def test_mille_bornes1(): with createClient() as client: client.command(u'server_random_seed', 0xDEEDBEEF) g, players = startGame(client, u'1000 bornes', 2) p1, p2 = players # test states check_states(client, g, {u'hazard': u'', u'km': 0, u'need_roll': True}, {u'hazard': u'', u'km': 0, u'need_roll': True}) # test hand hand1 = client.command(u'mille_bornes_hand', g, p1) assert hand1 == [OUT_OF_GAS, KM_100, STOP, KM_75, END_OF_LIMIT, u''] hand2 = client.command(u'mille_bornes_hand', g, p2) assert hand2 == [END_OF_LIMIT, SPARE_TIME, KM_25, KM_100, SPEED_LIMIT, u''] # test pick + discard card_index, card = client.command(u'mille_bornes_pick', g, p1) assert card_index == 5 assert card == KM_100 client.command(u'mille_bornes_discard', g, p1, 3) checkAsync(client, u'game_turn', g, 1) card_index, card = client.command(u'mille_bornes_pick', g, p2) assert card_index == 5 assert card == KM_75 # test hazard (speed of limit) client.command(u'mille_bornes_hazard', g, p2, 4, p1) checkAsyncResponses(client, (u'mille_bornes_hazard', g, p2, 4, SPEED_LIMIT, p1), (u'game_turn', g, 0)) check_states(client, g, {u'hazard': SPEED_LIMIT, u'km': 0, u'need_roll': True}, {u'hazard': u'', u'km': 0, u'need_roll': True}) # test play (end of limit) card_index, card = client.command(u'mille_bornes_pick', g, p1) assert card_index == 3 assert card == KM_25 client.command(u'mille_bornes_play', g, p1, 4) checkAsyncResponses(client, (u'mille_bornes_play', g, 0, END_OF_LIMIT), (u'game_turn', g, 1)) check_states(client, g, {u'hazard': u'', u'km': 0, u'need_roll': True}, {u'hazard': u'', u'km': 0, u'need_roll': True})
def test_mille_bornes2(): with createClient() as client: client.command(u'server_random_seed', 0xDEEDBEE0) g, players = startGame(client, u'1000 bornes', 2) p1, p2 = players hand1 = client.command(u'mille_bornes_hand', g, p1) assert hand1 == [ACCIDENT, KM_200, ROLL, DRIVING_ACE, REPAIRS, u''] hand2 = client.command(u'mille_bornes_hand', g, p2) assert hand2 == [ROLL, KM_100, REPAIRS, KM_25, KM_25, u''] check_states(client, g, {u'hazard': u'', u'km': 0, u'need_roll': True}, {u'hazard': u'', u'km': 0, u'need_roll': True}) # play roll check_play(client, g, p1, 2) check_states(client, g, {u'hazard': u'', u'km': 0, u'need_roll': False}, {u'hazard': u'', u'km': 0, u'need_roll': True}) check_play(client, g, p2, 0) check_states(client, g, {u'hazard': u'', u'km': 0, u'need_roll': False}, {u'hazard': u'', u'km': 0, u'need_roll': False}) # give accident client.command(u'mille_bornes_pick', g, p1) client.command(u'mille_bornes_hazard', g, p1, 0, p2) checkAsyncResponses(client, (u'mille_bornes_hazard', g, p1, 0, ACCIDENT, p2), (u'game_turn', g, 1)) check_states(client, g, {u'hazard': u'', u'km': 0, u'need_roll': False}, {u'hazard': ACCIDENT, u'km': 0, u'need_roll': True}) # use repairs check_play(client, g, p2, 2) check_states(client, g, {u'hazard': u'', u'km': 0, u'need_roll': False}, {u'hazard': u'', u'km': 0, u'need_roll': True})
def check_play(client, game, player, card_index): client.command(u'mille_bornes_pick', game, player) client.command(u'mille_bornes_play', game, player, card_index) checkAsyncResponses(client, (u'mille_bornes_play', game, None, None), (u'game_turn', game, None))