def test_offering( self): # test capabilities of offer_to_place_a_pawn function # t3 t2 # t4 t1 t1 = Tile8() t2 = Tile9() t3 = Tile10() t4 = Tile8() t2.turn_counterclockwise() t3.turn_clockwise() t3.turn_clockwise() t4.turn_clockwise() attach_up_down(t2, t1) attach_left_right(t3, t2) attach_left_right(t4, t1) attach_up_down(t3, t4) self.assertEqual(t1.offer_to_place_a_pawn(), [(1, Terrains.CASTLE), (4, Terrains.MEADOW)]) # castle and meadow t2.place_a_pawn(t2.offer_to_place_a_pawn()[0][0], 1) # place a pawn in the first offered site self.assertEqual( t1.offer_to_place_a_pawn(), [(4, Terrains.MEADOW)]) # only meadow, castle has a pawn now
def test_meadow(self): # test capabilities of check_for_points_after_move # t3 t2 # t4 t1 t1 = Tile8() t2 = Tile9() t3 = Tile10() t4 = Tile8() t2.turn_counterclockwise() t3.turn_clockwise() t3.turn_clockwise() t4.turn_clockwise() attach_up_down(t2, t1) attach_left_right(t3, t2) t1.sides[1][3] = 1 # a pawn is placed (player 1) t4.sides[1][3] = 2 # a pawn is placed (player 1) # castle is unfinished, but player 1 has a pawn here self.assertEqual(t1.check_for_points_after_game_meadow(), {}) attach_left_right(t4, t1) attach_up_down(t3, t4) t1.sides[1][3] = 1 # a pawn is placed (player 1) self.assertEqual(t1.check_for_points_after_game_meadow(), {1: 3}) # castle completed, and pawn added anew self.assertEqual(t4.check_for_points_after_game_meadow(), {2: 3}) # another meadow, same castle, other player
def test_Castle(self): # test capabilities of check_for_points_after_move # t3 t2 # t4 t1 t1 = Tile8() t2 = Tile9() t3 = Tile10() t4 = Tile8() t2.turn_counterclockwise() t3.turn_clockwise() t3.turn_clockwise() t4.turn_clockwise() attach_up_down(t2, t1) attach_left_right(t3, t2) t2.sides[0][3] = 1 # a pawn is placed (player 1) self.assertEqual(t1.check_for_points_after_move_castle(), {}) # castle is not completed attach_left_right(t4, t1) attach_up_down(t3, t4) t2.sides[0][3] = 1 # a pawn is placed (player 1) t4.sides[0][3] = 2 # (player 2) t3.sides[0][ 3] = 2 # (player 2), now player 2 has more pawns in this structure self.assertEqual(t1.check_for_points_after_move_castle(), { 2: [10, 2], 1: [0, 1] }) # player 2 has more pawns t2.sides[0][3] = 1 # a pawn is placed (player 1) t3.sides[0][3] = 2 # (player 2) # player 2 and 1 have equal numbers of pawns self.assertEqual(t1.check_for_points_after_move_castle(), { 1: [10, 1], 2: [10, 1] }) self.assertEqual(t1.check_for_points_after_move_castle(), {}) # there are no pawns upon completion {}
def test_castlecompletion(self): t1 = Tile6() t2 = Tile16() t2.turn_clockwise() t3 = Tile16() t3.turn_counterclockwise() attach_left_right(t2, t1) attach_left_right(t1, t3) self.assertFalse((None, None) not in t1.dfs_start(t1.sides[0])) # not completed t4 = Tile16() t4.turn_clockwise() t4.turn_clockwise() attach_up_down(t4, t1) self.assertTrue((None, None) not in t1.dfs_start(t1.sides[0])) # completed
def test_monastery(self): # test capabilities of check_for_points_after_move_monastery # t4 t3 # (t5) t1 t2 t1 = Tile1() # monastery here t2 = Tile21() t3 = Tile22() t4 = Tile21() t5 = Tile21() t4.turn_clockwise() attach_left_right(t1, t2) attach_up_down(t3, t2) attach_left_right(t4, t3) attach_up_down(t4, t1) t1.center[3] = 1 # player 1 print(t1.check_for_points_after_game_monastery()) # 3 Tiles around attach_left_right(t5, t1) t1.center[3] = 1 # same pawn as above print(t1.check_for_points_after_game_monastery()) # 4 Tiles around
