Exemple #1
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    def test_walk_on_tail_kill(self):
        # player 1 has some conquered tiles n the map
        # fmt: off
        gm = create_map_with([[E, E, E], [E, E, E], [1, 1, 1]])
        # fmt: on
        p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1))
        p2 = PlayerState(id=2, name="2", game_map=gm, position=Position(3, 2))
        gs = GameState(gm, players=[p1, p2])
        self.assertEqual(gm.count_tiles_owned_by(player_id=1), 4)
        self.assertEqual(gm.count_tiles_owned_by(player_id=2), 1)
        self.assertEqual(p1.direction, Direction.RIGHT)
        self.assertEqual(p2.direction, Direction.LEFT)

        # create some tail
        gs.apply_action(1, p1, Action.FORWARD)
        gs.apply_action(2, p1, Action.FORWARD)

        # p2 walk on p1 tail and kill it
        gs.apply_action(3, p2, Action.TURN_RIGHT)
        self.assertEqual(p2.position, Position(3, 1))
        self.assertTrue(p1.killed)
        self.assertEqual(gm.count_tiles_owned_by(player_id=1), 1)
        self.assertEqual(gm.count_tiles_owned_by(player_id=2), 1)
        self.assertEqual(1, p1.stats.stats[PlayerStats.KILLED])
        self.assertEqual(p2.name, p1.stats.stats[PlayerStats.NEMESIS])
        self.assertEqual(1, p2.stats.stats[PlayerStats.KILLS])
Exemple #2
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    def test_surround_player_with_conquers(self):
        # fmt: off
        gm = create_map_with([
            [1, 1, 1, E, E],
            [1, E, 1, E, E],
            [E, E, E, E, E],
            [E, E, E, 2, 2],
            [E, E, E, 2, 2],
        ])
        # fmt: on
        p1 = PlayerState(id=1,
                         name="p1",
                         game_map=gm,
                         position=Position(1, 3),
                         direction=Direction(Direction.RIGHT))
        p2 = PlayerState(id=2,
                         name="p2",
                         game_map=gm,
                         position=Position(4, 4),
                         direction=Direction(Direction.LEFT))
        gs = GameState(gm, [p1, p2])

        gs.apply_action(0, p2, Action.FORWARD)
        gs.apply_action(0, p2, Action.FORWARD)
        gs.apply_action(0, p2, Action.TURN_RIGHT)
        gs.apply_action(0, p2, Action.FORWARD)
        self.assertEqual(Position(2, 2), p2.position)
        self.assertEqual(5, len(p2.tail))

        gs.apply_action(0, p1, Action.FORWARD)  # walk on tail, p2 killed
        self.assertTrue(p2.killed)
        self.assertFalse(p1.killed)
        self.assertEqual(0, p2.stats.stats[PlayerStats.CONQUERED])
Exemple #3
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 def test_capturing_a_blitzium(self):
     # fmt: off
     gm = create_map_with([[0, 0, 0], [E, E, 0], [0, 0, 0]])
     # fmt: on
     gm.set_tile(Position(2, 2), GameMap.BLITZIUM)
     p0 = PlayerState(id=0,
                      name="p0",
                      game_map=gm,
                      position=Position(1, 1),
                      direction=Direction(Direction.DOWN))
     gs = GameState(gm, [p0])
     gs.apply_action(0, p0, Action.FORWARD)
     self.assertFalse(PlayerStats.BLITZIUMS in p0.stats.stats)
     gs.apply_action(0, p0, Action.FORWARD)
     self.assertFalse(p0.killed)
     self.assertEqual(1, p0.stats.stats[PlayerStats.BLITZIUMS])
Exemple #4
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 def test_capturing_a_black_hole_suicide(self):
     # fmt: off
     gm = create_map_with([[0, 0, 0], [E, E, 0], [0, 0, 0]])
     # fmt: on
     gm.set_tile(Position(2, 2), GameMap.BLACK_HOLE)
     p0 = PlayerState(id=0,
                      name="p0",
                      game_map=gm,
                      position=Position(1, 1),
                      direction=Direction(Direction.DOWN))
     gs = GameState(gm, [p0])
     gs.apply_action(0, p0, Action.FORWARD)
     self.assertFalse(p0.killed)
     gs.apply_action(0, p0, Action.FORWARD)
     self.assertTrue(p0.killed)
     self.assertEqual(1, p0.stats.stats[PlayerStats.SUICIDES])
Exemple #5
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    def test_walk_on_asteroids_suicide(self):
        gm = GameMap(5)
        p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1))
        self.assertEqual(p1.direction, Direction.RIGHT)
        gs = GameState(gm, players=[p1])

