def test_checkWinConditions():
    gc, ef = fresh_gc_ef()

    # Check that no one has initially won
    assert not gc.checkWinConditions()

    # Check that someone wins when a game is over
    gc.play()
    assert gc.checkWinConditions()

    # Check that hunters win when everyone else is dead
    gc, ef = fresh_gc_ef()
    for p in gc.players:
        if p.character.alleg == C.Alleg.Shadow:
            p.setDamage(14, p)
    assert [
        p for p in gc.checkWinConditions()
        if p.character.alleg == C.Alleg.Hunter
    ]

    # Check that shadows win when everyone else is dead
    gc, ef = fresh_gc_ef()
    for p in gc.players:
        if p.character.alleg == C.Alleg.Hunter:
            p.setDamage(14, p)
    assert [
        p for p in gc.checkWinConditions()
        if p.character.alleg == C.Alleg.Shadow
    ]
Example #2
0
def test_attack():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]
    p2 = gc.players[1]

    # Check that damage is dealt properly
    p1.attack(p2, 5)
    assert p2.damage == 5

    # Check that equipment works
    p2.damage = 0
    p1.equipment = [
        helpers.get_card_by_title(ef, "Holy Robe"),
        helpers.get_card_by_title(ef, "Chainsaw"),
        helpers.get_card_by_title(ef, "Butcher Knife")
    ]
    p1.attack(p2, 5)
    assert p2.damage == 6

    # Check that equipment doesn't work if attack is unsuccessful
    p2.damage = 0
    p1.attack(p2, 0)
    assert p2.damage == 0
def test_advent():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef(random.randint(5, 8))
        h = helpers.get_a_hunter(gc)
        s = helpers.get_a_shadow(gc)
        n = helpers.get_a_neutral(gc)
        c = helpers.get_card_by_title(ef, "Advent")

        # Check that shadows do nothing
        s.damage = 3
        c.use({'self': s, 'card': c})
        assert s.state == 2 and s.damage == 3

        # Check that neutrals do nothing
        n.damage = 3
        c.use({'self': n, 'card': c})
        assert n.state == 2 and n.damage == 3

        # Hunter do nothing
        gc.ask_h = helpers.answer_sequence(
            ['Do nothing', 'Reveal and heal fully', 'Heal fully'])
        h.damage = 3
        c.use({'self': h, 'card': c})
        assert h.state == 2 and h.damage == 3

        # Hunter reveal and full heal
        c.use({'self': h, 'card': c})
        assert h.state == 1 and h.damage == 0

        # Hunter full heal
        h.damage = 3
        c.use({'self': h, 'card': c})
        assert h.state == 1 and h.damage == 0
Example #4
0
def test_banana_peel():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef()
        p1 = gc.players[0]
        p2 = gc.players[1]
        gc.ask_h = H.answer_sequence([
            "Receive 1 damage", "Give an equipment card", "Holy Robe",
            p2.user_id
        ])
        c = H.get_card_by_title(ef, "Banana Peel")

        # Give p1 holy robe
        roly_hobe = H.get_card_by_title(ef, "Holy Robe")
        p1.equipment.append(roly_hobe)

        # Check take one damage
        assert p1.damage == 0
        c.use({'self': p1, 'card': c})
        assert p1.damage == 1

        # Check give away equipment
        c.use({'self': p1, 'card': c})
        assert p1.damage == 1
        assert not p1.equipment
        assert p2.equipment == [roly_hobe]
Example #5
0
def test_erstwhile_altar():

    # Set up rigged game context
    gc, ef = H.fresh_gc_ef()
    area = H.get_area_by_name(gc, "Erstwhile Altar")

    target = H.get_a_shadow(gc)
    actor = H.get_a_hunter(gc)

    gc.ask_h = H.answer_sequence([
        target.user_id,
        'Holy Robe'  # test pick an equipment to steal
    ])

    # Check that nothing happens if no one has equipment
    area.action(gc, actor)
    assert all([len(p.equipment) == 0 for p in gc.players])

    # Check that nothing happens if only current player has equipment
    chainsaw = H.get_card_by_title(ef, "Chainsaw")
    actor.equipment.append(chainsaw)
    area.action(gc, actor)
    assert all([len(p.equipment) == 0 for p in gc.players if p != actor])
    assert actor.equipment == [chainsaw]

