def test_removePlayerFailure_GameStarted():
    game = Game()
    game.state = States.NIGHT
    message = get_state_change_message(game, False, Actions.REMOVE_PLAYER,
                                       None)

    assert message == f"The game has started. You can't leave now!"
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def test_StartGame_CreatesChannelAndInvitesMafia():
    repo = GameStateRepo()
    game = Game()
    testpId = 'test'
    testMafiaChannelId = 'testChannel'
    game.players = [createMafia(id=testpId)]
    game.state = States.NIGHT
    game.meta = {'channel_id': 'channel'}
    with patch('mafiaManageSlack.WebClient') as slackClientConstructor:
        with patch(
                'mafiaManageSlack.get_state_change_message') as messageBuilder:
            with patch('data_access.dataRepos.boto3'):
                with patch('mafiaManageSlack.boto3'):
                    slackClient = slackClientConstructor.return_value
                    slackClient.conversations_create.return_value = {
                        'channel': {
                            'id': testMafiaChannelId
                        }
                    }
                    mafiaManageSlack.lambda_handler(
                        createSqsEvent({
                            'state': repo._serializeGame(game),
                            'action': Actions.START_GAME,
                            'source': 'initiator',
                            'target': None
                        }), None)
                    slackClient.conversations_create.assert_called_with(
                        name='mafia-secrets', is_private=True)
                    slackClient.conversations_invite.assert_called_with(
                        channel=testMafiaChannelId, users=testpId)
                    slackClient.chat_postMessage.assert_called_with(
                        channel=testMafiaChannelId,
                        text=
                        'You are members of the local mafia. Rabble-rousers in the village have decided to make a stand against you. It is time you taught them a lesson...\nKill one of them using the command: /mafia kill @who-to-kill\nIf there is more than one member of the mafia you must all /mafia kill the same villager before they will be killed.'
                    )
Exemple #3
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def test_MultipleMafiaMembers_MustAgreeOnWhoToKill():
    player1 = createVillager('test1')
    player2 = createVillager('test2')
    mafia1 = createMafia('mafia1')
    mafia2 = createMafia('mafia2')
    state = Game()
    state.state = GameStates.NIGHT
    state.players = [player1, player2, createVillager(), createVillager(), mafia1, mafia2]
    systemUnderTest = getInstance(state)
    #mafia 1 wants to kill player 1
    systemUnderTest.transition(Actions.MURDER, player1.id, mafia1.id)

    assert state.state == GameStates.NIGHT
    assert player1.state == PlayerStates.ALIVE

    #mafia 2 wants to kill player 2
    systemUnderTest.transition(Actions.MURDER, player2.id, mafia2.id)

    assert state.state == GameStates.NIGHT
    assert player1.state == PlayerStates.ALIVE
    assert player2.state == PlayerStates.ALIVE

    #mafia 1 decides to agree and kill player2 instead
    systemUnderTest.transition(Actions.MURDER, player2.id, mafia1.id)

    assert state.state == GameStates.DAY
    assert player2.state == PlayerStates.DEAD
def test_GameStateMarshalling_AddPlayerAction_PlayerAdded():
    state = Game()
    p_id = 'test'
    state.state = GameStates.MARSHALLING
    systemUnderTest = getInstance(state)

    success = systemUnderTest.transition(Actions.ADD_PLAYER, executor=p_id)

    assert p_id in [p.id for p in state.players]
    assert success
def test_GameStateMarshallingWithEnoughPlayers_GameStartAction_StateIsNight():
    state = Game()
    state.state = GameStates.MARSHALLING
    state.players = [Player(), Player(), Player(), Player()]
    systemUnderTest = getInstance(state)

    success = systemUnderTest.transition(Actions.START_GAME)

    assert state.state == GameStates.NIGHT
    assert success
def test_GameStateMarshalling_AddPlayerWithDupeId_PlayerNotAdded():
    state = Game()
    p_id = 'test'
    state.state = GameStates.MARSHALLING
    systemUnderTest = getInstance(state)

