def test_fill_island(self): # fmt: off game_map = create_map_with([[1, 1, E, 1], [1, 1, E, 1], [E, E, E, E], [E, E, E, E]]) # fmt: on ps = PlayerState(id=1, name="dummy", game_map=game_map, position=Position(2, 2)) gs = GameState(game_map, [ps]) ps.tail = [ ps.spawn_position, Position(2, 3), Position(3, 3), Position(4, 3), Position(4, 2) ] self.assertEqual(len(gs.fill(ps)), 3) # fmt: off self.assertEqual( game_map, create_map_with([[1, 1, E, 1], [1, 1, E, 1], [E, 1, 1, 1], [E, E, E, E]])) # fmt: on self.assertEqual(ps.score, 3)
def test_fill_planet_to_planet_2(self): # fmt: off game_map = create_map_with([[E, E, E, P1, 1], [E, E, E, 1, P1], [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(4, 1)) gs = GameState(game_map, [ps]) ps.tail = [ Position(4, 1), Position(3, 1), Position(2, 1), Position(2, 2), Position(2, 3), Position(2, 4), Position(3, 4), Position(4, 4), Position(5, 4), Position(5, 3), Position(5, 2), ] self.assertEqual(len(gs.fill(ps)), 12) # fmt: off self.assertEqual( game_map, create_map_with([[E, 1, 1, P1, 1], [E, 1, 1, 1, P1], [E, 1, 1, 1, 1], [E, 1, 1, 1, 1], [E, E, E, E, E]])) # fmt: on self.assertEqual(ps.score, 12)
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])
def move_player(self, player: PlayerState, action: Action) -> None: prev_position = player.position.copy() prev_direction = player.direction.copy() player.direction.change_direction(action) player.position.move(player.direction) self.logger.info( f"Player '{player.name_str()}' moving to position: {player.position}." ) player.add_history( self.game_tick, f"Moving {action.value} from {prev_position}-{prev_direction.name()} to {player.position}-{player.direction.name()}.", ) # Append tail if: # - currently on an empty (or other player) tile # - walking on a captured tile and have non captured tiles in the tail if not self.game_map.is_conquered_by( player.position, player.id) or not self.game_map.is_conquered_by( player.tail[-1], player.id): self.logger.debug( f"Player '{player.name_str()}' appending position to tail.") player.tail.append(player.position.copy()) else: player.tail = [player.position.copy()]
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])
def apply_action(self, game_tick: int, player: PlayerState, action: Optional[Action]) -> None: self.game_tick = game_tick if player.killed: msg = f"Player '{player.name_str()}' was killed in the last turn, skip current action." self.logger.info(msg) player.add_history(game_tick, msg) # Respawn a player after killed self.respawn_player(player) else: # Change direction and move self.move_player(player, action) # If you move outside the map or an asteroids; you die. if self.game_map.is_out_of_bound( player.position) or self.game_map.is_asteroids( player.position): self.logger.info( f"Player '{player.name_str()}' stepped on an asteroids or outside the map." ) player.stats.add_stat(PlayerStats.SUICIDES) player.add_history( game_tick, f"Committed suicide by going out of bound.") self.kill_player(player) elif not self.stepped_on_a_black_hole(player.position, player): # Are we about to kill a player ? poor_player = self.will_kill_player(player) if poor_player != None: self.kill_player_by(poor_player, player) if not player.killed: # check if player captured a blitzium self.check_if_captured_a_blitzium(player.position, player) # Check if player conquered a territory if GameState.is_closed_tail(player, self.game_map): tilesOwnedBeforeConquere = dict() for p in self.players: tilesOwnedBeforeConquere[ p.id] = self.game_map.count_tiles_owned_by( p.id) new_conquers: Set[Position] = self.fill(player) for p in self.players: # check if we conquered current position of a player # if p.id != player.id and (p.position in new_conquers or p.tail[0] in new_conquers): if p.id != player.id and len( set(p.tail) & new_conquers) > 0: self.kill_player_by(p, player) # check if we conquered the last owned tiles of a player if (p.id != player.id and tilesOwnedBeforeConquere[p.id] != 0 and self.game_map.count_tiles_owned_by( p.id) == 0): self.kill_player_by(p, player)