    # Check that selected equipment is stolen from selected player
    axe = H.get_card_by_title(ef, "Rusted Broad Axe")
    roly_hobe = H.get_card_by_title(ef, "Holy Robe")
    target.equipment.append(axe)
    target.equipment.append(roly_hobe)
    area.action(gc, actor)
    assert actor.equipment == [chainsaw, roly_hobe]
    assert target.equipment == [axe]
Example #6
0
def test_diabolic_ritual():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef(random.randint(5, 8))
        h = H.get_a_hunter(gc)
        s = H.get_a_shadow(gc)
        n = H.get_a_neutral(gc)
        c = H.get_card_by_title(ef, "Diabolic Ritual")

        # Check that hunters do nothing
        h.damage = 3
        c.use({'self': h, 'card': c})
        assert h.state == C.PlayerState.Hidden and h.damage == 3

        # Check that neutrals do nothing
        n.damage = 3
        c.use({'self': n, 'card': c})
        assert n.state == C.PlayerState.Hidden and n.damage == 3

        # Shadow do nothing
        gc.ask_h = H.answer_sequence(['Do nothing', 'Reveal and heal fully'])
        s.damage = 3
        c.use({'self': s, 'card': c})
        assert s.state == C.PlayerState.Hidden and s.damage == 3

        # Shadow reveal and full heal
        c.use({'self': s, 'card': c})
        assert s.state == C.PlayerState.Revealed and s.damage == 0
def test_chocolate():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef(n_players=7)
        weak = [
            p for p in gc.players
            if p.character.name in ["Allie", "Ellen", "Ultra Soul"]
        ][0]
        strong = [
            p for p in gc.players
            if p.character.name not in ["Allie", "Ellen", "Ultra Soul"]
        ][0]
        c = helpers.get_card_by_title(ef, "Chocolate")

        # Strong player do nothing
        strong.damage = 3
        c.use({'self': strong, 'card': c})
        assert strong.state == 2 and strong.damage == 3

        # Weak player do nothing
        gc.ask_h = helpers.answer_sequence(
            ['Do nothing', 'Reveal and heal fully', 'Heal fully'])
        weak.damage = 3
        c.use({'self': weak, 'card': c})
        assert weak.state == 2 and weak.damage == 3

        # Weak player reveal and full heal
        c.use({'self': weak, 'card': c})
        assert weak.state == 1 and weak.damage == 0

        # Weak player full heal
        weak.damage = 3
        c.use({'self': weak, 'card': c})
        assert weak.state == 1 and weak.damage == 0
def test_fields():

    # Multiple runs to get many different shuffles
    for _ in range(C.N_ELEMENT_TESTS):

        # test initialization
        n_players = random.randint(4, 8)
        gc, ef = fresh_gc_ef(n_players)

        # test fields
        assert len(gc.players) == n_players
        assert gc.black_cards == ef.BLACK_DECK
        assert gc.white_cards == ef.WHITE_DECK
        assert gc.hermit_cards == ef.HERMIT_DECK
        assert not gc.modifiers
        assert gc.die4.n_sides == 4
        assert gc.die6.n_sides == 6
        for p in gc.players:
            assert p.gc == gc
            assert p.character is not None
        for a in ef.AREAS:
            assert a.zone is not None
        assert len(gc.zones) == 3
        assert [len(z.areas) == 2 for z in gc.zones]

    # test dump
    public, private = gc.dump()
def test_getDeadPlayers():
    gc, ef = fresh_gc_ef()

    # Check that no players are initially dead
    assert not gc.getDeadPlayers()

    # Check that dead players are properly included
    gc.players[0].setDamage(14, gc.players[1])
    assert gc.getDeadPlayers() == [gc.players[0]]
def test_getLivePlayers():
    gc, ef = fresh_gc_ef()

    # Check that all players are initially alive
    assert gc.getLivePlayers() == gc.players

    # Check that dead players are not included in alive players
    gc.players[0].setDamage(14, gc.players[1])
    assert gc.getLivePlayers() == gc.players[1:]
Example #11
0
def test_shadows_win():

