Example #1
0
 def on_key_release(symbol, modifiers):
     global realm, realm_index
     if symbol == key.C:
         if selected_province:
             if can_create_army(realm, selected_province, 1):
                 selected_province.action = CreateArmy(world, realm, selected_province, 1)
         elif selected_army:
             if can_create_province(realm, selected_army):
                 selected_army.action = CreateProvince(realm, selected_army)   
     elif symbol == key.I:
         if selected_army:
             if can_increase_army(realm, selected_army):
                 selected_army.action = IncreaseArmy(realm, selected_army)                    
     elif symbol == key.SPACE:
         realm_index += 1
         realm = world.get_realm(realm_index)
         
         if not realm:
             realm_index = 0
             realm = world.get_realm(realm_index)
             result = world.tick()
             view.create_batch()
             print('Turn={0:03d}'.format(world.turn))
             
             for battle in result.battles:
                 print('Battle: Province={0:d},{1:d} {2:s} vs {3:s}'.format(battle.province.x, battle.province.y, 
                     battle.army0.realm.name, battle.army1.realm.name))
             
             print('Realm={0:s}:'.format(realm.name))
         else:
             print('Realm={0:s}:'.format(realm.name))
Example #2
0
 def test_invalid_province(self):    
     realm = Realm()        
     province = Province(None, 0,0)
     
     self.assertFalse(can_create_army(realm, province, 1))        
     self.assertRaises(AssertionError, can_create_army, realm, None, 1)
Example #3
0
 def test_can_create_army(self):     
     realm = Realm()        
     province = Province(None, 0,0)
     realm.add_province(province)
     
     self.assertTrue(can_create_army(realm, province, 1))