def test_shot_not_aiming(self): # TODO: Refactor using __setup_two_players new method self.map_file = "map_test_scinded.hfm" ge = self.getGE() p1, p2 = self.__setup_players(ge, [(2, 6), (7, 6)]) _range, angle_error, dps = 10000, 0.0, 10 shoot_angle = 0 p1.weapon, p2.weapon = GunWeapon(_range, angle_error, dps), GunWeapon(_range, angle_error, dps) original_health = p2.hp (p1.posx, p1.posy) = mt((2, 6), const.CELL_SIZE) (p2.posx, p2.posy) = mt((7, 6), const.CELL_SIZE) if DBG: print "Player1 pos=", (p1.posx, p1.posy) print "Player2 pos=", (p2.posx, p2.posy) ge.shoot(p1.player_id, shoot_angle) self.__check_is_not_harmed(p2, original_health)
def test_shot_not_aiming( self): # TODO: Refactor using __setup_two_players new method self.map_file = "map_test_scinded.hfm" ge = self.getGE() p1, p2 = self.__setup_players(ge, [(2, 6), (7, 6)]) _range, angle_error, dps = 10000, 0.0, 10 shoot_angle = 0 p1.weapon, p2.weapon = GunWeapon(_range, angle_error, dps), GunWeapon( _range, angle_error, dps) original_health = p2.hp (p1.posx, p1.posy) = mt((2, 6), const.CELL_SIZE) (p2.posx, p2.posy) = mt((7, 6), const.CELL_SIZE) if DBG: print "Player1 pos=", (p1.posx, p1.posy) print "Player2 pos=", (p2.posx, p2.posy) ge.shoot(p1.player_id, shoot_angle) self.__check_is_not_harmed(p2, original_health)
def __setup_players(self, ge, positions): players = self.__gp(ge, "__players") # Empty all previously automatically loaded players del players[:] # And load our ones: n = len(positions) # the number of players players[:] = [None] * n middle = n / 2 + 1 _range, angle_error, dps = 10000, 0.0, 10 for pid in xrange(0, n): if (pid // middle) == const.SPY_TEAM: player = SpyPlayer(pid) else: player = MercenaryPlayer(pid) (player.posx, player.posy) = mt(positions[pid], const.CELL_SIZE) players[pid] = player player.compute_hitbox() return players
def __setup_players(self, ge, positions): players = self.__gp(ge, "__players") # Empty all previously automatically loaded players del players[:] # And load our ones: n = len(positions) # the number of players players[:] = [None] * n middle = n/2+1 _range, angle_error, dps = 10000, 0.0, 10 for pid in xrange(0, n): if (pid // middle) == const.SPY_TEAM : player = SpyPlayer(pid) else: player = MercenaryPlayer(pid) (player.posx, player.posy) = mt(positions[pid], const.CELL_SIZE) players[pid] = player player.compute_hitbox() return players