    # Check that shadows don't win until hunters are dead
    gc, ef = helpers.fresh_gc_ef()
    s = helpers.get_a_shadow(gc)
    assert not s.character.win_cond(gc, s)
    for p in gc.players:
        if p != s:
            p.setDamage(14, p)
    assert s.character.win_cond(gc, s)

    # Check that shadows win if three neutrals are dead
    gc, ef = helpers.fresh_gc_ef(7)
    s = helpers.get_a_shadow(gc)
    for p in gc.players:
        if p.character.alleg == 1:
            p.setDamage(14, p)
    assert s.character.win_cond(gc, s)
Example #12
0
def test_choosePlayer():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]

    # Check that chosen player is in gc and not self
    for _ in range(100):
        p2 = p1.choosePlayer()
        assert p2 in gc.players and p2 != p1
Example #13
0
def test_move():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]

    # Check that moving to a location updates player location
    a = helpers.get_area_by_name(gc, "Weird Woods")
    p1.move(a)
    assert p1.location == a
Example #14
0
def test_defend():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]
    p2 = gc.players[1]

    # Check that damage is dealt properly
    p1.defend(p2, 5)
    assert p1.damage == 5
Example #15
0
def test_hunters_win():

    # Check that hunters don't win until shadows are dead
    gc, ef = helpers.fresh_gc_ef()
    h = helpers.get_a_hunter(gc)
    assert not h.character.win_cond(gc, h)
    for p in gc.players:
        if p != h:
            p.setDamage(14, p)
    assert h.character.win_cond(gc, h)
Example #16
0
def test_checkDeath():
    p = helpers.fresh_gc_ef()[0].players[0]

    # Check that player is initially not dead
    p.checkDeath(p)
    assert p.state == 2

    # Check that player dies when damage > max_damage
    p.damage = 20
    p.checkDeath(p)
    assert p.state == 0
def setup_hermit(title, n_players=random.randint(5, 8)):
    """
    Return a game context, element factory, a hunter, shadow
    and neutral from that game, and a card of a given title
    """
    gc, ef = helpers.fresh_gc_ef(n_players)
    h = helpers.get_a_hunter(gc)
    s = helpers.get_a_shadow(gc)
    n = helpers.get_a_neutral(gc)
    c = helpers.get_card_by_title(ef, title)
    return (gc, ef, h, s, n, c)
Example #18
0
def test_checkDeath():
    p = H.fresh_gc_ef()[0].players[0]

    # Check that player is initially not dead
    p.checkDeath(p)
    assert p.state == C.PlayerState.Hidden

    # Check that player dies when damage > max_damage
    p.damage = 20
    p.checkDeath(p)
    assert p.state == C.PlayerState.Dead
def test_holy_water():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef()
        p1 = gc.players[0]
        c = helpers.get_card_by_title(ef, "Holy Water of Healing")

        # Check that holy water heals you by 2
        p1.damage = 4
        c.use({'self': p1, 'card': c})
        assert p1.damage == 2
def test_first_aid():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef()
        p1 = gc.players[0]
        c = helpers.get_card_by_title(ef, "First Aid")

        # Check that someone gets set to 7 by first aid and everyone else is
        # unaffected
        c.use({'self': p1, 'card': c})
        damages = [p.damage for p in gc.players]
        assert len([d for d in damages if d == 7]) == 1
        assert len([d for d in damages if d == 0]) == len(gc.players) - 1
def test_guardian_angel():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef()
        p1 = gc.players[0]
        p2 = gc.players[1]
        c = helpers.get_card_by_title(ef, "Guardian Angel")

        # Check that p1 is immune to direct attacks
        c.use({'self': p1, 'card': c})
        assert p1.modifiers['guardian_angel']
        p2.attack(p1, 5)
        assert p1.damage == 0
def test_concealed_knowledge():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef(8)
        position = random.randint(0, 7)
        p1 = gc.players[position]
        c = helpers.get_card_by_title(ef, "Concealed Knowledge")

        # Check that card inserts player in proper place
        c.use({'self': p1, 'card': c})
        cur_turn = gc.turn_order[position] == p1
        next_turn = gc.turn_order[position + 1] == p1
        assert cur_turn and next_turn
Example #23
0
def test_spiritual_doll():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef()
        p1 = gc.players[0]
        p2 = gc.players[1]
        c = H.get_card_by_title(ef, "Spiritual Doll")
        gc.ask_h = H.answer_sequence(
            ["Use Spiritual Doll", p2.user_id, "Roll the 6-sided die!"])