def check_if_captured_a_blitzium(self, pos: Position, player: PlayerState) -> None: if self.game_map.is_blitzium(pos): self.logger.info(f"Player '{player.name_str()}' found a blitzium.") player.stats.add_stat(PlayerStats.BLITZIUMS) player.add_history(self.game_tick, "Found a blitzium.") player.score += GameState.SCORE_CAPTURED_BLITZIUM if GameState.relocate_blitzium: self.relocate_item(pos) else: self.game_map.clear_tile(pos)
def respawn_player(self, player: PlayerState) -> None: # discard current action msg = f"Respawning player '{player.name_str()}'." self.logger.info(msg) player.add_history(self.game_tick, msg) player.killed = False player.reset_position() # check if it kill another player poor_player = self.will_kill_player(player) if poor_player is not None: self.kill_player_by(poor_player, player)
def test_reset_position(self): game_map = GameMap(5) pos = Position(1, 1) ps = PlayerState(id=1, name="dummy", game_map=game_map, position=pos, direction=Direction(Direction.DOWN)) ps.direction = Direction(Direction.LEFT) ps.reset_position() self.assertEqual(ps.direction, Direction(Direction.DOWN))
def test_move_player(self): gm = GameMap(5) player = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) player.direction = Direction(Direction.RIGHT) gs = GameState(gm, [player]) gs.move_player(player, Action.FORWARD) gs.move_player(player, Action.TURN_RIGHT) gs.move_player(player, Action.TURN_RIGHT) gs.move_player(player, Action.TURN_LEFT) self.assertEqual(Position(1, 3), player.position)
def stepped_on_a_black_hole(self, pos: Position, player: PlayerState) -> bool: if self.game_map.is_black_hole(pos): self.logger.info( f"Player '{player.name_str()}' stepped on a black hole.") player.stats.add_stat(PlayerStats.SUICIDES) player.add_history( self.game_tick, f"Committed suicide by stepping on a black hole.") self.kill_player(player) if GameState.relocate_black_hole: self.relocate_item(pos) # permanent black_hole else: self.game_map.clear_tile(pos) return player.killed
def test_kill_player(self): # 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)) gs = GameState(gm, [p1]) p1.tail = [Position(1, 1), Position(1, 2)] p1.position = p1.tail[-1] gs.kill_player(p1) self.assertEqual(p1.tail, [p1.spawn_position]) self.assertEqual(p1.position, p1.spawn_position) self.assertTrue(p1.killed) self.assertEqual(0, p1.stats.stats[PlayerStats.CONQUERED])
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])
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)
def test_is_closed_tail(self): # fmt: off gm = create_map_with([[1, E, 1], [E, E, E], [1, E, E]]) # fmt: on # player without tail player = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) self.assertEqual(player.tail, [Position(1, 1)]) self.assertFalse(GameState.is_closed_tail(player, gm)) # player with tail player.tail = [Position(1, 1), Position(2, 1)] self.assertFalse(GameState.is_closed_tail(player, gm)) player.tail = [Position(1, 1), Position(2, 1), Position(3, 1)] player.direction = Direction(Direction.UP) self.assertTrue(GameState.is_closed_tail(player, gm)) player.tail = [Position(1, 1), Position(2, 1), Position(2, 2)] self.assertFalse(GameState.is_closed_tail(player, gm)) player.tail = [ Position(1, 1), Position(2, 1), Position(2, 2), Position(1, 2), Position(1, 1) ] self.assertTrue(GameState.is_closed_tail(player, gm))