        # validate that a turn left should walk on asteroids
        pos = p1.position.copy().move(
            Direction(Direction.RIGHT).change_direction(Action.TURN_LEFT))
        self.assertEqual(pos, Position(1, 0))
        self.assertTrue(gm.is_asteroids(pos))
        gs.apply_action(1, p1, Action.TURN_LEFT)

        # walk on tail = suicide, respawn
        self.assertEqual(p1.position, Position(1, 1))
        self.assertEqual(len(p1.tail), 1)
        self.assertTrue(p1.killed)
        self.assertEqual(1, p1.stats.stats[PlayerStats.SUICIDES])
Exemple #6
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    def test_walk_on_blitzium(self):
        gm = GameMap(5)
        p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1))
        self.assertEqual(p1.direction, Direction.RIGHT)
        gs = GameState(gm, players=[p1])
        gm.set_tile(Position(2, 1), GameMap.BLITZIUM)

        gs.apply_action(1, p1, Action.FORWARD)
        self.assertFalse(p1.killed)
        self.assertEqual(p1.position, Position(2, 1))
        self.assertEqual(len(p1.tail), 2)
        self.assertEqual(1, p1.stats.stats[PlayerStats.BLITZIUMS])
        self.assertFalse(gm.is_blitzium(Position(2, 1)))

        if not GameState.relocate_blitzium:
            for y in range(gm.size):
                for x in range(gm.size):
                    self.assertFalse(gm.is_blitzium(Position(x, y)))
Exemple #7
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    def test_walk_on_tail_suicide(self):
        gm = GameMap(5)
        p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1))
        self.assertEqual(p1.direction, Direction.RIGHT)
        gs = GameState(gm, players=[p1])

        # loop around
        gs.apply_action(1, p1, Action.FORWARD)
        gs.apply_action(2, p1, Action.FORWARD)
        gs.apply_action(3, p1, Action.TURN_RIGHT)
        gs.apply_action(4, p1, Action.TURN_RIGHT)
        self.assertEqual(p1.position, Position(2, 2))
        self.assertEqual(p1.tail, [
            p1.spawn_position,
            Position(2, 1),
            Position(3, 1),
            Position(3, 2),
            Position(2, 2)
        ])
        self.assertFalse(p1.killed)

        # walk on tail = suicide
        gs.apply_action(5, p1, Action.TURN_RIGHT)
        self.assertTrue(p1.killed)
        self.assertEqual(len(p1.tail), 1)
        self.assertEqual(1, p1.stats.stats[PlayerStats.SUICIDES])
Exemple #8
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    def test_surround_player(self):
        # fmt: off
        gm = create_map_with([
            [1, 1, 1],
            [1, E, 1],
            [E, E, E],
        ])
        # fmt: on
        p1 = PlayerState(id=1,
                         name="p1",
                         game_map=gm,
                         position=Position(1, 3),
                         direction=Direction(Direction.RIGHT))
        p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(2, 2))
        gs = GameState(gm, [p1, p2])

        gs.apply_action(0, p1, Action.FORWARD)
        gs.apply_action(0, p1, Action.FORWARD)
        gs.apply_action(0, p1, Action.TURN_LEFT)

        self.assertTrue(p2.killed)
        self.assertFalse(p1.killed)
Exemple #9
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 def test_fill_kill_other_player_tail(self):
     # fmt: off
     game_map = create_map_with([[E, E, E, E], [E, E, E, E], [0, 0, 0, 0],
                                 [E, 1, E, E]])
     # fmt: on
     p0 = PlayerState(id=0,
                      name="dummy",
                      game_map=game_map,
                      position=Position(1, 3))
     p1 = PlayerState(id=1,
                      name="dummy",
                      game_map=game_map,
                      position=Position(2, 4))
     gs = GameState(game_map, [p0, p1])
     p0.tail = [
         p0.spawn_position.copy(),
         Position(1, 2),
         Position(1, 1),
         Position(2, 1),
         Position(3, 1),
         Position(4, 1),
         Position(4, 2),
     ]
     p0.position = p0.tail[-1].copy()
     p0.direction = Direction(Direction.DOWN)
     p1.tail = [
         p1.spawn_position.copy(),
         Position(2, 3),
         Position(2, 2),
         Position(3, 2),
         Position(3, 3),
         Position(3, 4),
     ]
     p1.position = p1.tail[-1].copy()
     p1.direction = Direction(Direction.DOWN)
     # print(game_state_to_dict(0, 0, gs, 999)['game']['pretty_map'])
     gs.apply_action(0, p0, Action.FORWARD)
     # print(game_state_to_dict(0, 0, gs, 999)['game']['pretty_map'])
     self.assertTrue(p1.killed)
Exemple #10
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    def test_conquer_some_player_tile(self):
        # fmt: off
        gm = create_map_with([
            [1, 1, E],
            [1, 2, 2],
            [E, 2, 2],
        ])
        # fmt: on
        p1 = PlayerState(id=1, name="p1", game_map=gm, position=Position(1, 1))
        p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(2, 2))
        gs = GameState(gm, [p1, p2])

