Example #1
0
    def test_surround_player_with_conquers(self):
        # fmt: off
        gm = create_map_with([
            [1, 1, 1, E, E],
            [1, E, 1, E, E],
            [E, E, E, E, E],
            [E, E, E, 2, 2],
            [E, E, E, 2, 2],
        ])
        # fmt: on
        p1 = PlayerState(id=1,
                         name="p1",
                         game_map=gm,
                         position=Position(1, 3),
                         direction=Direction(Direction.RIGHT))
        p2 = PlayerState(id=2,
                         name="p2",
                         game_map=gm,
                         position=Position(4, 4),
                         direction=Direction(Direction.LEFT))
        gs = GameState(gm, [p1, p2])

        gs.apply_action(0, p2, Action.FORWARD)
        gs.apply_action(0, p2, Action.FORWARD)
        gs.apply_action(0, p2, Action.TURN_RIGHT)
        gs.apply_action(0, p2, Action.FORWARD)
        self.assertEqual(Position(2, 2), p2.position)
        self.assertEqual(5, len(p2.tail))

        gs.apply_action(0, p1, Action.FORWARD)  # walk on tail, p2 killed
        self.assertTrue(p2.killed)
        self.assertFalse(p1.killed)
        self.assertEqual(0, p2.stats.stats[PlayerStats.CONQUERED])
Example #2
0
    def test_with_direction(self):
        data = """
               WWWWWW
               W1  3W
               WD  DW
               WD  DW
               W4  2W
               WWWWWW\r\n
           """
        gc = GameConfig.from_str(data)

        self.assertEqual(
            gc.spawn_positions,
            [Position(1, 1),
             Position(4, 4),
             Position(4, 1),
             Position(1, 4)])
        self.assertEqual(
            gc.spawn_directions,
            [
                Direction(Direction.DOWN),
                Direction(Direction.UP),
                Direction(Direction.DOWN),
                Direction(Direction.UP)
            ],
        )
Example #3
0
    def test_add_player_should_respect_orientation(self):
        gc = GameConfig(GameMap(20),
                        spawn_positions=[Position(1, 1)],
                        spawn_directions=[Direction(Direction.LEFT)])
        gs = GameState(gc, players=None)
        self.assertEqual(len(gs.players), 0)
        gs.add_player("Karl Marx")

        self.assertEqual(Direction(Direction.LEFT), gs.players[0].direction)
    def test_init_with_direction(self):
        game_map = GameMap(5)
        pos = Position(1, 1)
        ps = PlayerState(id=1,
                         name="dummy",
                         game_map=game_map,
                         position=pos,
                         direction=Direction(Direction.DOWN))

        self.assertEqual(ps.direction, Direction(Direction.DOWN))
Example #5
0
 def direction_to(self, target: Position) -> Optional[Direction]:
     if self.y > target.y:
         return Direction(Direction.UP)
     elif self.y < target.y:
         return Direction(Direction.DOWN)
     elif self.x > target.x:
         return Direction(Direction.LEFT)
     elif self.x < target.x:
         return Direction(Direction.RIGHT)
     else:
         return None
Example #6
0
    def test_fill_basic_2(self):
        # fmt: off
        game_map = create_map_with([[E, 1, 1, E, E], [E, 1, 1, E, E],
                                    [E, E, E, E, E], [E, E, E, E, E],
                                    [E, E, E, E, E]])
        # fmt: on
        ps = PlayerState(id=1,
                         name="dummy",
                         game_map=game_map,
                         position=Position(2, 2),
                         direction=Direction(Direction.DOWN))
        gs = GameState(game_map, [ps])
        gs.apply_action(0, ps, Action.FORWARD)
        gs.apply_action(1, ps, Action.TURN_RIGHT)
        gs.apply_action(2, ps, Action.TURN_LEFT)
        gs.apply_action(3, ps, Action.TURN_LEFT)
        gs.apply_action(4, ps, Action.FORWARD)
        gs.apply_action(4, ps, Action.FORWARD)
        gs.apply_action(5, ps, Action.TURN_LEFT)
        gs.apply_action(6, ps, Action.FORWARD)
        gs.apply_action(7, ps, Action.TURN_LEFT)

