pass"]}
    swappable_components = {"b": Swappable()}
    system.move_entities(actions, position_components,
                         blocks_movement_components, tags,
                         swappable_components)
    assert position_components["a"] == Position(x=0, y=0)
    assert position_components["b"] == Position(x=1, y=0)
Ejemplo n.º 19
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def test_percept_include_entities():
    system = PerceptSystem()
    perception_components = {"perceptor": Perception()}
    position_components = PositionDict({
        "perceptor": Position(x=0, y=0),
        "otherEntity": Position(x=1, y=1)
    })
    looks_like_components = {"otherEntity": "coin"}
    inventory_components = {}
    percepts = system.get_percepts(perception_components, position_components,
                                   looks_like_components, inventory_components)
    assert percepts == {
        "perceptor": {
            "entities": [{
                "x": 1,
                "y": 1,
                "looks_like": "coin"
            }]
        }
    }
Ejemplo n.º 20
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def test_no_tags_always_give_score():
    system = CountTagsScoreSystem()
    count_tags_score_components = {
        "counter": CountTagsScore(
            addTo="player",
            scoreType="constant",
            score=1,
            tags={}
        )
    }
    position_components = PositionDict({
        "counter": Position(x=0, y=0)
    })
    tags_components = {}
    label_components = LabelDict({"p": "player"})
    scores = system.get_constant_tag_scores(
        count_tags_score_components, position_components, tags_components,
        label_components
    )
    assert scores == {"p": 1}
Ejemplo n.º 21
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def test_additive_score_type_no_effect_if_no_score():
    system = CountTagsScoreSystem()
    count_tags_score_components = {
        "counter": CountTagsScore(
            addTo="player",
            scoreType="additive",
            score=1,
            tags={}
        )
    }
    position_components = PositionDict({
        "counter": Position(x=0, y=0)
    })
    tags_components = {}
    label_components = LabelDict({"p": "player"})
    score_components = {}
    system.add_tag_scores(
        count_tags_score_components, position_components, tags_components,
        label_components, score_components
    )
    assert score_components == {}