class decorator_test(unittest.TestCase): def setUp(self): tom = Character('Tom', {'HP': 10, 'AD': 5, 'DF': 3}) dick = Character('Dick', {'HP': 10, 'AD': 5, 'DF': 3}) decr_act = ModAttribute("Punch", {'in': "{performer} punched {target}!", 'done': "{target}'s {attr} reduced by {value}!"}, 'HP', -4) partA = PoliticalParty('Pirate Party') partA.add_member(tom) partA.add_member(dick) partA.set_active_member(tom) self.vars = GameplayVariables() self.vars.parties = [partA] self.vars.active_party = 0 self.vars.actions_dict = {'Punch': decr_act} def testDecoration(self): self.db = DBManager(self.vars) print 'Attaching DBmanager to vars' self.vars.attach(self.db) dbs_last_subject = (self.db.last_sub, ) #print vars(dbs_last_subject) self.vars.active_party = 666 print 'Calling notify on self.vars' self.vars.notify() self.assertNotEqual(dbs_last_subject[0], self.db.last_sub) print 'Asserted that DBManagers instance of vars has changed'
class decorator_test(unittest.TestCase): def setUp(self): tom = Character('Tom', {'HP': 10, 'AD': 5, 'DF': 3}) dick = Character('Dick', {'HP': 10, 'AD': 5, 'DF': 3}) decr_act = ModAttribute( "Punch", { 'in': "{performer} punched {target}!", 'done': "{target}'s {attr} reduced by {value}!" }, 'HP', -4) partA = PoliticalParty('Pirate Party') partA.add_member(tom) partA.add_member(dick) partA.set_active_member(tom) self.vars = GameplayVariables() self.vars.parties = [partA] self.vars.active_party = 0 self.vars.actions_dict = {'Punch': decr_act} def testDecoration(self): self.db = DBManager(self.vars) print 'Attaching DBmanager to vars' self.vars.attach(self.db) dbs_last_subject = (self.db.last_sub, ) #print vars(dbs_last_subject) self.vars.active_party = 666 print 'Calling notify on self.vars' self.vars.notify() self.assertNotEqual(dbs_last_subject[0], self.db.last_sub) print 'Asserted that DBManagers instance of vars has changed'
def setUp(self): tom = Character('Tom', {'HP': 10, 'AD': 5, 'DF': 3}) dick = Character('Dick', {'HP': 10, 'AD': 5, 'DF': 3}) decr_act = ModAttribute( "Punch", { 'in': "{performer} punched {target}!", 'done': "{target}'s {attr} reduced by {value}!" }, 'HP', -4) partA = PoliticalParty('Pirate Party') partA.add_member(tom) partA.add_member(dick) partA.set_active_member(tom) self.vars = GameplayVariables() self.vars.parties = [partA] self.vars.active_party = 0 self.vars.actions_dict = {'Punch': decr_act}
def setUp(self): tom = Character('Tom', {'HP': 10, 'AD': 5, 'DF': 3}) dick = Character('Dick', {'HP': 10, 'AD': 5, 'DF': 3}) decr_act = ModAttribute("Punch", {'in': "{performer} punched {target}!", 'done': "{target}'s {attr} reduced by {value}!"}, 'HP', -4) partA = PoliticalParty('Pirate Party') partA.add_member(tom) partA.add_member(dick) partA.set_active_member(tom) self.vars = GameplayVariables() self.vars.parties = [partA] self.vars.active_party = 0 self.vars.actions_dict = {'Punch': decr_act}
class ElectionEngine(BattleEngine): """ Runs the election :author: James Heslin """ """ ATTRIBUTES Holds all gameplay data vars (private) """ def __init__(self): self.vars = None self.setup_data() def setup_data(self): """ Sets up data for ElectionGame @return : @author """ # setup subject and observer self.vars = GameplayVariables() self.db = DBManager(self.vars) self.vars.attach(self.db) partyA = self.create_party("Republicans") charA = partyA.create_character("Mitt Romney", { 'popularity': 50, 'entourage': 500, 'investment': 1000 }, ["Appeal", "Defame", "Lie"]) partyA.add_member(charA) partyA.set_active_member(charA) partyB = self.create_party("Democrats") charB = partyB.create_character("Barack Obama", { 'popularity': 50, 'entourage': 500, 'investment': 1000 }, ["Legislate", "Publish Birth Certificate", "Respond To Disaster"]) partyB.add_member(charB) partyB.set_active_member(charB) self.vars.parties.append(partyA) self.vars.parties.append(partyB) self.vars.active_party = 1 action1 = ModAttribute( "Appeal", { 'in': "{performer} is appealing to the rich!", 'done': "{performer} appealed to the rich! His {attr} has increased by {value}!" }, 'popularity', 10, False) action2 = ModAttribute( "Defame", { 'in': "{performer} is insulting {target} publicly!", 'done': "{target}'s {attr} has fallen by {value}!" }, 'popularity', -10, True) action3 = ModAttribute( "Lie", { 'in': "{performer} is lying to the public about {target}'s policy!", 'done': "{performer} lied to the public about {target}! {target}\'s {attr} has decreased by {value}!" }, 'entourage', -50, True) action4 = ModAttribute( "Legislate", { 'in': "{performer} is legislating to make {target} and