Exemple #1
0
def test_setWindowSize(boardLayout):
    game = Game()
    game.boardLayout = boardLayout
    size = game.boardLayout.boardSize * 30

    game.setWindowSize()

    assert Window.size == (90, 108)
Exemple #2
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def main():
    np.random.seed(seed=int(time.time()))

    parser = argparse.ArgumentParser(description='Tournament generator.')
    parser.add_argument('--class',
                        type=str,
                        action='append',
                        dest='clazz',
                        help='ML Class',
                        required=True)

    args = parser.parse_args()

    clazzs = [getattr(sys.modules[__name__], clazz) for clazz in args.clazz]
    players = [clazz() for clazz in clazzs]
    for player in players:
        if isinstance(player, MLPlayer):
            player.load_model()

    game = Game(5, 4)
    status = None

    while status is None:
        next_player = game.next_player()

        position = game.position.serialize_out(asplayer=next_player)
        positions = [position]  # [?, x, x, 3] shape is required

        moves = players[next_player - 1].make_game_moves(positions=positions)
        xy = moves[0][0] + 1, moves[0][1] + 1

        game.makemove(player=next_player, position=xy)
        game.printboard()
        status, _ = game.game_status()
 async def stop(
         self,
         ctx):  # explicitly stop the game if not enough players are left
     response = ""
     if len(
             ctx.bot.spel.players
     ) < MIN_PLAYERS:  # only possible when the amount of players falls below minimum
         # first, throw out all remaining players; deepcopy because removing stuff from lists f***s things up
         response += "\n".join([
             ctx.bot.spel.remove_player(player.fullname)
             for player in deepcopy(ctx.bot.spel.players)
         ])
         response += "\nHet spel is nu afgelopen.\n" \
                     f"Een nieuw spel begint als er opnieuw {MIN_PLAYERS} spelers zijn."
         ctx.bot.spel = Game()  # print a final message and start a new game
         gc.collect(
         )  # explicitly collect garbage here, because we throw away all Game and Player objects here
     else:  # if enough players are left to play, don't allow someone to just throw them all out
         response = f"Er zijn nog meer dan {MIN_PLAYERS - 1} spelers in het spel. " \
                    "Om te zorgen dat niet zomaar iedereen een actief spel kan afbreken, " \
                    f"kan het commando '{const.PREFIX}{const.STOP}' pas gebruikt worden " \
                    f"als er minder dan {MIN_PLAYERS} overblijven. " \
                    "Als je echt het spel wil stoppen, " \
                    f"zal/zullen nog {len(ctx.bot.spel.players) - (MIN_PLAYERS - 1)} " \
                    f"speler(s) het spel moeten verlaten."
     await ctx.channel.send(response
                            )  # send the built up response to the channel
Exemple #4
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def PlayGames(player1, player2, numgames):
    victories1 = 0
    victories2 = 0
    for _ in range(numgames):
        game = Game(n_players=2,
                    dice_number=4,
                    dice_value=3,
                    column_range=[2, 6],
                    offset=2,
                    initial_height=1)

        is_over = False
        who_won = None

        number_of_moves = 0
        current_player = game.player_turn
        while not is_over:
            moves = game.available_moves()
            if game.is_player_busted(moves):
                if current_player == 1:
                    current_player = 2
                else:
                    current_player = 1
                continue
            else:
                if game.player_turn == 1:
                    chosen_play = player1.get_action(game)
                else:
                    chosen_play = player2.get_action(game)
                if chosen_play == 'n':
                    if current_player == 1:
                        current_player = 2
                    else:
                        current_player = 1
                #print('Chose: ', chosen_play)
                #game.print_board()
                game.play(chosen_play)
                #game.print_board()
                number_of_moves += 1

                #print()
            who_won, is_over = game.is_finished()

            if number_of_moves >= 200:
                is_over = True
                who_won = -1
                #print('No Winner!')