        # fmt: off
        self.assertEqual(
            game_map,
            create_map_with([[E, 1, 1, E, E], [E, 1, 1, 1, E], [1, 1, 1, 1, E],
                             [1, 1, 1, 1, E], [E, E, E, E, E]]))
        # fmt: on
        self.assertEqual(ps.score, 9)
Example #7
0
    def test_is_closed_tail(self):
        # fmt: off
        gm = create_map_with([[1, E, 1], [E, E, E], [1, E, E]])
        # fmt: on

        # player without tail
        player = PlayerState(id=1,
                             name="1",
                             game_map=gm,
                             position=Position(1, 1))
        self.assertEqual(player.tail, [Position(1, 1)])
        self.assertFalse(GameState.is_closed_tail(player, gm))

        # player with tail
        player.tail = [Position(1, 1), Position(2, 1)]
        self.assertFalse(GameState.is_closed_tail(player, gm))

        player.tail = [Position(1, 1), Position(2, 1), Position(3, 1)]
        player.direction = Direction(Direction.UP)
        self.assertTrue(GameState.is_closed_tail(player, gm))

        player.tail = [Position(1, 1), Position(2, 1), Position(2, 2)]
        self.assertFalse(GameState.is_closed_tail(player, gm))

        player.tail = [
            Position(1, 1),
            Position(2, 1),
            Position(2, 2),
            Position(1, 2),
            Position(1, 1)
        ]
        self.assertTrue(GameState.is_closed_tail(player, gm))
Example #8
0
 def test_move_player(self):
     gm = GameMap(5)
     player = PlayerState(id=1,
                          name="1",
                          game_map=gm,
                          position=Position(1, 1))
     player.direction = Direction(Direction.RIGHT)
     gs = GameState(gm, [player])
     gs.move_player(player, Action.FORWARD)
     gs.move_player(player, Action.TURN_RIGHT)
     gs.move_player(player, Action.TURN_RIGHT)
     gs.move_player(player, Action.TURN_LEFT)
     self.assertEqual(Position(1, 3), player.position)
Example #9
0
 def test_fill_kill_other_player_tail(self):
     # fmt: off
     game_map = create_map_with([[E, E, E, E], [E, E, E, E], [0, 0, 0, 0],
                                 [E, 1, E, E]])
     # fmt: on
     p0 = PlayerState(id=0,
                      name="dummy",
                      game_map=game_map,
                      position=Position(1, 3))
     p1 = PlayerState(id=1,
                      name="dummy",
                      game_map=game_map,
                      position=Position(2, 4))
     gs = GameState(game_map, [p0, p1])
     p0.tail = [
         p0.spawn_position.copy(),
         Position(1, 2),
         Position(1, 1),
         Position(2, 1),
         Position(3, 1),
         Position(4, 1),
         Position(4, 2),
     ]
     p0.position = p0.tail[-1].copy()
     p0.direction = Direction(Direction.DOWN)
     p1.tail = [
         p1.spawn_position.copy(),
         Position(2, 3),
         Position(2, 2),
         Position(3, 2),
         Position(3, 3),
         Position(3, 4),
     ]
     p1.position = p1.tail[-1].copy()
     p1.direction = Direction(Direction.DOWN)
     # print(game_state_to_dict(0, 0, gs, 999)['game']['pretty_map'])
     gs.apply_action(0, p0, Action.FORWARD)
     # print(game_state_to_dict(0, 0, gs, 999)['game']['pretty_map'])
     self.assertTrue(p1.killed)
Example #10
0
def dict_to_player_state(data: Dict, game_map: GameMap) -> PlayerState:
    position = dict_to_position(data["position"])
    ps = PlayerState(id=data["id"],
                     name=data["name"],
                     game_map=game_map,
                     position=position,
                     init=False)
    ps.active = data["active"]
    ps.killed = data["killed"]
    ps.position = position
    ps.spawn_position = dict_to_position(data["spawn_position"])
    ps.direction = Direction(data["direction"])
    ps.spawn_direction = Direction(data["spawn_direction"])
    ps.tail = [dict_to_position(p) for p in data["tail"]]
    ps.score = data["score"]
    ps.stats = dict_to_player_stats(data["stats"])

