Example #1
0
def move(playerName: str, destination: tuple, game: Dungeon):
    """
    Updates the game to reflect the movement of a player if they
    can move to the given destination in the game. Returns an
    unmodified game if the player cannot move based on game rules.
    :param playerName: str
    :param destination: tuple
    :param game: Dungeon
    """
    currLevel: Level = game.levels[game.currLevel]
    currBoardNum = whichBoardInLevel(currLevel, destination)
    currBoard: Board = currLevel.boards[currBoardNum]
    player = currBoard.players[playerName]
    numMoves = 2
    if playerCanMoveTo(destination, player, currLevel, numMoves):
        updatedLevel = moveEntity(currLevel,
                                  playerName,
                                  currBoardNum,
                                  destination,
                                  isPlayer=True)
        game.levels[game.currLevel] = updatedLevel
        updatedGame = interact(playerName, destination, game)
        return updatedGame
    else:
        return game
Example #2
0
def move(entityName: str, destination, game: Dungeon, isPlayer=True):
    """
    Updates the game to reflect the movement of a player if they
    can move to the given destination in the game or skip a turn when
    destination is None. Returns an unmodified game if the player cannot
    move based on game rules.
    :param entityName: str
    :param destination: tuple | None
    :param game: Dungeon
    """
    currLevel: Level = game.levels[game.currLevel]

    # Player move is skipped
    if destination is None:
        # only increment player turn
        updatedPlayerTurn = currLevel.playerTurn + 1
        if updatedPlayerTurn == len(game.players) - 1:
            currLevel.playerTurn = 0
        else:
            currLevel.playerTurn = updatedPlayerTurn
        return game

    entity = getPlayer(currLevel, entityName) if isPlayer else getEnemy(
        currLevel, entityName)
    currBoardNum = whichBoardInLevel(currLevel, entity.location)
    newBoardNum = whichBoardInLevel(currLevel, destination)
    numMoves = 2
    if isPlayer and playerCanMoveTo(destination, entity, currLevel, numMoves):
        updatedLevel = moveEntity(currLevel,
                                  entityName,
                                  currBoardNum,
                                  newBoardNum,
                                  destination,
                                  isPlayer=True)
        if updatedLevel.playerTurn == len(game.players) - 1:
            updatedLevel.playerTurn = 0
            updatedLevel.enemyTurn = updatedLevel.enemyTurn + 1
        else:
            updatedLevel.playerTurn = updatedLevel.playerTurn + 1
            updatedLevel.enemyTurn = updatedLevel.enemyTurn + 1
        game.levels[game.currLevel] = updatedLevel
        updatedGame = interact(entityName, destination, game)
        return updatedGame
    elif not isPlayer:
        updatedLevel = moveEntity(currLevel,
                                  entityName,
                                  currBoardNum,
                                  newBoardNum,
                                  destination,
                                  isPlayer=False)
        game.levels[game.currLevel] = updatedLevel
        updatedGame = enemyInteract(entityName, destination, game)
        return updatedGame
    else:
        return game
Example #3
0
def executeTurns(game: Dungeon, maxNumTurns: int, jsonActorMoveListList: list,
                 jsonNameList: list, jsonLevel: dict):
    # Send initial player updates to all players in game
    managerTrace = getPlayersUpdates(game, [])
    i = 0
    while i < maxNumTurns:
        # 0. Exit checking
        if anyOutOfMoves(jsonActorMoveListList) or isCurrentLevelOver(game):
            break
        # 1. Run all moves in turn
        for j in range(len(jsonActorMoveListList)
                       ):  # execute each move for a player in a turn
            playerMoveList = jsonActorMoveListList[j]
            validMove = False

            while not validMove and len(playerMoveList) > 0:
                # do first move in playerMoveList, if valid, set flag
                move = playerMoveList[0]
                playerName = jsonNameList[j]
                if not isPlayerInGame(playerName, game):
                    break

                currLevel: Level = game.levels[game.currLevel]
                player = getPlayer(currLevel, playerName)  # pot bug??
                dest = move["to"]
                # apply
                if not dest:  # skipped turn
                    validMove = True
                    managerTrace.append([playerName, move,
                                         "OK"])  # pot bug adding??
                    managerTrace = getPlayersUpdates(game, managerTrace)
                elif playerCanMoveTo(intifyTuple(dest), player, currLevel, 2):
                    GameManager.move(playerName, intifyTuple(dest),
                                     game)  # pot bug not mutating??
                    managerTrace.append(
                        getMoveStatus(currLevel, playerName,
                                      move))  # pot bug wrong return types??
                    managerTrace = getPlayersUpdates(game, managerTrace)
                    validMove = True
                else:
                    managerTrace.append([playerName, move, "Invalid"])
                    validMove = False

                del playerMoveList[0]

        i += 1
    return managerTrace, game
Example #4
0
def testPlayerCanMoveToPlayer():
    dest = (11, 1)
    result = playerCanMoveTo(dest, player2, exampleLevel2, 2)
    assert not result
Example #5
0
def testPlayerCanMoveToVoid():
    dest = (5000, 1000)
    result = playerCanMoveTo(dest, player1, exampleLevel2, 2)
    assert not result
Example #6
0
def testPlayerCanMoveToValid():
    dest = (12, 2)
    result = playerCanMoveTo(dest, player1, exampleLevel2, 2)
    assert result