        if who_won == 1:
            victories1 += 1
        if who_won == 2:
            victories2 += 1
    #print(victories1, victories2)
    #print('Player 1: ', victories1 / (victories1 + victories2))
    #print('Player 2: ', victories2 / (victories1 + victories2))
    if victories1 + victories2 == 0:
        return (0, 0)
    p1victoryrate = victories1 / (victories1 + victories2)
    p2victoryrate = victories2 / (victories1 + victories2)
    return (p1victoryrate, p2victoryrate)
Exemple #5
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    def update_active(self):
        """
        :return:
        """

        while len(self.games) < self.count and len(
                self.active_games) < self.active_size:
            game = Game(5, 4)
            self.games.append(game)
            self.statuses.append(None)
            self.active_games.append(len(self.games) - 1)
Exemple #6
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    def update_active(self):
        """
        :return:
        """

        while len(self.games) < self.count and len(
                self.active_games) < self.active_size:
            game = Game(5, 4)
            self.games.append(game)
            self.statuses.append(None)
            players = random.sample(range(1, self.size), 1)
            self.active_games.append((len(self.games) - 1, 0, players[0]))
def play_game_and_give_action_pairs(player1, player2, max_moves=200):
    """
	Plays a game of Can't-Stop between the given players

	Returns (-1, -1) if max_moves has been exceeded. Returns (1, 0) if player 1 wins, and returns (0, 1) if player 2 wins.
	"""

    state_action_pairs = list()

    #Create the game
    game = Game(n_players=2,
                dice_number=4,
                dice_value=3,
                column_range=[2, 6],
                offset=2,
                initial_height=1)
    current_player = game.player_turn

    #Cycle through the game until it concludes, or until a move count limit has been reached
    who_won = None
    move_count = 0
    is_over = False
    while not is_over:
        moves = game.available_moves()
        #Progress the game to the next player's turn if a player has busted
        if game.is_player_busted(moves):
            current_player = 2 if current_player == 1 else 1
            continue
        #Otherwise, we're in the middle of a turn
        else:
            #Get the current player's action and play it
            play_chooser = player1 if game.player_turn == 1 else player2
            chosen_play = play_chooser.get_action(game)
            state_action_pairs.append((deepcopy(game), deepcopy(chosen_play)))
            game.play(chosen_play)
            move_count += 1
            #if the player chooses to conclude their turn prior to busting, progress the game
            if chosen_play == 'n':
                current_player = 2 if current_player == 1 else 1
        #Get whether the game has concluded, as well as the current standings
        who_won, is_over = game.is_finished()

        if move_count > max_moves:
            is_over = True
            who_won = -1

    #Get the final scores
    #print("who won", who_won)
    if who_won == -1:
        final_scores = (0, 0)
    else:
        final_scores = (1, 0) if who_won == 1 else (0, 1)

    return final_scores, state_action_pairs
class GUITest(unittest.TestCase):
    field = Field(1080, 800)
    game = Game(field)
    ui = UserInterface(game)
    ui.main_loop()
    main_window = UserInterface.get_main_window()

    def test_check_main_window_dimensions(self):
        main_window_height = UserInterface.get_main_window().height
        main_window_width = UserInterface.get_main_window().width
        self.assertEqual(1080, main_window_height)
        self.assertEqual(800, main_window_width)

    def test_bullet_moving_to_target(self):
        self.field_ui = GUITest.main_window.field_ui
        self.player_ui = self.field_ui.player_ui
        self.bullet_ui = BulletUI(GUITest.main_window, GUITest.game,
                                  self.player_ui)
        initial_y = self.bullet_ui.y
        self.bullet_ui.move_to_target()
        self.assertGreater(initial_y, self.bullet_ui.y)

    def test_check_pausing_the_game(self):
        self.field_ui = GUITest.main_window.field_ui
        self.field_ui.pause_game()
        self.assertEqual(True, GUITest.game.is_paused)

    def test_check_resuming_the_game(self):
        self.field_ui = GUITest.main_window.field_ui
        self.field_ui.resume_game()
        self.assertEqual(True, GUITest.game.is_running)

    def test_check_leveling_up(self):
        self.game = GUITest.game
        current_level = self.game.level
        self.game.level_up()
        self.assertLess(current_level, self.game.level)

    def test_check_winning_the_game(self):
        GUITest.main_window.field_ui.win_the_game()
        self.assertEqual(True, GUITest.game.is_won)

    def test_check_powerup_dropping_down(self):
        self.field_ui = GUITest.main_window.field_ui
        self.powerup_ui = PowerupUI(GUITest.main_window, GUITest.game,
                                    PowerupType.player_invinciblility)
        initial_y = self.powerup_ui.y
        self.powerup_ui.drop_down()
        self.assertLess(initial_y, self.powerup_ui.y)
Exemple #9
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def createRoom(sid):
    # Creating new game lobby
    game = Game()
    room = game.game_id
    ROOMS[room] = game