his rich friends pay for everyone's healthcare!", 'done': "{performer} appealed to the middle classes! His {attr} has increased by {value}!" }, 'popularity', 10, True) action5 = ModAttribute( "Publish Birth Certificate", { 'in': "{performer} is showing {target} up by proving he's American!", 'done': "{target}'s {attr} has fallen by {value}!" }, 'popularity', -10, True) action6 = ModAttribute( "Respond To Disaster", { 'in': "{performer} is responding to Hurricane Sandy by volunteering to help with relocation!", 'done': "{performer} impressed the public, but his {attr} have less to do so they have decreased by {value}!" }, 'entourage', -50, False) # decorate the Lie action action3 = WithBackfire(action3) actions = { 'Appeal': action1, 'Defame': action2, 'Lie': action3, 'Legislate': action4, 'Publish Birth Certificate': action5, 'Respond To Disaster': action6 } self.vars.actions_dict = actions self.vars.notify() # GAAAME ON! def perform_action(self, action): """ Performs an action @param int action : An integer representing the action to be performed @return list : List of strings representing the results, with a flag in index 0 representing the type of result @author """ self.vars.notify() act = self.vars.get_action(action) active_party = self.vars.parties[self.vars.active_party] performer = active_party.get_active_member() target = None # Hypothetically, we would call get_char_choice here somehow if act.get_needs_target(): print "Needs target" if len(self.vars.parties) == 2: for i in xrange(len(self.vars.parties)): if not i == self.vars.active_party: target_party = self.vars.parties[i] target = target_party.get_active_member() else: # Code for three or more parties here pass return (self.execute(act, performer, target)) def execute(self, act, performer, target=None): """ Do the action: Semantically, the performer is performing the action on the target @param Character performer : The Character performing the action @param Character target : The target of the action @return list : List of strings containing output about the action @author """ return act.execute(performer, target) def create_party(self, name): """ Factory method to create a new Party @param string name : The name of the party @return Party : @author """ return PoliticalParty(name) def get_options(self): char = self.vars.parties[self.vars.active_party].get_active_member() ch_act = [CHOOSE_FLAG] ch_act.extend(char.actions_list) #print ch_act return ch_act def dead(self): """ Method to check if all members of the Party are 'dead' @return bool : Whether all members are dead @author """ for i in self.vars.parties: if i.dead(): return [i.name + " are now out of the race!"] def end_turn(self): """ Method to be called at the end of each turn @return list : A list containing a number and possibly a message """ d = self.dead() if d is not None: # GAME OVER MAN, GAME OVER self.vars.detach(self.db) res = [-1] res.extend(d) #print res return res if self.vars.active_party < len(self.vars.parties) - 1: self.vars.active_party = self.vars.active_party + 1 else: self.vars.active_party = 0 return [1] def get_desc(self): """ Method to get the state of the active party @return list : Information about the state of the active party """ return self.vars.parties[self.vars.active_party].get_state() # NOT USING THIS YET - It's wrong def get_char_choice(self, curr_action): """ Get a list of the choices available as targets of the current action @param string curr_action : A string representing the current action @return string : @author """ char = self.vars.parties[self.vars.active_party].get_active_member() return char.actions_list[curr_action]
def setup_data(self): """ Sets up data for ElectionGame @return : @author """ # setup subject and observer self.vars = GameplayVariables() self.db = DBManager(self.vars) self.vars.attach(self.db) partyA = self.create_party("Republicans") charA = partyA.create_character("Mitt Romney", { 'popularity': 50, 'entourage': 500, 'investment': 1000 }, ["Appeal", "Defame", "Lie"]) partyA.add_member(charA) partyA.set_active_member(charA) partyB = self.create_party("Democrats") charB = partyB.create_character("Barack Obama", { 'popularity': 50, 'entourage': 500, 'investment': 1000 }, ["Legislate", "Publish Birth Certificate", "Respond To Disaster"]) partyB.add_member(charB) partyB.set_active_member(charB) self.vars.parties.append(partyA) self.vars.parties.append(partyB) self.vars.active_party = 1 action1 = ModAttribute( "Appeal", { 'in': "{performer} is appealing to the rich!", 'done': "{performer} appealed