Ejemplo n.º 1
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    def test_level_over_but_not_game_over_when_player_beats_level(self):
        state = create_two_level_game_state(num_players=1)
        self.assertFalse(RuleChecker.is_game_over(state))
        self.assertFalse(RuleChecker.is_level_over(state))
        RuleChecker.validate_game_state(state)

        # move player to key
        state.update("p0", (7, 12))
        # move player to exit
        state.update("p0", (7, 13))

        self.assertFalse(RuleChecker.is_game_over(state))
Ejemplo n.º 2
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    def test_game_not_over_when_one_player_dies(self):
        state = create_two_level_game_state()
        self.assertFalse(RuleChecker.is_game_over(state))
        self.assertFalse(RuleChecker.is_level_over(state))
        RuleChecker.validate_game_state(state)

        a1_location = state.occupants["a1"].current_location

        with self.assertRaises(InvalidOccupantTurnOrder):
            RuleChecker.validate_move(state, "p1", a1_location)

        state.update("p1", a1_location)
        self.assertFalse(RuleChecker.is_game_over(state))
        self.assertFalse(RuleChecker.is_level_over(state))
Ejemplo n.º 3
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    def test_game_over_players_die(self):
        actual = create_two_level_game_state(4, False)
        self.assertEqual(actual.current_level, 0, "Unexpected current level.")
        self.assertEqual(actual.current_turn, "p0", "Unexpected current turn")
        self.assertFalse(actual.is_exit_unlocked, "Level should be locked")
        self.assertFalse(actual.is_game_over, "Game should not be over")

        # move adversary to all players
        player_locations = [p.current_location for p in actual.players]
        for _ in range(5):
            for location in player_locations:
                actual.update("a1", location)

        self.assertEqual(actual.current_level, 0, "Unexpected current level.")
        self.assertEqual(actual.current_turn, "a0", "Unexpected current turn")
        self.assertFalse(actual.is_exit_unlocked, "Level should be locked")
        self.assertTrue(actual.is_game_over, "Game should be over")
Ejemplo n.º 4
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    def test_progress_to_next_level(self):
        actual = create_two_level_game_state(num_players=1)
        self.assertEqual(actual.current_level, 0, "Unexpected current level.")
        self.assertEqual(actual.current_turn, "p0", "Unexpected current turn")
        self.assertFalse(actual.is_exit_unlocked, "Level should be locked")
        self.assertFalse(actual.is_game_over, "Game should not be over")

        # move player to key
        actual.update("p0", (7, 12))
        self.assertEqual(actual.current_level, 0, "Unexpected current level.")
        self.assertEqual(actual.current_turn, "a0", "Unexpected current turn")
        self.assertTrue(actual.is_exit_unlocked, "Level should be unlocked")
        self.assertFalse(actual.is_game_over, "Game should not be over")

        # move player to exit
        actual.update("p0", (7, 13))
        self.assertEqual(actual.current_level, 1, "Unexpected current level.")
        self.assertEqual(actual.current_turn, "p0", "Unexpected current turn")
        self.assertFalse(actual.is_exit_unlocked, "Level should not be unlocked")
        self.assertFalse(actual.is_game_over, "Game should not be over")
Ejemplo n.º 5
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import sys
sys.path.append('.')

from src.Game.models.state_exporter import StateExporter
from src.Game.views.colorful_textual_view import ColorfulTextualView
from tests.Game.examples import create_two_level_game_state

view = ColorfulTextualView()
state = create_two_level_game_state()


def observer_view():
    view.render_observer_state(StateExporter.create_observer_game_state(state))


def player_update():
    view.render_player_update(StateExporter.create_player_update(state, "p0"))


def adversary_update():
    update = StateExporter.create_adversary_game_state(state, "a0")
    print(update)


def end_level():
    view.render_level_over(StateExporter.create_end_level_state(state, 0))


def end_game():
    view.render_game_over(StateExporter.create_end_game_state(state))
Ejemplo n.º 6
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 def create_two_level_game_state(self):
     create_two_level_game_state()