    systemUnderTest.transition(Actions.ADD_PLAYER, p_id)
    success = systemUnderTest.transition(Actions.ADD_PLAYER, p_id)

    assert len(state.players) == 1
    assert not success
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def test_GameStateNight_MurderAction_StateIsDayPlayerDead():
    player = createVillager('test')
    mafia = createMafia('mafia')
    state = Game()
    state.state = GameStates.NIGHT
    state.players = [player, createVillager(), createVillager(), mafia]
    systemUnderTest = getInstance(state)

    systemUnderTest.transition(Actions.MURDER, player.id, mafia.id)

    assert state.state == GameStates.DAY
    assert player.state == PlayerStates.DEAD
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def test_GameStateNight_MurderResultsInVillagerCountEqualingMafia_StateIsGameOver():
    player = createVillager('test')
    mafia = createMafia('mafia')
    state = Game()
    state.state = GameStates.NIGHT
    state.players = [player, createVillager(), mafia]
    systemUnderTest = getInstance(state)

    systemUnderTest.transition(Actions.MURDER, player.id, mafia.id)

    assert state.state == GameStates.GAME_OVER
    assert player.state == PlayerStates.DEAD
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def test_CanNotCastVoteIfOnTrial():
    state = Game()
    state.state = GameStates.TRIAL
    systemUnderTest = getInstance(state)
    mafia = createMafia('test')
    villager1 = createVillager('v1')
    villager2 = createVillager('v2')
    mafia.state = PlayerStates.ON_TRIAL
    state.players = [mafia, villager1, villager2]

    systemUnderTest.transition(Actions.GUILTY, executor=mafia.id)
    assert mafia.vote == None
def test_GameStateMarshalling_RemovePlayerAction_PlayerRemoved():
    state = Game()
    state.state = GameStates.MARSHALLING
    systemUnderTest = getInstance(state)
    player = createVillager('test')
    state.players = [player]

    success = systemUnderTest.transition(Actions.REMOVE_PLAYER,
                                         executor=player.id)

    assert player not in state.players
    assert success
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def test_GameStateDay_OneAccuseAction_StateIsStillDay():
    state = Game()
    state.state = GameStates.DAY
    systemUnderTest = getInstance(state)
    accused = createVillager('test')
    p1 = createVillager('p1')
    p2 = createVillager('p2')
    state.players = [accused, p1, p2]

    systemUnderTest.transition(Actions.ACCUSE, accused.id, p1.id)

    assert state.state == GameStates.DAY
    assert accused.state == PlayerStates.ALIVE
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def test_DeadManCanNotAccuse():
    state = Game()
    state.state = GameStates.DAY
    systemUnderTest = getInstance(state)
    dead_player = createVillager('test')
    live_player = createVillager('v1')
    dead_player.state=PlayerStates.DEAD
    state.players = [dead_player, live_player]

    result = systemUnderTest.transition(Actions.ACCUSE, live_player.id, dead_player.id)

    assert state.state == GameStates.DAY
    assert result == False
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def test_VillagerCanNotMurder():
    player1 = createVillager('test1')
    player2 = createVillager('test1')
    mafia = createMafia('mafia')
    state = Game()
    state.state = GameStates.NIGHT
    state.players = [player1, player2, mafia]
    systemUnderTest = getInstance(state)

    systemUnderTest.transition(Actions.MURDER, player2.id, player1.id)

    assert state.state == GameStates.NIGHT
    assert player2.state == PlayerStates.ALIVE
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def test_GameStateDay_TwoAccuseActions_StateIsTrialPlayerIsOnTrial():
    state = Game()
    state.state = GameStates.DAY
    systemUnderTest = getInstance(state)
    accused = createVillager('test')
    p1 = createVillager('p1')
    p2 = createVillager('p2')
    state.players = [accused, p1, p2]