def test_Castle_after_game( self): # test capabilities of check_for_points_after_game # t3 t2 # t1 t1 = Tile8() t2 = Tile9() t3 = Tile10() t2.turn_counterclockwise() t3.turn_clockwise() t3.turn_clockwise() attach_up_down(t2, t1) attach_left_right(t3, t2) t2.sides[0][3] = 1 # a pawn is placed (player 1) self.assertEqual(t1.check_for_points_after_move_castle(), {}) # castle not completed self.assertEqual(t1.check_for_points_after_game_castle(), {}) # no pawn in the unfinished castle # grants 3 points for castle tiles and 1 for shield self.assertEqual(t2.check_for_points_after_game_castle(), {1: 4})
def test_fourconnectedtest(self): # t3 t2 # t4 t1 t1 = Tile8() t2 = Tile9() t3 = Tile10() t4 = Tile8() t2.turn_counterclockwise() t3.turn_clockwise() t3.turn_clockwise() t4.turn_clockwise() self.assertTrue(t1.fit_up(t2)) attach_up_down(t2, t1) self.assertTrue(t2.fit_left(t3)) attach_left_right(t3, t2) self.assertTrue(t3.fit_down(t4)) self.assertTrue(t1.fit_left(t4)) attach_left_right(t4, t1) attach_up_down(t3, t4) self.assertTrue((None, None) not in t1.dfs_start( t1.sides[0])) # no instances of (None, None) means that
def test_2(self): t1 = Tile25() # first tile t2 = Tile9() self.assertEqual(t1.fit_up(t2), False) t2.turn_counterclockwise() self.assertEqual(t1.fit_up(t2), True) # fits after rotating attach_up_down(t2, t1) # can place a pawn in the castle and on the meadow self.assertEqual(t2.offer_to_place_a_pawn(), [(10, Terrains.CASTLE), (1, Terrains.MEADOW)]) t2.place_a_pawn(10, 1) # player 1 place a pawn in the castle self.assertEqual(t2.after_move(), {}) # no points given # one turn: # -if no tiles remain run function after_game() for each tile, merge their dictionaries and send to all clients # -if there is a tile remaining take it from a deck # -check if it can be placed anywhere on the board in any of its 4 possible rotations # -if no, cast it aside and draw another tile # -otherwise, send possible coordinates to the client # -upon response from the client attach the tile to all adjecent ones # -run offer_to_place_a_pawn() in the recently placed tile # -for the convenience of frontend representation position of these pawns should be translated with the # other_reciprocal(num) function from Tile.py ex. 4 = (1, 6) and then sent, upon response # if client did place a pawn its position should be translated back and then function # place_a_pawn(position, player) should be executed with the translated position as a 'position' parameter # -execute function after_move() and sent the resulting dictionary to the client ({player: [points, No. pawns]}) t3 = Tile16() t3.turn_clockwise() self.assertTrue(t2.fit_left(t3)) # fits attach_left_right(t3, t2) # what a bad move from player 2! self.assertEqual(t3.offer_to_place_a_pawn(), [(7, Terrains.MEADOW)]) # decides not to place a pawn self.assertEqual(t3.after_move(), { 1: [8, 1] }) # he gave player 1 8 points!(6 from catle tiles 2 from a shield)