    for hist in data["history"]:
        dt = datetime.fromisoformat(hist["timestamp"])
        ps.history.append(
            HistoryItem(game_tick=hist["tick"], message=hist["message"],
                        ts=dt))

    return ps
Example #11
0
 def test_capturing_a_blitzium(self):
     # fmt: off
     gm = create_map_with([[0, 0, 0], [E, E, 0], [0, 0, 0]])
     # fmt: on
     gm.set_tile(Position(2, 2), GameMap.BLITZIUM)
     p0 = PlayerState(id=0,
                      name="p0",
                      game_map=gm,
                      position=Position(1, 1),
                      direction=Direction(Direction.DOWN))
     gs = GameState(gm, [p0])
     gs.apply_action(0, p0, Action.FORWARD)
     self.assertFalse(PlayerStats.BLITZIUMS in p0.stats.stats)
     gs.apply_action(0, p0, Action.FORWARD)
     self.assertFalse(p0.killed)
     self.assertEqual(1, p0.stats.stats[PlayerStats.BLITZIUMS])
Example #12
0
 def test_capturing_a_black_hole_suicide(self):
     # fmt: off
     gm = create_map_with([[0, 0, 0], [E, E, 0], [0, 0, 0]])
     # fmt: on
     gm.set_tile(Position(2, 2), GameMap.BLACK_HOLE)
     p0 = PlayerState(id=0,
                      name="p0",
                      game_map=gm,
                      position=Position(1, 1),
                      direction=Direction(Direction.DOWN))
     gs = GameState(gm, [p0])
     gs.apply_action(0, p0, Action.FORWARD)
     self.assertFalse(p0.killed)
     gs.apply_action(0, p0, Action.FORWARD)
     self.assertTrue(p0.killed)
     self.assertEqual(1, p0.stats.stats[PlayerStats.SUICIDES])
Example #13
0
    def test_walk_on_asteroids_suicide(self):
        gm = GameMap(5)
        p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1))
        self.assertEqual(p1.direction, Direction.RIGHT)
        gs = GameState(gm, players=[p1])

        # validate that a turn left should walk on asteroids
        pos = p1.position.copy().move(
            Direction(Direction.RIGHT).change_direction(Action.TURN_LEFT))
        self.assertEqual(pos, Position(1, 0))
        self.assertTrue(gm.is_asteroids(pos))
        gs.apply_action(1, p1, Action.TURN_LEFT)

        # walk on tail = suicide, respawn
        self.assertEqual(p1.position, Position(1, 1))
        self.assertEqual(len(p1.tail), 1)
        self.assertTrue(p1.killed)
        self.assertEqual(1, p1.stats.stats[PlayerStats.SUICIDES])
Example #14
0
    def test_surround_player(self):
        # fmt: off
        gm = create_map_with([
            [1, 1, 1],
            [1, E, 1],
            [E, E, E],
        ])
        # fmt: on
        p1 = PlayerState(id=1,
                         name="p1",
                         game_map=gm,
                         position=Position(1, 3),
                         direction=Direction(Direction.RIGHT))
        p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(2, 2))
        gs = GameState(gm, [p1, p2])

        gs.apply_action(0, p1, Action.FORWARD)
        gs.apply_action(0, p1, Action.FORWARD)
        gs.apply_action(0, p1, Action.TURN_LEFT)