    systemUnderTest.transition(Actions.ACCUSE, accused.id, p1.id)
    systemUnderTest.transition(Actions.ACCUSE, accused.id, p2.id)

    assert state.state == GameStates.TRIAL
    assert accused.state == PlayerStates.ON_TRIAL
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def test_GameStateTrial_LastMafiaMemberFoundGuilty_StateIsGameOver():
    state = Game()
    state.state = GameStates.TRIAL
    systemUnderTest = getInstance(state)
    mafia = createMafia('test')
    villager1 = createVillager('v1')
    villager2 = createVillager('v2')
    mafia.state = PlayerStates.ON_TRIAL
    state.players = [mafia, villager1, villager2]

    systemUnderTest.transition(Actions.GUILTY, executor='v1')
    systemUnderTest.transition(Actions.GUILTY, executor='v2')

    assert state.state == GameStates.GAME_OVER
    assert mafia.state == PlayerStates.DEAD
def test_GameStateMarshallingWithEnoughPlayers_GameStartAction_PlayersAssignedRoles(
):
    num_players = random.randint(4, 10)
    expected_mafia = num_players // 3
    expected_villagers = num_players - expected_mafia
    state = Game()
    state.state = GameStates.MARSHALLING
    state.players = [Player() for x in range(num_players)]
    systemUnderTest = getInstance(state)

    systemUnderTest.transition(Actions.START_GAME)

    assert len([p for p in state.players
                if p.role == Roles.MAFIA]) == expected_mafia
    assert len([p for p in state.players
                if p.role == Roles.VILLAGER]) == expected_villagers
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def test_GameStateTrial_FoundGuiltyAction_StateIsNightPlayerOnTrialIsDead():
    state = Game()
    state.state = GameStates.TRIAL
    systemUnderTest = getInstance(state)
    player = createVillager('test')
    villager1 = createVillager('v1')
    villager2 = createVillager('v2')
    mafia = createMafia('m')
    player.state = PlayerStates.ON_TRIAL
    state.players = [player, villager2, villager1, mafia]

    systemUnderTest.transition(Actions.NOT_GUILTY, executor='v1')
    systemUnderTest.transition(Actions.GUILTY, executor='v2')
    systemUnderTest.transition(Actions.GUILTY, executor='m')

    assert state.state == GameStates.NIGHT
    assert player.state == PlayerStates.DEAD
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def test_GameStateTrial_FoundNotGuiltyAction_StateIsDayPlayerOnTrialIsAlive():
    state = Game()
    state.state = GameStates.TRIAL
    systemUnderTest = getInstance(state)
    player = createVillager('test')
    villager1 = createVillager('v1')
    villager2 = createVillager('v2')
    villager3 = createVillager('v3')
    villager3.state = PlayerStates.DEAD
    mafia = createMafia('m')
    player.state = PlayerStates.ON_TRIAL
    state.players = [player, villager2, villager1, mafia, villager3]

    systemUnderTest.transition(Actions.GUILTY, executor='m')
    assert state.state == GameStates.TRIAL
    systemUnderTest.transition(Actions.NOT_GUILTY, executor='v1')
    assert state.state == GameStates.TRIAL
    systemUnderTest.transition(Actions.NOT_GUILTY, executor='v2')

    assert state.state == GameStates.DAY
    assert player.state == PlayerStates.ALIVE
def test_playerMurderedSuccess():
    game = Game()
    game.state = States.DAY
    p_id = "test"
    message = get_state_change_message(game, True, Actions.MURDER, target=p_id)
    assert message == f"Another beautiful morning! One that <@{p_id}> won't get to experience, for they are dead! Murdered in the night! One among you is the culprit!\n{build_how_to_accuse_message()}"
def test_addPlayerFailure_GameStarted():
    game = Game()
    game.state = States.NIGHT
    message = get_state_change_message(game, False, Actions.ADD_PLAYER, None)

    assert message == f"The game has started. Maybe next time."