Example #1
0
    def test_get_free_position( self ):
        """Given a playfield with some tiles and goldcar
        When get_free_position is called
        Then that position doesn't collide with goldcar
        """
        # Given
        playfield = Playfield()
        
        playfield.level = Level()

        playfield.level.set_tile( Tile( Vec3D(0,0,0), Tile.Type.FLAT ) )
        playfield.level.set_tile( Tile( Vec3D(1,0,0), Tile.Type.FLAT ) )
        playfield.level.set_tile( Tile( Vec3D(2,0,0), Tile.Type.FLAT ) )
        playfield.level.set_tile( Tile( Vec3D(3,0,0), Tile.Type.FLAT ) )
        playfield.level.set_tile( Tile( Vec3D(4,0,0), Tile.Type.FLAT ) )

        playfield.goldcars = [
            GoldCar( TrailPosition(playfield.level.get_tile(1,0), 500), 1 )]

        for i in range(0, 256):
            # When
            pos = playfield.get_free_position()
            
            # Then
            if pos is not None:
                assert playfield.is_free_position( pos )
Example #2
0
    def test_isnt_free_position( self ):
        """Given a level with some flat tiles
        When a goldcar occupies a tile
        And we have a position on another tile far from goldcar
        Then is_free_position returns true
        """
        # Given
        playfield = Playfield()
        
        playfield.level = Level()

        playfield.level.set_tile( Tile( Vec3D(0,0,0), Tile.Type.FLAT ) )
        playfield.level.set_tile( Tile( Vec3D(1,0,0), Tile.Type.FLAT ) )
        playfield.level.set_tile( Tile( Vec3D(2,0,0), Tile.Type.FLAT ) )
        playfield.level.set_tile( Tile( Vec3D(3,0,0), Tile.Type.FLAT ) )
        playfield.level.set_tile( Tile( Vec3D(4,0,0), Tile.Type.FLAT ) )

        # When
        playfield.goldcars = [
            GoldCar( TrailPosition(playfield.level.get_tile(2,0), 900), 1 )]
        
        pos = TrailPosition(playfield.level.get_tile(2,0), 100)
        
        # Then
        assert playfield.is_free_position( pos )
Example #3
0
    def test_get_free_position(self):
        """Given a playfield with some tiles and goldcar
        When get_free_position is called
        Then that position doesn't collide with goldcar
        """
        # Given
        playfield = Playfield()

        playfield.level = Level()

        playfield.level.set_tile(Tile(Vec3D(0, 0, 0), Tile.Type.FLAT))
        playfield.level.set_tile(Tile(Vec3D(1, 0, 0), Tile.Type.FLAT))
        playfield.level.set_tile(Tile(Vec3D(2, 0, 0), Tile.Type.FLAT))
        playfield.level.set_tile(Tile(Vec3D(3, 0, 0), Tile.Type.FLAT))
        playfield.level.set_tile(Tile(Vec3D(4, 0, 0), Tile.Type.FLAT))

        playfield.goldcars = [
            GoldCar(TrailPosition(playfield.level.get_tile(1, 0), 500), 1)
        ]

        for i in range(0, 256):
            # When
            pos = playfield.get_free_position()

            # Then
            if pos is not None:
                assert playfield.is_free_position(pos)
Example #4
0
    def test_isnt_free_position(self):
        """Given a level with some flat tiles
        When a goldcar occupies a tile
        And we have a position on another tile far from goldcar
        Then is_free_position returns true
        """
        # Given
        playfield = Playfield()

        playfield.level = Level()

        playfield.level.set_tile(Tile(Vec3D(0, 0, 0), Tile.Type.FLAT))
        playfield.level.set_tile(Tile(Vec3D(1, 0, 0), Tile.Type.FLAT))
        playfield.level.set_tile(Tile(Vec3D(2, 0, 0), Tile.Type.FLAT))
        playfield.level.set_tile(Tile(Vec3D(3, 0, 0), Tile.Type.FLAT))
        playfield.level.set_tile(Tile(Vec3D(4, 0, 0), Tile.Type.FLAT))

        # When
        playfield.goldcars = [
            GoldCar(TrailPosition(playfield.level.get_tile(2, 0), 900), 1)
        ]

        pos = TrailPosition(playfield.level.get_tile(2, 0), 100)

        # Then
        assert playfield.is_free_position(pos)
Example #5
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 #6
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