Example #1
0
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'
Example #2
0
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'
Example #3
0
    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}
Example #4
0
 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}
Example #5
0
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]
Example #6
0
    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()
Example #7
0
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]
Example #8
0
    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()