        # Check that someone gets hit
        c.use({'self': p1, 'card': c})
        assert bool(p1.damage == 3) != bool(p2.damage == 3)
Example #24
0
def test_moveDamage():
    p = helpers.fresh_gc_ef()[0].players[0]

    # Check in-bounds movement
    p.moveDamage(-5, p)
    assert p.damage == 5

    # Check ceiling of max_damage
    p.moveDamage(-50, p)
    assert p.damage == p.character.max_damage

    # Check floor of 0
    p.moveDamage(100, p)
    assert p.damage == 0
Example #25
0
def test_chooseEquipment():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]
    p2 = gc.players[1]
    roly_hobe = helpers.get_card_by_title(ef, "Holy Robe")
    talisman = helpers.get_card_by_title(ef, "Talisman")
    p1.equipment = [roly_hobe, talisman]

    # Check that p2 always chooses an equipment from the options
    for _ in range(100):
        eq = p2.chooseEquipment(p1)
        assert eq == roly_hobe or eq == talisman
Example #26
0
def test_vampire_bat():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef()
        p1 = gc.players[0]
        c = H.get_card_by_title(ef, "Vampire Bat")

        # Check that user heals 1 damage and target takes 2 damage and everyone
        # else is unaffected
        p1.damage == 1
        c.use({'self': p1, 'card': c})
        damages = [p.damage for p in gc.players]
        assert len([d for d in damages if d == 2]) == 1
        assert len([d for d in damages if d == 0]) == len(gc.players) - 1
Example #27
0
def test_bloodthirsty_spider():

    for _ in range(C.N_ELEMENT_TESTS):
        # Setup rigged game context
        gc, ef = H.fresh_gc_ef()
        p1 = gc.players[0]
        c = H.get_card_by_title(ef, "Bloodthirsty Spider")

        # Check that user and target take 2 damage and everyone else is
        # unaffected
        c.use({'self': p1, 'card': c})
        damages = [p.damage for p in gc.players]
        assert p1.damage == 2
        assert len([d for d in damages if d == 2]) == 2
        assert len([d for d in damages if d == 0]) == len(gc.players) - 2
def test_flare_judgement():

    for _ in range(100):
        # Setup rigged game context
        gc, ef = helpers.fresh_gc_ef()
        p1 = gc.players[0]
        c = helpers.get_card_by_title(ef, "Flare of Judgement")

        # Check that flare hits everyone for 2 except you
        c.use({'self': p1, 'card': c})
        for p in gc.players:
            if p != p1:
                assert p.damage == 2
            else:
                assert p.damage == 0
Example #29
0
def test_underworld_gate():

    # Set up rigged game context
    gc, ef = H.fresh_gc_ef()
    p1 = gc.players[0]
    area = H.get_area_by_name(gc, "Underworld Gate")
    whites = copy.copy(gc.white_cards.cards)
    blacks = copy.copy(gc.black_cards.cards)
    hermits = copy.copy(gc.hermit_cards.cards)

    # Make sure one of the card piles was taken from
    area.action(gc, p1)
    neq_whites = gc.white_cards.cards != whites
    neq_blacks = gc.black_cards.cards != blacks
    neq_hermits = gc.hermit_cards.cards != hermits
    assert neq_whites or neq_blacks or neq_hermits
Example #30
0
def test_giveEquipment():

    # Setup rigged game context
    gc, ef = helpers.fresh_gc_ef()
    p1 = gc.players[0]
    p2 = gc.players[1]
    roly_hobe = helpers.get_card_by_title(ef, "Holy Robe")
    p1.equipment.append(roly_hobe)

    # P1 gives holy robe to P2
    p1.giveEquipment(p2, roly_hobe)

    # Check that P1 lost holy robe, check that P2 got it
    assert roly_hobe.holder == p2
    assert not p1.equipment
    assert roly_hobe in p2.equipment