    # Check if player is in another game
    playerData = findPlayer(sid)

    # Join new room
    joinSuccess = joinRoom(sid, room)

    # Leave the other room
    if playerData['found'] and joinSuccess:
        leaveRoom(sid, playerData['room'])
        
    printRoomOccupants()
Exemple #10
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    def test_01(self):
        """
        testing:
        x x x x -
        - o - - -
        - - o - -
        - - - o -
        - - - - -
        """
        game = Game(5, 4)
        moves = [(1, 1), (2, 2), (2, 1), (3, 3), (3, 1), (4, 4), (4, 1)]
        for move in moves:
            game.makemove(game.next_player(), move)

        game.printboard()
        print(game.position.serialize_out())
Exemple #11
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 async def leave(self, ctx):  # remove a player from the game
     response = ctx.bot.spel.remove_player(str(
         ctx.author))  # actual removing happens here
     if not ctx.bot.spel.players:  # if this was the last player, print a final message and start a new game
         response += "\nDe laatste speler heeft het spel verlaten. Het spel is nu afgelopen.\n" \
                     f"Een nieuw spel begint als er opnieuw {MIN_PLAYERS} spelers zijn."
         ctx.bot.spel = Game()
         gc.collect(
         )  # explicitly collect garbage here, because we throw away all Game and Player objects here
     elif len(ctx.bot.spel.players) <= (
             MIN_PLAYERS - 1
     ):  # if there are not enough players left, display this message
         response += "\nEr zijn niet genoeg spelers om verder te spelen.\n" \
                     "Wacht tot er opnieuw genoeg spelers zijn of beëindig het spel.\n" \
                     f"Een nieuwe speler kan meedoen door '{const.PREFIX}{const.MEEDOEN}' te typen.\n" \
                     f"Het spel kan beëindigd worden door '{const.PREFIX}{const.STOP}' te typen."
     await ctx.channel.send(response
                            )  # send the built up response to the channel
Exemple #12
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def test_setExpertLevel():
    game = Game()
    game.setExpertLevel()
    
    assert game.boardLayout.boardSize == 20 and game.boardLayout.bombsAmount == 40
Exemple #13
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def test_setHardLevel():
    game = Game()
    game.setHardLevel()
    
    assert game.boardLayout.boardSize == 16 and game.boardLayout.bombsAmount == 26
Exemple #14
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def test_setNormalLevel():
    game = Game()
    game.setNormalLevel()
    
    assert game.boardLayout.boardSize == 12 and game.boardLayout.bombsAmount == 12
Exemple #15
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def test_setEasyLevel():
    game = Game()
    game.setEasyLevel()
    
    assert game.boardLayout.boardSize == 8 and game.boardLayout.bombsAmount == 6
class GameTest(unittest.TestCase):
    def setUp(self):
        self.field = Field(1080, 800)
        self.game = Game(self.field)

    def check_game_field_dimensions(self):
        game_dimensions = (self.field.width, self.field.height)
        self.assertEqual(game_dimensions, self.game.dimensions)

    def test_checking_is_game_lost(self):
        self.assertEqual(False, self.game.is_lost)

    def test_checking_is_game_won(self):
        self.assertEqual(False, self.game.is_won)

    def test_checking_is_game_paused(self):
        self.assertEqual(False, self.game.is_paused)

    def test_checking_is_game_running(self):
        self.assertEqual(True, self.game.is_running)

    def test_checking_is_game_lost_after_losing(self):
        self.game.lose()
        self.assertEqual(True, self.game.is_lost)
        self.assertEqual(False, self.game.is_running)