        self.assertTrue(p2.killed)
        self.assertFalse(p1.killed)
Example #15
0
    def test_conquer_some_player_tile(self):
        # fmt: off
        gm = create_map_with([
            [1, 1, E],
            [1, 2, 2],
            [E, 2, 2],
        ])
        # fmt: on
        p1 = PlayerState(id=1, name="p1", game_map=gm, position=Position(1, 1))
        p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(2, 2))
        gs = GameState(gm, [p1, p2])

        p1.position = Position(2, 2)
        p1.tail = [Position(1, 2), Position(2, 2)]

        p2.position = Position(2, 3)
        p2.tail = [Position(2, 3)]

        p1.direction = Direction(Direction.RIGHT)
        gs.apply_action(0, p1, Action.TURN_LEFT)

        self.assertFalse(p2.killed)
        self.assertFalse(p1.killed)
Example #16
0
    def test_respawn_on_someone_tail(self):
        gm = GameMap(5)
        p1 = PlayerState(id=1, name="p1", game_map=gm, position=Position(1, 1))
        p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(1, 2))
        gs = GameState(gm, [p1, p2])

        # p1: spawn position = 1,1, current position=3,1, tail [2,1 and 3,1]
        # p2: spawn position = 1,2, current position=2,2, tail [1,1, 1,2 and 2,2]
        p1.position = Position(3, 1)
        p1.tail = [Position(2, 1), Position(3, 1)]
        gm.set_tile(Position(1, 1), GameMap.EMPTY, 2)
        p2.position = Position(2, 2)
        p2.tail = [Position(1, 1), Position(1, 2), Position(2, 2)]
        p2.direction = Direction(Direction.UP)
        gs.apply_action(0, p2, Action.FORWARD)

        self.assertTrue(p1.killed)
        self.assertFalse(p2.killed)