        p1.position = Position(2, 2)
        p1.tail = [Position(1, 2), Position(2, 2)]

        p2.position = Position(2, 3)
        p2.tail = [Position(2, 3)]

        p1.direction = Direction(Direction.RIGHT)
        gs.apply_action(0, p1, Action.TURN_LEFT)

        self.assertFalse(p2.killed)
        self.assertFalse(p1.killed)
Exemple #11
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    def test_respawn_on_someone_tail(self):
        gm = GameMap(5)
        p1 = PlayerState(id=1, name="p1", game_map=gm, position=Position(1, 1))
        p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(1, 2))
        gs = GameState(gm, [p1, p2])

        # p1: spawn position = 1,1, current position=3,1, tail [2,1 and 3,1]
        # p2: spawn position = 1,2, current position=2,2, tail [1,1, 1,2 and 2,2]
        p1.position = Position(3, 1)
        p1.tail = [Position(2, 1), Position(3, 1)]
        gm.set_tile(Position(1, 1), GameMap.EMPTY, 2)
        p2.position = Position(2, 2)
        p2.tail = [Position(1, 1), Position(1, 2), Position(2, 2)]
        p2.direction = Direction(Direction.UP)
        gs.apply_action(0, p2, Action.FORWARD)

        self.assertTrue(p1.killed)
        self.assertFalse(p2.killed)

        # respawn
        gs.respawn_player(p1)
        self.assertFalse(p1.killed)
        self.assertTrue(p2.killed)
Exemple #12
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    def test_walk_on_black_hole_suicide(self):
        gm = GameMap(5)
        p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1))
        self.assertEqual(p1.direction, Direction.RIGHT)
        gs = GameState(gm, players=[p1])
        gm.set_tile(Position(2, 1), GameMap.BLACK_HOLE)

        gs.apply_action(1, p1, Action.FORWARD)
        self.assertTrue(p1.killed)
        self.assertEqual(p1.position, Position(1, 1))
        self.assertEqual(len(p1.tail), 1)
        self.assertEqual(1, p1.stats.stats[PlayerStats.SUICIDES])

        if GameState.relocate_black_hole:
            self.assertFalse(gm.is_black_hole(Position(2, 1)))
            black_hole_at = None
            for y in range(gm.size):
                for x in range(gm.size):
                    pos = Position(x, y)
                    if gm.is_black_hole(pos):
                        black_hole_at = pos
            self.assertTrue(black_hole_at is not None)
        else:
            self.assertTrue(gm.is_black_hole(Position(2, 1)))
Exemple #13
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    def test_conquer(self):
        gm = GameMap(5)
        gm.conquer_tile(Position(2, 1), 1)
        p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1))
        self.assertEqual(p1.tail, [p1.spawn_position])
        self.assertTrue(gm.is_conquered_by(Position(1, 1), player_id=1))
        self.assertEqual(p1.direction, Direction.RIGHT)
        p1.stats.set_stat(PlayerStats.CONQUERED,
                          gm.count_tiles_owned_by(player_id=1))

        gs = GameState(gm, players=[p1])

        # loop around
        gs.apply_action(1, p1, Action.FORWARD)
        self.assertEqual(p1.tail, [Position(2, 1)])

        gs.apply_action(2, p1, Action.TURN_RIGHT)
        self.assertEqual(p1.position, Position(2, 2))
        self.assertEqual(p1.tail, [Position(2, 1), Position(2, 2)])
        self.assertEqual(gm.count_tiles_owned_by(player_id=1), 2)
        self.assertEqual(2, p1.stats.stats[PlayerStats.CONQUERED])