to the rich! His {attr} has increased by {value}!" }, 'popularity', 10, False) action2 = ModAttribute( "Defame", { 'in': "{performer} is insulting {target} publicly!", 'done': "{target}'s {attr} has fallen by {value}!" }, 'popularity', -10, True) action3 = ModAttribute( "Lie", { 'in': "{performer} is lying to the public about {target}'s policy!", 'done': "{performer} lied to the public about {target}! {target}\'s {attr} has decreased by {value}!" }, 'entourage', -50, True) action4 = ModAttribute( "Legislate", { 'in': "{performer} is legislating to make {target} and his rich friends pay for everyone's healthcare!", 'done': "{performer} appealed to the middle classes! His {attr} has increased by {value}!" }, 'popularity', 10, True) action5 = ModAttribute( "Publish Birth Certificate", { 'in': "{performer} is showing {target} up by proving he's American!", 'done': "{target}'s {attr} has fallen by {value}!" }, 'popularity', -10, True) action6 = ModAttribute( "Respond To Disaster", { 'in': "{performer} is responding to Hurricane Sandy by volunteering to help with relocation!", 'done': "{performer} impressed the public, but his {attr} have less to do so they have decreased by {value}!" }, 'entourage', -50, False) # decorate the Lie action action3 = WithBackfire(action3) actions = { 'Appeal': action1, 'Defame': action2, 'Lie': action3, 'Legislate': action4, 'Publish Birth Certificate': action5, 'Respond To Disaster': action6 } self.vars.actions_dict = actions self.vars.notify()
class ElectionEngine (BattleEngine): """ Runs the election :author: James Heslin """ """ ATTRIBUTES Holds all gameplay data vars (private) """ def __init__(self): self.vars = None self.setup_data() def setup_data(self): """ Sets up data for ElectionGame @return : @author """ # setup subject and observer self.vars = GameplayVariables() self.db = DBManager(self.vars) self.vars.attach(self.db) partyA = self.create_party("Republicans") charA = partyA.create_character("Mitt Romney", {'popularity':50, 'entourage':500, 'investment':1000}, ["Appeal", "Defame", "Lie"]) partyA.add_member(charA) partyA.set_active_member(charA) partyB = self.create_party("Democrats") charB = partyB.create_character("Barack Obama", {'popularity':50, 'entourage':500, 'investment':1000}, ["Legislate", "Publish Birth Certificate", "Respond To Disaster"]) partyB.add_member(charB) partyB.set_active_member(charB) self.vars.parties.append(partyA) self.vars.parties.append(partyB) self.vars.active_party = 1 action1 = ModAttribute("Appeal", {'in':"{performer} is appealing to the rich!", 'done':"{performer} appealed to the rich! His {attr} has increased by {value}!"}, 'popularity', 10, False) action2 = ModAttribute("Defame", {'in':"{performer} is insulting {target} publicly!", 'done':"{target}'s {attr} has fallen by {value}!"}, 'popularity', -10, True) action3 = ModAttribute("Lie", {'in':"{performer} is lying to the public about {target}'s policy!", 'done':"{performer} lied to the public about {target}! {target}\'s {attr} has decreased by {value}!"}, 'entourage', -50, True) action4 = ModAttribute("Legislate", {'in':"{performer} is legislating to make {target} and his rich friends pay for everyone's healthcare!", 'done':"{performer} appealed to the middle classes! His {attr} has increased by {value}!"}, 'popularity', 10, True) action5 = ModAttribute("Publish Birth Certificate", {'in':"{performer} is showing {target} up by proving he's American!", 'done':"{target}'s {attr} has fallen by {value}!"}, 'popularity', -10, True) action6 = ModAttribute("Respond To Disaster", {'in':"{performer} is responding to Hurricane Sandy by volunteering to help with relocation!", 'done':"{performer} impressed the public, but his {attr} have less to do so they have decreased by {value}!"}, 'entourage', -50, False) # decorate the Lie action action3 = WithBackfire(action3) actions = {'Appeal':action1, 'Defame':action2, 'Lie':action3, 'Legislate':action4, 'Publish Birth Certificate':action5, 'Respond To Disaster':action6} self.vars.actions_dict = actions self.vars.notify() # GAAAME ON! def perform_action(self, action): """ Performs an action @param int action : An integer representing the action to be performed @return list : List of strings representing the results, with a flag in index 0 representing the type of result @author """ self.vars.notify() act = self.vars.get_action(action) active_party = self.vars.parties[self.vars.active_party] performer = active_party.get_active_member() target = None # Hypothetically, we would call get_char_choice here somehow if act.get_needs_target(): print "Needs target" if len(self.vars.parties) == 2: for i in xrange(len(self.vars.parties)): if not i == self.vars.active_party: target_party = self.vars.parties[i] target = target_party.get_active_member() else: # Code for three or more parties here pass return (self.execute(act, performer, target)) def execute(self, act, performer, target=None): """ Do the action: Semantically, the performer is performing the action on the target @param Character performer : The Character performing the action @param Character target : The target of the action @return list : List of strings containing output about the action @author """ return act.execute(performer, target) def create_party(self, name): """ Factory method to create a new Party @param string name : The name of the party @return Party : @author """ return PoliticalParty(name) def get_options(self): char = self.vars.parties[self.vars.active_party].get_active_member() ch_act =[CHOOSE_FLAG] ch_act.extend(char.actions_list) #print ch_act return ch_act def dead(self): """ Method to check if all members of the Party are 'dead' @return bool : Whether all members are dead @author """ for i in self.vars.parties: if i.dead(): return [i.name + " are now out of the race!"] def end_turn(self): """ Method to be called at the end of each turn @return list : A list containing a number and possibly a message """ d = self.dead() if d is not None: # GAME OVER MAN, GAME OVER self.vars.detach(self.db) res = [-1] res.extend(d) #print res return res if self.vars.active_party < len(self.vars.parties) -1: self.vars.active_party = self.vars.active_party+1 else: self.vars.active_party = 0 return [1] def get_desc(self): """ Method to get the state of the active party @return list : Information about the state of the active party """ return self.vars.parties[self.vars.active_party].get_state() # NOT USING THIS YET - It's wrong def get_char_choice(self, curr_action): """ Get a list of the choices available as targets of the current action @param string curr_action : A string representing the current action @return string : @author """ char = self.vars.parties[self.vars.active_party].get_active_member() return char.actions_list[curr_action]
def setup_data(self): """ Sets up data for ElectionGame @return : @author """ # setup subject and observer self.vars = GameplayVariables() self.db = DBManager(self.vars) self.vars.attach(self.db) partyA = self.create_party("Republicans") charA = partyA.create_character("Mitt Romney", {'popularity':50, 'entourage':500, 'investment':1000}, ["Appeal", "Defame", "Lie"]) partyA.add_member(charA) partyA.set_active_member(charA) partyB = self.create_party("Democrats") charB = partyB.create_character("Barack Obama", {'popularity':50, 'entourage':500, 'investment':1000}, ["Legislate", "Publish Birth Certificate", "Respond To Disaster"]) partyB.add_member(charB) partyB.set_active_member(charB) self.vars.parties.append(partyA) self.vars.parties.append(partyB) self.vars.active_party = 1 action1 = ModAttribute("Appeal", {'in':"{performer} is appealing to the rich!", 'done':"{performer} appealed to the rich! His {attr} has increased by {value}!"}, 'popularity', 10, False) action2 = ModAttribute("Defame", {'in':"{performer} is insulting {target} publicly!", 'done':"{target}'s {attr} has fallen by {value}!"}, 'popularity', -10, True) action3 = ModAttribute("Lie", {'in':"{performer} is lying to the public about {target}'s policy!", 'done':"{performer} lied to the public about {target}! {target}\'s {attr} has decreased by {value}!"}, 'entourage', -50, True) action4 = ModAttribute("Legislate", {'in':"{performer} is legislating to make {target} and his rich friends pay for everyone's healthcare!", 'done':"{performer} appealed to the middle classes! His {attr} has increased by {value}!"}, 'popularity', 10, True) action5 = ModAttribute("Publish Birth Certificate", {'in':"{performer} is showing {target} up by proving he's American!", 'done':"{target}'s {attr} has fallen by {value}!"}, 'popularity', -10, True) action6 = ModAttribute("Respond To Disaster", {'in':"{performer} is responding to Hurricane Sandy by volunteering to help with relocation!", 'done':"{performer} impressed the public, but his {attr} have less to do so they have decreased by {value}!"}, 'entourage', -50, False) # decorate the Lie action action3 = WithBackfire(action3) actions = {'Appeal':action1, 'Defame':action2, 'Lie':action3, 'Legislate':action4, 'Publish Birth Certificate':action5, 'Respond To Disaster':action6} self.vars.actions_dict = actions self.vars.notify()