        # respawn
        gs.respawn_player(p1)
        self.assertFalse(p1.killed)
        self.assertTrue(p2.killed)
Example #17
0
    def test_game_state_to_json_player(self):
        gm = create_map_with([[E, E, E], [E, E, E], [E, E, E]])
        gm.set_tile(Position(1, 3), GameMap.BLACK_HOLE)
        gm.set_tile(Position(2, 3), GameMap.BLITZIUM)
        gm.set_tile(Position(3, 3), GameMap.PLANET)
        gm.set_tile(Position(3, 2), GameMap.PLANET, 0)
        p0 = PlayerState(0,
                         "p0",
                         gm,
                         Position(1, 1),
                         direction=Direction(Direction.UP))
        p0.killed = True
        p0.position = Position(3, 1)
        p0.direction = Direction(Direction.RIGHT)
        p0.tail = [p0.spawn_position, Position(2, 1), p0.position]
        p0.score = 123.4
        p0.stats.kill_player("p1")
        p0.stats.killed_by_player("p2")
        p0.stats.add_stat(PlayerStats.SUICIDES)
        p0.history.append(
            HistoryItem(11, "message-11",
                        datetime.datetime(1900, 1, 1, 13, 14, 15, 555)))
        p0.history.append(
            HistoryItem(10, "message-10",
                        datetime.datetime(1900, 1, 1, 13, 14, 15, 444)))
        p1 = PlayerState(1,
                         "p1",
                         gm,
                         position=Position(1, 2),
                         direction=Direction(Direction.DOWN))
        p1.active = False
        p1.direction = Direction(Direction.LEFT)
        p2 = PlayerState(2,
                         "p2",
                         gm,
                         Position(2, 2),
                         direction=Direction(Direction.RIGHT))
        p2.direction = Direction(Direction.LEFT)
        gs = GameState(gm, [p0, p1, p2])
        self.maxDiff = 4000
        expected = {
            "type":
            "tick",
            "game": {
                "map": [
                    ["W", "W", "W", "W", "W"],
                    ["W", "C-0", " ", " ", "W"],
                    ["W", "C-1", "C-2", "%-0", "W"],
                    ["W", "!", "$", "%", "W"],
                    ["W", "W", "W", "W", "W"],
                ],
                "player_id":
                1,
                # fmt: off
                "pretty_map":
                '[[W     W     W     W     W    ]\n'
                ' [W     C0T0  T0    P0    W    ]\n'
                ' [W     C1P1  C2P2  %0    W    ]\n'
                ' [W     !     $     %     W    ]\n'
                ' [W     W     W     W     W    ]]\n'
                'DISCLAMER: this map does not have the same content as '
                'the json game map. Symbols are combined to help you '
                'visualize every spot on this turn. Hyphen are also '
                'removed. See the documentation for the json map '
                'symbol signification.\n'
                'Symbols added or modified on this map for '
                'visualization purpose are:\n'
                'Px: Position of player x - Cx: Conquered by player x '
                '- Tx: Tail of player x',
                # fmt: on
                "tick":
                123,
                "ticks_left":
                500,
            },
            "players": [
                {
                    "active":
                    True,
                    "killed":
                    True,
                    "position": {
                        "x": 3,
                        "y": 1
                    },
                    "spawn_position": {
                        "x": 1,
                        "y": 1
                    },
                    "direction":
                    "RIGHT",
                    "spawn_direction":
                    "UP",
                    "tail": [{
                        "x": 1,
                        "y": 1
                    }, {
                        "x": 2,
                        "y": 1
                    }, {
                        "x": 3,
                        "y": 1
                    }],
                    "id":
                    0,
                    "name":
                    "p0",
                    "score":
                    123.4,
                    "stats": {
                        PlayerStats.CONQUERED: 1,
                        PlayerStats.KILLS: 1,
                        PlayerStats.KILLED: 1,
                        PlayerStats.SUICIDES: 1,
                        PlayerStats.NEMESIS: "p2",
                        "players_killed": {
                            "p1": 1
                        },
                        "killed_by_players": {
                            "p2": 1
                        },
                    },
                    "history": [
                        {
                            "timestamp": "1900-01-01T13:14:15.000555",
                            "tick": 11,
                            "message": "message-11"
                        },
                        {
                            "timestamp": "1900-01-01T13:14:15.000444",
                            "tick": 10,
                            "message": "message-10"
                        },
                    ],
                },
                {
                    "active": False,
                    "killed": False,
                    "position": {
                        "x": 1,
                        "y": 2
                    },
                    "spawn_position": {
                        "x": 1,
                        "y": 2
                    },
                    "direction": "LEFT",
                    "spawn_direction": "DOWN",
                    "tail": [{
                        "x": 1,
                        "y": 2
                    }],
                    "id": 1,
                    "name": "p1",
                    "score": 0,
                    "stats": {
                        PlayerStats.CONQUERED: 1,
                        "players_killed": {},
                        "killed_by_players": {}
                    },
                    "history": [],
                },
                {
                    "active": True,
                    "killed": False,
                    "position": {
                        "x": 2,
                        "y": 2
                    },
                    "spawn_position": {
                        "x": 2,
                        "y": 2
                    },
                    "direction": "LEFT",
                    "spawn_direction": "RIGHT",
                    "tail": [{
                        "x": 2,
                        "y": 2
                    }],
                    "id": 2,
                    "name": "p2",
                    "score": 0,
                    "stats": {
                        PlayerStats.CONQUERED: 1,
                        "players_killed": {},
                        "killed_by_players": {}
                    },
                    "history": [],
                },
            ],
        }

        # players have an id
        message = game_state_to_json(game_tick=123,
                                     player_id=1,
                                     game_state=gs,
                                     ticks_left=500)
        # print(message)
        data = json.loads(message)

        self.assertEqual(expected, data)