def test_castle_shield( self ): # tests workings of a dfs algorithm in a configuration of 4 connected tiles # t3 t2 t6 # t4 t1 t5 t1 = Tile8() t2 = Tile9() t3 = Tile10() t4 = Tile8() t5 = Tile21() t6 = Tile21() t2.turn_counterclockwise() t3.turn_clockwise() t3.turn_clockwise() t4.turn_clockwise() attach_up_down(t2, t1) attach_left_right(t3, t2) attach_left_right(t4, t1) attach_up_down(t3, t4) attach_left_right(t1, t5) attach_left_right(t2, t6) attach_up_down(t6, t5) t2.sides[0][3] = 1 t1.sides[1][3] = 2 t2.sides[1][3] = 1 print(t1.after_move() ) # returns {1: [10, 1]} because it completed a castle print( t1.after_game() ) # returns {1: 3, 2: 3} because meadow is connected and both players have each one pawn
def test_counting_points(self): # 18 8 13 18 19 14 # 13 8 17 20 22 13 # 15 2 23 15 22 25 # 9 4 18 25 17 16 t1 = Tile18() # 1 turn t1.turn_clockwise() t1.turn_clockwise() t2 = Tile8() # 2 turn t2.turn_clockwise() t2.turn_clockwise() attach_left_right(t1, t2) t3 = Tile13() # 3 turn attach_left_right(t2, t3) t4 = Tile18() # 4 turn t4.turn_counterclockwise() attach_left_right(t3, t4) t5 = Tile19() # 5 turn t5.turn_clockwise() attach_left_right(t4, t5) t6 = Tile14() # 6 turn t6.turn_counterclockwise() attach_left_right(t5, t6) t7 = Tile13() # 7 turn t7.turn_clockwise() attach_up_down(t1, t7) t8 = Tile8() # 8 turn t8.turn_clockwise() attach_left_right(t7, t8) attach_up_down(t2, t8) t9 = Tile17() # 9 turn t9.turn_counterclockwise() attach_left_right(t8, t9) attach_up_down(t3, t9) t10 = Tile20() # 10 turn t10.turn_clockwise() t10.turn_clockwise() attach_left_right(t9, t10) attach_up_down(t4, t10) t11 = Tile22() # 11 turn t11.turn_clockwise() attach_left_right(t10, t11) attach_up_down(t5, t11) t12 = Tile13() # 12 turn t12.turn_clockwise() attach_left_right(t11, t12) attach_up_down(t6, t12) t13 = Tile15() # 13 turn attach_up_down(t7, t13) t14 = Tile2() # 14 turn t14.turn_counterclockwise() attach_left_right(t13, t14) attach_up_down(t8, t14) t15 = Tile23() # 15 turn t15.turn_clockwise() attach_left_right(t14, t15) attach_up_down(t9, t15) t16 = Tile15() # 16 turn attach_left_right(t15, t16) attach_up_down(t10, t16) t17 = Tile22() # 17 turn t17.turn_counterclockwise() attach_left_right(t16, t17) attach_up_down(t11, t17) t18 = Tile25() # 18 turn attach_left_right(t17, t18) attach_up_down(t12, t18) t19 = Tile9() # 19 turn t19.turn_clockwise() attach_up_down(t13, t19) t20 = Tile4() # 20 turn t20.turn_clockwise() t20.turn_clockwise() attach_left_right(t19, t20) attach_up_down(t14, t20) t21 = Tile18() # 21 turn t21.turn_counterclockwise() attach_left_right(t20, t21) attach_up_down(t15, t21) t22 = Tile25() # 22 turn attach_left_right(t21, t22) attach_up_down(t16, t22) t23 = Tile17() # 23 turn t23.turn_clockwise() attach_left_right(t22, t23) attach_up_down(t17, t23) t24 = Tile16() # 24 turn t24.turn_counterclockwise() attach_left_right(t23, t24) attach_up_down(t18, t24) self.assertEqual(t1.offer_to_place_a_pawn(), [(11, Terrains.ROAD), (7, Terrains.CASTLE), (10, Terrains.MEADOW), (12, Terrains.MEADOW)]) t1.place_a_pawn(t1.offer_to_place_a_pawn()[2][0], 1) # 1 player put pawn on meadow self.assertEqual(t2.offer_to_place_a_pawn(), [(7, Terrains.CASTLE)]) self.assertEqual(t3.offer_to_place_a_pawn(), [(4, Terrains.CASTLE), (1, Terrains.MEADOW), (7, Terrains.MEADOW)]) self.assertEqual(t4.offer_to_place_a_pawn(), [(2, Terrains.ROAD), (10, Terrains.CASTLE), (1, Terrains.MEADOW), (3, Terrains.MEADOW)]) self.assertEqual(t5.offer_to_place_a_pawn(), [(4, Terrains.CASTLE), (7, Terrains.MEADOW), (9, Terrains.MEADOW), (12, Terrains.MEADOW), (2, Terrains.ROAD), (8, Terrains.ROAD), (11, Terrains.ROAD)]) self.assertEqual(t6.offer_to_place_a_pawn(), [(10, Terrains.CASTLE), (7, Terrains.CASTLE), (1, Terrains.MEADOW)]) self.assertEqual(t7.offer_to_place_a_pawn(), [(7, Terrains.CASTLE), (4, Terrains.MEADOW), (10, Terrains.MEADOW)]) self.assertEqual(t8.offer_to_place_a_pawn(), [(4, Terrains.CASTLE), (7, Terrains.MEADOW)]) t8.place_a_pawn(t8.offer_to_place_a_pawn()[1][0], 