    def test_checking_is_game_won_after_winning(self):
        self.game.win()
        self.assertEqual(True, self.game.is_won)
        self.assertEqual(False, self.game.is_lost)
        self.assertEqual(False, self.game.is_running)

    def test_checking_is_game_paused_after_pausing(self):
        self.game.pause()
        self.assertEqual(True, self.game.is_paused)
        self.assertEqual(False, self.game.is_running)

    def test_checking_is_game_running_after_resuming(self):
        self.game.resume()
        self.assertEqual(False, self.game.is_paused)
        self.assertEqual(True, self.game.is_running)

    def test_setting_new_game_speed(self):
        new_speed = 300
        self.game.set_speed(new_speed)
        self.assertEqual(new_speed, self.game.game_speed)

    def test_setting_new_rock_speed(self):
        new_speed = 30
        self.game.set_rock_speed(new_speed)
        self.assertEqual(new_speed, self.game.rock_speed)

    def test_leveling_up(self):
        current_level = self.game.level
        self.game.level_up()
        self.assertEqual(current_level + 1, self.game.level)

    def test_getting_initial_game_speed(self):
        initial_speed = 630
        self.assertEqual(initial_speed, self.game.game_speed)

    def test_getting_initial_bullet_speed(self):
        initial_speed = 50
        self.assertEqual(initial_speed, self.game.bullet_speed)

    def test_getting_initial_rock_speed(self):
        initial_speed = 50
        self.assertEqual(initial_speed, self.game.rock_speed)

    def test_getting_initial_level_speed(self):
        initial_speed = 30000
        self.assertEqual(initial_speed, self.game.level_speed)

    def test_getting_initial_level(self):
        initial_level = 1
        self.assertEqual(initial_level, self.game.level)

    def test_get_rock(self):
        rock = self.field.rock
        self.assertEqual(rock, self.game.rock)

    def test_get_bullet(self):
        bullet = self.field.bullet
        self.assertEqual(bullet, self.game.bullet)

    def test_get_powerup(self):
        powerup = self.field.powerup
        self.assertEqual(powerup, self.game.powerup)

    def test_get_player(self):
        player = self.field.player
        self.assertEqual(player, self.game.player)

    def test_get_rocks(self):
        rocks = self.field.rocks
        self.assertEqual(rocks, self.game.rocks)

    def test_get_bullets(self):
        bullets = self.field.bullets
        self.assertEqual(bullets, self.game.bullets)

    def test_get_powerups(self):
        powerups = self.field.powerups
        self.assertEqual(powerups, self.game.powerups)

    def test_resetting_game(self):
        self.game.reset_game_values()
        self.assertEqual(630, self.game.game_speed)
        self.assertEqual(30000, self.game.level_speed)
        self.assertEqual(1, self.game.level)
        self.assertEqual(50, self.game.rock_speed)
Exemple #17
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    def test_game02(self):
        """
        testing:
        x o x o x
        o x o x o
        x o x o x
        x o x o x
        x o x o o
        """
        game = Game(5, 4)
        moves = [
            (1, 1), (2, 1), (3, 1), (4, 1), (5, 1), (1, 2), (2, 2), (3, 2),
            (4, 2), (5, 2), (1, 3), (2, 3), (3, 3), (4, 3), (5, 3), (5, 5),
            (1, 4), (2, 4), (3, 4), (4, 4), (1, 5), (2, 5), (3, 5), (4, 5)
        ]
        for move in moves:
            game.makemove(game.next_player(), move)
            status, _ = game.game_status()
            #game.printboard()
            assert_equal(status, None)

        game.makemove(game.next_player(), (5, 4))
        status, _ = game.game_status()
        game.printboard()
        assert_equal(status, 0)
class GameTest(unittest.TestCase):
    def setUp(self):
        self.field = Field(1080, 800)
        self.game = Game(self.field)

    def check_game_field_dimensions(self):
        game_dimensions = (self.field.width, self.field.height)
        self.assertEqual(game_dimensions, self.game.dimensions)

    def test_checking_is_game_lost(self):
        self.assertEqual(False, self.game.is_lost)

    def test_checking_is_game_won(self):
        self.assertEqual(False, self.game.is_won)

