Example #1
0
    def test_normal_portal_handling( self ):
        """Given a goldcar on a small track with 2 portals
           When goldcar rides through one portal
           Then it comes out of the other"""
        # Given
        level = Level()
        portalA = Enterance( Vec3D(2,0,0) )        
        tileAA = Tile(       Vec3D(1,0,0), Tile.Type.FLAT )
        tileA = Tile(        Vec3D(0,0,0), Tile.Type.FLAT )
        tileB = Tile(        Vec3D(0,1,0), Tile.Type.FLAT )        
        tileC = Tile(        Vec3D(0,2,0), Tile.Type.FLAT )        
        tileCC = Tile(       Vec3D(1,2,0), Tile.Type.FLAT )        
        portalC = Enterance( Vec3D(2,2,0) )
        
        level.set_tile( portalA )
        level.set_tile( tileAA )
        level.set_tile( tileA )
        level.set_tile( tileB )
        level.set_tile( tileC )
        level.set_tile( tileCC )
        level.set_tile( portalC)

        goldcar = GoldCar( TrailPosition( tileB, 0), 0 )
        #goldcar.pos.reverse_progress()

        playfield = Playfield()
        playfield.level = level
        playfield.goldcars = [goldcar]

        order = [tileB, tileC, tileCC, portalC, portalA, tileAA, tileA, tileB]
        order_at = 0

        count = 0
        while order_at < len(order)-1 and count < 1000:
            playfield.game_tick()

            print goldcar.pos.tile, goldcar.pos.progress

            if goldcar.pos.tile == order[ order_at ]:
                pass
            elif goldcar.pos.tile == order[ order_at+1 ]:
                order_at += 1
            else: 
                assert False, "unknown tile after " + str(order_at)
            
            count += 1

        assert  count < 1000
Example #2
0
    def test_normal_portal_handling(self):
        """Given a goldcar on a small track with 2 portals
           When goldcar rides through one portal
           Then it comes out of the other"""
        # Given
        level = Level()
        portalA = Enterance(Vec3D(2, 0, 0))
        tileAA = Tile(Vec3D(1, 0, 0), Tile.Type.FLAT)
        tileA = Tile(Vec3D(0, 0, 0), Tile.Type.FLAT)
        tileB = Tile(Vec3D(0, 1, 0), Tile.Type.FLAT)
        tileC = Tile(Vec3D(0, 2, 0), Tile.Type.FLAT)
        tileCC = Tile(Vec3D(1, 2, 0), Tile.Type.FLAT)
        portalC = Enterance(Vec3D(2, 2, 0))

        level.set_tile(portalA)
        level.set_tile(tileAA)
        level.set_tile(tileA)
        level.set_tile(tileB)
        level.set_tile(tileC)
        level.set_tile(tileCC)
        level.set_tile(portalC)

        goldcar = GoldCar(TrailPosition(tileB, 0), 0)
        #goldcar.pos.reverse_progress()

        playfield = Playfield()
        playfield.level = level
        playfield.goldcars = [goldcar]

        order = [tileB, tileC, tileCC, portalC, portalA, tileAA, tileA, tileB]
        order_at = 0

        count = 0
        while order_at < len(order) - 1 and count < 1000:
            playfield.game_tick()

            print goldcar.pos.tile, goldcar.pos.progress

            if goldcar.pos.tile == order[order_at]:
                pass
            elif goldcar.pos.tile == order[order_at + 1]:
                order_at += 1
            else:
                assert False, "unknown tile after " + str(order_at)

            count += 1

        assert count < 1000