2) # 2 player put pawn on meadow self.assertEqual(t9.offer_to_place_a_pawn(), [(10, Terrains.CASTLE), (5, Terrains.ROAD), (6, Terrains.MEADOW)]) self.assertEqual(t10.offer_to_place_a_pawn(), [(11, Terrains.ROAD), (7, Terrains.CASTLE), (10, Terrains.MEADOW)]) self.assertEqual(t11.offer_to_place_a_pawn(), [(4, Terrains.MEADOW), (11, Terrains.ROAD)]) t11.place_a_pawn(t11.offer_to_place_a_pawn()[0][0], 4) # 4 player put pawn on meadow self.assertEqual(t12.offer_to_place_a_pawn(), [(7, Terrains.CASTLE), (4, Terrains.MEADOW)]) self.assertEqual(t13.offer_to_place_a_pawn(), [(1, Terrains.CASTLE), (7, Terrains.CASTLE)]) self.assertEqual(t14.offer_to_place_a_pawn(), [(5, Terrains.ROAD), (0, Terrains.MONASTERY)]) self.assertEqual(t15.offer_to_place_a_pawn(), [(2, Terrains.ROAD), (8, Terrains.ROAD), (11, Terrains.ROAD)]) self.assertEqual(t16.offer_to_place_a_pawn(), [(1, Terrains.CASTLE), (7, Terrains.CASTLE)]) t16.place_a_pawn(t16.offer_to_place_a_pawn()[0][0], 3) # 3 player put pawn on castle self.assertEqual(t17.offer_to_place_a_pawn(), [(5, Terrains.ROAD)]) self.assertEqual(t18.offer_to_place_a_pawn(), [(1, Terrains.CASTLE), (5, Terrains.ROAD)]) t18.place_a_pawn(t18.offer_to_place_a_pawn()[1][0], 4) # 4 player put pawn on meadow self.assertEqual(t19.offer_to_place_a_pawn(), [(4, Terrains.CASTLE), (7, Terrains.MEADOW)]) self.assertEqual(t20.offer_to_place_a_pawn(), [(7, Terrains.CASTLE)]) self.assertEqual(t21.offer_to_place_a_pawn(), [(10, Terrains.CASTLE)]) self.assertEqual(t22.offer_to_place_a_pawn(), [(1, Terrains.CASTLE)]) self.assertEqual(t23.offer_to_place_a_pawn(), [(4, Terrains.CASTLE)]) self.assertEqual(t24.offer_to_place_a_pawn(), [(10, Terrains.CASTLE)]) t24.place_a_pawn(t24.offer_to_place_a_pawn()[0][0], 1) # 1 player put pawn on castle
def test_whole_board(self): # t1 t2 t3 t4 t5 t6 # t7 t8 t9 t10 t11 t12 # t13 t14 t15 t16 t17 t18 # t19 t20 t21 t22 t23 t24 t1 = Tile18() t2 = Tile8() t3 = Tile13() t4 = Tile18() t5 = Tile19() t6 = Tile14() t7 = Tile13() t8 = Tile8() t9 = Tile17() t10 = Tile20() t11 = Tile22() t12 = Tile13() t13 = Tile15() t14 = Tile2() t15 = Tile23() t16 = Tile15() t17 = Tile22() t18 = Tile25() t19 = Tile9() t20 = Tile4() t21 = Tile18() t22 = Tile25() t23 = Tile17() t24 = Tile16() t1.turn_clockwise() t1.turn_clockwise() t2.turn_clockwise() t2.turn_clockwise() t4.turn_counterclockwise() t5.turn_clockwise() t6.turn_counterclockwise() t7.turn_clockwise() t8.turn_clockwise() t9.turn_counterclockwise() t10.turn_clockwise() t10.turn_clockwise() t11.turn_clockwise() t12.turn_clockwise() t14.turn_counterclockwise() t15.turn_clockwise() t17.turn_counterclockwise() t19.turn_clockwise() t20.turn_clockwise() t20.turn_clockwise() t21.turn_counterclockwise() t23.turn_clockwise() t24.turn_counterclockwise() attach_left_right(t1, t2) attach_left_right(t2, t3) attach_left_right(t3, t4) attach_left_right(t4, t5) attach_left_right(t5, t6) attach_left_right(t7, t8) attach_left_right(t8, t9) attach_left_right(t9, t10) attach_left_right(t10, t11