        # walk into a conquered tile
        gs.apply_action(4, p1, Action.TURN_RIGHT)
        self.assertEqual(p1.position, Position(1, 2))
        self.assertEqual(
            p1.tail,
            [Position(2, 1), Position(2, 2),
             Position(1, 2)])

        gs.apply_action(1, p1, Action.TURN_RIGHT)
        self.assertEqual(p1.position, Position(1, 1))
        self.assertEqual(p1.tail, [Position(1, 1)])
        self.assertFalse(p1.killed)
        self.assertEqual(gm.count_tiles_owned_by(player_id=1), 4)
        self.assertEqual(4, p1.stats.stats[PlayerStats.CONQUERED])
        for p in [
                Position(1, 1),
                Position(2, 1),
                Position(2, 2),
                Position(1, 2)
        ]:
            self.assertTrue(gm.is_conquered_by(p, player_id=1))
Exemple #14
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    def test_apply_action(self):
        gm = GameMap(5)
        p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1))
        self.assertEqual(1, p1.stats.stats[PlayerStats.CONQUERED])
        self.assertEqual(p1.direction, Direction.RIGHT)
        gs = GameState(gm, players=[p1])

        # go forward = ok
        gs.apply_action(1, p1, Action.FORWARD)
        self.assertEqual(p1.position, Position(2, 1))
        self.assertEqual(p1.tail, [Position(1, 1), Position(2, 1)])

        # turn left = go up = killed
        gs.apply_action(2, p1, Action.TURN_LEFT)
        self.assertEqual(p1.position, p1.spawn_position)
        self.assertEqual(p1.tail, [Position(1, 1)])
        self.assertTrue(p1.killed)
        self.assertEqual(1, p1.stats.stats[PlayerStats.SUICIDES])

        # next action is discarded
        gs.apply_action(3, p1, Action.FORWARD)
        self.assertEqual(p1.position, p1.spawn_position)
        self.assertEqual(p1.tail, [Position(1, 1)])
        self.assertFalse(p1.killed)
Exemple #15
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    def test_fill_basic_2(self):
        # fmt: off
        game_map = create_map_with([[E, 1, 1, E, E], [E, 1, 1, E, E],
                                    [E, E, E, E, E], [E, E, E, E, E],
                                    [E, E, E, E, E]])
        # fmt: on
        ps = PlayerState(id=1,
                         name="dummy",
                         game_map=game_map,
                         position=Position(2, 2),
                         direction=Direction(Direction.DOWN))
        gs = GameState(game_map, [ps])
        gs.apply_action(0, ps, Action.FORWARD)
        gs.apply_action(1, ps, Action.TURN_RIGHT)
        gs.apply_action(2, ps, Action.TURN_LEFT)
        gs.apply_action(3, ps, Action.TURN_LEFT)
        gs.apply_action(4, ps, Action.FORWARD)
        gs.apply_action(4, ps, Action.FORWARD)
        gs.apply_action(5, ps, Action.TURN_LEFT)
        gs.apply_action(6, ps, Action.FORWARD)
        gs.apply_action(7, ps, Action.TURN_LEFT)

        # fmt: off
        self.assertEqual(
            game_map,
            create_map_with([[E, 1, 1, E, E], [E, 1, 1, 1, E], [1, 1, 1, 1, E],
                             [1, 1, 1, 1, E], [E, E, E, E, E]]))
        # fmt: on
        self.assertEqual(ps.score, 9)
Exemple #16
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 def test_surround_player_will_it(self):
     gm = GameMap(6)
     p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1))
     p2 = PlayerState(id=2, name="2", game_map=gm, position=Position(2, 2))
     p3 = PlayerState(id=3, name="3", game_map=gm, position=Position(3, 3))
     p4 = PlayerState(id=4, name="3", game_map=gm, position=Position(4, 4))
     gs = GameState(gm, [p1, p2, p3, p4])
     gs.apply_action(0, p1, Action.FORWARD)
     gs.apply_action(0, p1, Action.FORWARD)
     gs.apply_action(0, p1, Action.TURN_RIGHT)
     gs.apply_action(0, p1, Action.FORWARD)
     gs.apply_action(0, p1, Action.TURN_RIGHT)
     gs.apply_action(0, p1, Action.FORWARD)
     gs.apply_action(0, p1, Action.TURN_RIGHT)
     gs.apply_action(0, p1, Action.FORWARD)
     self.assertEqual(9, p1.stats.stats[PlayerStats.CONQUERED])
     self.assertFalse(p1.killed)
     self.assertTrue(p2.killed)
     self.assertTrue(p3.killed)
     self.assertFalse(p4.killed)