def test_relocate_item(self): # fmt: off gm = create_map_with([[1, E, E], [E, W, E], [E, E, E]]) # fmt: on ps = PlayerState(id=1, name="dummy", game_map=gm, position=Position(1, 1)) gs = GameState(gm, [ps]) ps.position = Position(3, 1) ps.tail = [Position(2, 1), Position(3, 1)] asteroids_pos = Position(2, 2) self.assertTrue(gm.is_asteroids(asteroids_pos)) planet_pos = Position(3, 3) gm.set_tile(planet_pos, GameMap.PLANET) self.assertTrue(gm.is_planet(planet_pos)) black_hole_pos = Position(1, 2) gm.set_tile(black_hole_pos, GameMap.BLACK_HOLE) self.assertTrue(gm.is_black_hole(black_hole_pos)) blitzium_pos = Position(1, 3) gm.set_tile(blitzium_pos, GameMap.BLITZIUM) self.assertTrue(gm.is_blitzium(blitzium_pos)) # Cannot relocate asteroids and planets with self.assertRaises(Exception): gs.relocate_item(asteroids_pos) with self.assertRaises(Exception): gs.relocate_item(planet_pos) # relocate black holes and blitziums for i in range(30): new_black_hole_pos = gs.relocate_item(black_hole_pos) self.assertTrue(new_black_hole_pos not in list( {asteroids_pos, planet_pos, black_hole_pos, blitzium_pos}) + ps.tail) black_hole_pos = new_black_hole_pos new_blitzium_pos = gs.relocate_item(blitzium_pos) self.assertTrue(new_blitzium_pos != blitzium_pos)
def test_fill_with_asteroids(self): # fmt: off game_map = create_map_with([[E, E, E, E, E], [E, 1, E, 1, E], [E, 1, W, 1, E], [E, 1, 1, 1, E], [E, E, E, E, E]]) # fmt: on ps = PlayerState(id=1, name="dummy", game_map=game_map, position=Position(2, 2)) ps.tail = [ps.spawn_position, Position(3, 2), Position(4, 2)] gs = GameState(game_map, [ps]) self.assertEqual(len(gs.fill(ps)), 1) # fmt: off self.assertEqual( game_map, create_map_with([[E, E, E, E, E], [E, 1, 1, 1, E], [E, 1, W, 1, E], [E, 1, 1, 1, E], [E, E, E, E, E]])) # fmt: on self.assertEqual(ps.score, 1)
def kill_player_by(self, poor_player: PlayerState, player: PlayerState) -> None: if poor_player.id != player.id: self.logger.info( f"Player '{player.name_str()}' will kill player '{poor_player.name_str()}'." ) player.score += GameState.SCORE_KILL_PLAYER player.stats.kill_player(poor_player.name) poor_player.stats.killed_by_player(player.name) player.add_history(self.game_tick, f"Killed player '{poor_player.name}'") else: self.logger.info( f"Player '{player.name_str()}' committed suicide!.") player.stats.add_stat(PlayerStats.SUICIDES) player.add_history( self.game_tick, f"Committed suicide by walking on player tail.") self.kill_player(poor_player)
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)
def test_init(self): game_map = GameMap(5) pos = Position(1, 1) ps = PlayerState(id=1, name="dummy", game_map=game_map, position=pos) self.assertFalse(ps.killed) self.assertEqual(ps.score, 0) self.assertEqual(ps.spawn_position, pos) self.assertEqual(ps.position, pos) self.assertEqual(ps.tail, [ps.spawn_position]) self.assertEqual(ps.direction, Direction.RIGHT) self.assertTrue(ps.game_map.is_conquered_by(pos, 1))
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)
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)
def test_send_winner_socket_closed(self): server = Mock() socket = AsyncMock() socket.send.side_effect = websockets.ConnectionClosed(0, "") viewer = SocketViewer(server, socket) viewer.logger = Mock() gs = GameState(GameMap(3)) ps = PlayerState(1, "p1", gs.game_map, Position(1, 1)) asyncio.run(viewer.send_winner(123, ps)) viewer.logger.warning.assert_called_once() server.game.unregister_viewer.assert_called_once()
def test_send_winner(self): server = Mock() server.game.max_nb_ticks = 500 socket = AsyncMock() viewer = SocketViewer(server, socket) gs = GameState(GameMap(3)) ps = PlayerState(1, "p1", gs.game_map, Position(1, 1)) asyncio.run(viewer.send_winner(123, ps)) socket.send.assert_called_once() data = json.loads(socket.send.call_args[0][0]) self.assertEqual(data["type"], "winner") self.assertEqual(data["tick"], 123) self.assertEqual(data["winner"]["name"], "p1")
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])
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])
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)
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)
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)))
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])