) attach_left_right(t11, t12) attach_left_right(t13, t14) attach_left_right(t14, t15) attach_left_right(t15, t16) attach_left_right(t16, t17) attach_left_right(t17, t18) attach_left_right(t19, t20) attach_left_right(t20, t21) attach_left_right(t21, t22) attach_left_right(t22, t23) attach_left_right(t23, t24) attach_up_down(t1, t7) attach_up_down(t7, t13) attach_up_down(t13, t19) attach_up_down(t2, t8) attach_up_down(t8, t14) attach_up_down(t14, t20) attach_up_down(t3, t9) attach_up_down(t9, t15) attach_up_down(t15, t21) attach_up_down(t4, t10) attach_up_down(t10, t16) attach_up_down(t16, t22) attach_up_down(t5, t11) attach_up_down(t11, t17) attach_up_down(t17, t23) attach_up_down(t6, t12) attach_up_down(t12, t18) attach_up_down(t18, t24) t1.sides[2][3] = 1 t24.sides[1][3] = 1 t8.sides[1][3] = 2 t16.sides[2][3] = 3 t11.sides[0][3] = 4 t18.sides[3][3] = 4 self.assertEqual(t2.check_for_points_after_game_castle(), {}) # no one is there t20.sides[0][3] = 1 self.assertEqual(t20.check_for_points_after_game_castle(), {1: 5}) # player 1 is there self.assertEqual(t8.check_for_points_after_game_meadow(), {2: 9, 1: 9}) self.assertEqual(t11.check_for_points_after_game_meadow(), { 4: 12, 3: 12 }) self.assertEqual(t1.check_for_points_after_game_meadow(), {1: 6}) t24.sides[0][3] = 1 self.assertEqual(t24.check_for_points_after_game_castle(), {1: 2}) t14.center[3] = 2 self.assertEqual(t14.check_for_points_after_game_monastery(), {2: 9})
def test_1(self): # IDs # t1 t2 t3 # t4 t5 t6 t7 # Tiles # T14 T16 T8 # T9 T20 T2 T16 t1 = Tile14() t2 = Tile16() t3 = Tile8() t4 = Tile11() t5 = Tile20() t6 = Tile2() t7 = Tile16() # rotate t1.turn_clockwise() t1.turn_clockwise() t2.turn_counterclockwise() t3.turn_clockwise() t3.turn_clockwise() t6.turn_clockwise() # connect attach_left_right(t1, t2) attach_left_right(t2, t3) attach_left_right(t4, t5) attach_left_right(t5, t6) attach_left_right(t6, t7) attach_up_down(t1, t5) attach_up_down(t2, t6) attach_up_down(t3, t7) # place pawns t1.sides[2][3] = 2 t2.sides[1][3] = 2 t3.sides[0][3] = 2 t4.sides[2][3] = 2 t5.sides[0][3] = 1 t6.center[3] = 1 t7.sides[1][3] = 1 # first tile, player two gains 3 points for each castle adjecent to his meadow self.assertEqual(t1.after_game(), {2: 6}) # second tile, player two gains 3 points for each castle adjecent to his meadow and player 1 gains nothing, # because player 2 outnumbers his pawns on this meadow self.assertEqual(t2.after_game(), {2: 6}) # third tile, player two gains 1 point for each fragment of his unfinished castle self.assertEqual(t3.after_game(), {2: 2}) # fourth tile, this meadow was already checked, so there is no pawn self.assertEqual(t4.after_game(), {}) # fifth tile, player 1 gets 3 points for his unfinished road self.assertEqual(t5.after_game(), {1: 3}) # sixth tile, player 1 gets 6 points for his unfinished monastery self.assertEqual(t6.after_game(), {1: 6}) # seventh tile, this meadow was already checked, so there is no pawn self.assertEqual(t7.after_game(), {})