    def test_checking_is_game_paused(self):
        self.assertEqual(False, self.game.is_paused)

    def test_checking_is_game_running(self):
        self.assertEqual(True, self.game.is_running)

    def test_checking_is_game_lost_after_losing(self):
        self.game.lose()
        self.assertEqual(True, self.game.is_lost)
        self.assertEqual(False, self.game.is_running)

    def test_checking_is_game_won_after_winning(self):
        self.game.win()
        self.assertEqual(True, self.game.is_won)
        self.assertEqual(False, self.game.is_lost)
        self.assertEqual(False, self.game.is_running)

    def test_checking_is_game_paused_after_pausing(self):
        self.game.pause()
        self.assertEqual(True, self.game.is_paused)
        self.assertEqual(False, self.game.is_running)

    def test_checking_is_game_running_after_resuming(self):
        self.game.resume()
        self.assertEqual(False, self.game.is_paused)
        self.assertEqual(True, self.game.is_running)

    def test_setting_new_game_speed(self):
        new_speed = 300
        self.game.set_speed(new_speed)
        self.assertEqual(new_speed, self.game.game_speed)

    def test_setting_new_rock_speed(self):
        new_speed = 30
        self.game.set_rock_speed(new_speed)
        self.assertEqual(new_speed, self.game.rock_speed)

    def test_leveling_up(self):
        current_level = self.game.level
        self.game.level_up()
        self.assertEqual(current_level + 1, self.game.level)

    def test_getting_initial_game_speed(self):
        initial_speed = 630
        self.assertEqual(initial_speed, self.game.game_speed)

    def test_getting_initial_bullet_speed(self):
        initial_speed = 50
        self.assertEqual(initial_speed, self.game.bullet_speed)

    def test_getting_initial_rock_speed(self):
        initial_speed = 50
        self.assertEqual(initial_speed, self.game.rock_speed)

    def test_getting_initial_level_speed(self):
        initial_speed = 30000
        self.assertEqual(initial_speed, self.game.level_speed)

    def test_getting_initial_level(self):
        initial_level = 1
        self.assertEqual(initial_level, self.game.level)

    def test_get_rock(self):
        rock = self.field.rock
        self.assertEqual(rock, self.game.rock)

    def test_get_bullet(self):
        bullet = self.field.bullet
        self.assertEqual(bullet, self.game.bullet)

    def test_get_powerup(self):
        powerup = self.field.powerup
        self.assertEqual(powerup, self.game.powerup)

    def test_get_player(self):
        player = self.field.player
        self.assertEqual(player, self.game.player)

    def test_get_rocks(self):
        rocks = self.field.rocks
        self.assertEqual(rocks, self.game.rocks)

    def test_get_bullets(self):
        bullets = self.field.bullets
        self.assertEqual(bullets, self.game.bullets)

    def test_get_powerups(self):
        powerups = self.field.powerups
        self.assertEqual(powerups, self.game.powerups)

    def test_resetting_game(self):
        self.game.reset_game_values()
        self.assertEqual(630, self.game.game_speed)
        self.assertEqual(30000, self.game.level_speed)
        self.assertEqual(1, self.game.level)
        self.assertEqual(50, self.game.rock_speed)
 def setUp(self):
     self.field = Field(1080, 800)
     self.game = Game(self.field)
Exemple #20
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 def __init__(self, bot):
     bot.spel = Game()  # initialize the game
     self.bot = bot
     self.time = datetime.now()
 def setUp(self):
     self.field = Field(1080, 800)
     self.game = Game(self.field)
Exemple #22
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    def test_game01(self):
        """
        testing:
        x x x x -
        - o - - -
        - - o - -
        - - - o -
        - - - - -
        """
        game = Game(5, 4)
        moves = [(1, 1), (2, 2), (2, 1), (3, 3), (3, 1), (4, 4)]
        for move in moves:
            game.makemove(game.next_player(), move)
            status, _ = game.game_status()
            assert_equal(status, None)

        game.makemove(game.next_player(), (4, 1))
        status, _ = game.game_status()
        game.printboard()
        assert_equal(status, 1)
Exemple #23
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    def build(self):
        game = Game()

        return game