def test_counting_points(self): # t1 t2 t3 t4 t5 t6 # t7 t8 t9 t10 t11 t12 # t13 t14 t15 t16 t17 t18 # t19 t20 t21 t22 t23 t24 t1 = Tile18() # 1 turn t1.turn_clockwise() t1.turn_clockwise() t1.place_a_pawn(10, 1) # 1 player put pawn on meadow t2 = Tile8() # 2 turn t2.turn_clockwise() t2.turn_clockwise() attach_left_right(t1, t2) t3 = Tile13() # 3 turn attach_left_right(t2, t3) t4 = Tile18() # 4 turn t4.turn_counterclockwise() attach_left_right(t3, t4) t5 = Tile19() # 5 turn t5.turn_clockwise() attach_left_right(t4, t5) t6 = Tile14() # 6 turn t6.turn_counterclockwise() attach_left_right(t5, t6) t7 = Tile13() # 7 turn t7.turn_clockwise() attach_up_down(t1, t7) t8 = Tile8() # 8 turn t8.turn_clockwise() attach_left_right(t7, t8) attach_up_down(t2, t8) t8.place_a_pawn(7, 2) # 2 player put pawn on meadow t9 = Tile17() # 9 turn t9.turn_counterclockwise() attach_left_right(t8, t9) attach_up_down(t3, t9) t10 = Tile20() # 10 turn t10.turn_clockwise() t10.turn_clockwise() attach_left_right(t9, t10) attach_up_down(t4, t10) t11 = Tile22() # 11 turn t11.turn_clockwise() attach_left_right(t10, t11) attach_up_down(t5, t11) t11.place_a_pawn(4, 4) # 4 player put pawn on meadow t12 = Tile13() # 12 turn t12.turn_clockwise() attach_left_right(t11, t12) attach_up_down(t6, t12) t13 = Tile15() # 13 turn attach_up_down(t7, t13) t14 = Tile2() # 14 turn t14.turn_counterclockwise() attach_left_right(t13, t14) attach_up_down(t8, t14) t15 = Tile23() # 15 turn t15.turn_clockwise() attach_left_right(t14, t15) attach_up_down(t9, t15) t16 = Tile15() # 16 turn attach_left_right(t15, t16) attach_up_down(t10, t16) t16.place_a_pawn(1, 3) # 3 player put pawn on castle t17 = Tile22() # 17 turn t17.turn_counterclockwise() attach_left_right(t16, t17) attach_up_down(t11, t17) t18 = Tile25() # 18 turn attach_left_right(t17, t18) attach_up_down(t12, t18) t18.place_a_pawn(6, 4) # 4 player put pawn on meadow t19 = Tile9() # 19 turn t19.turn_clockwise() attach_up_down(t13, t19) t20 = Tile4() # 20 turn t20.turn_clockwise() t20.turn_clockwise() attach_left_right(t19, t20) attach_up_down(t14, t20) t21 = Tile18() # 21 turn t21.turn_counterclockwise() attach_left_right(t20, t21) attach_up_down(t15, t21) t22 = Tile25() # 22 turn attach_left_right(t21, t22) attach_up_down(t16, t22) t23 = Tile17() # 23 turn t23.turn_clockwise() attach_left_right(t22, t23) attach_up_down(t17, t23) t23.place_a_pawn(11, 1) # 1 player put pawn on road t24 = Tile16() # 24 turn t24.turn_counterclockwise() attach_left_right(t23, t24) attach_up_down(t18, t24) t24.place_a_pawn(10, 1) # 1 player put pawn on castle self.assertEqual(t1.after_game(), {1: 6}) # there is only 1 player on tile1 self.assertEqual(t2.after_game(), {}) self.assertEqual(t3.after_game(), {}) self.assertEqual(t4.after_game(), {}) self.assertEqual(t5.after_game(), {}) self.assertEqual(t6.after_game(), {}) self.assertEqual(t7.after_game(), {}) self.assertEqual(t8.after_game(), { 2: 9, 4: 9 }) # there are 2 pawns(from player 2 and 4) self.assertEqual(t9.after_game(), {}) self.assertEqual(t10.after_game(), {}) self.assertEqual(t11.after_game(), {4: 12}) # player 4 is the only one on this meadow self.assertEqual(t12.after_game(), {}) self.assertEqual(t13.after_game(), {}) self.assertEqual(t14.after_game(), {}) self.assertEqual(t15.after_game(), {}) self.assertEqual(t16.after_game(), {3: 2}) self.assertEqual(t17.after_game(), {}) self.assertEqual(t18.after_game(), {}) self.assertEqual(t19.after_game(), {}) self.assertEqual(t20.after_game(), {}) self.assertEqual(t21.after_game(), {}) self.assertEqual(t22.after_game(), {}) self.assertEqual(t23.after_game(), {1: 6}) # there is a pawn from player 1 on the castle self.assertEqual(t24.after_game(), {1: 2})