def test_get_flat_tile(self): level = Level() level.set_tile(Tile(Vec3D(1, 0, 0), Tile.Type.WEST_SLOPE_TOP)) level.set_tile(Tile(Vec3D(5, 5, 0), Tile.Type.FLAT)) level.set_tile(Tile(Vec3D(1, 1, 0), Tile.Type.WEST_SLOPE_BOT)) level.set_tile(Tile(Vec3D(0, 0, 0), Tile.Type.FLAT)) assert level.get_first_flat_tile() == level.get_tile(0,0) \ or level.get_first_flat_tile() == level.get_tile(5,5) first_tile = False second_tile = False for i in range(0, 20): # chance is realy small that all 20 will be same t = level.get_random_flat_tile() if t == level.get_tile(5, 5): first_tile = True elif t == level.get_tile(0, 0): second_tile = True else: assert False assert first_tile and second_tile
def test_slope_neighbors( self ): level = Level() level.set_tile( Tile( Vec3D(0,0,0), Tile.Type.SOUTH_SLOPE_TOP ) ) level.set_tile( Tile( Vec3D(-1,2,0), Tile.Type.SOUTH_SLOPE_BOT ) ) neighbor = level.get_tile( 0,0 ).get_neighbor( Direction.SOUTH ) assert neighbor is not None and neighbor.type == Tile.Type.SOUTH_SLOPE_BOT neighbor = level.get_tile( -1,2 ).get_neighbor( Direction.NORTH ) assert neighbor is not None and neighbor.type == Tile.Type.SOUTH_SLOPE_TOP
def test_slope_neighbors(self): level = Level() level.set_tile(Tile(Vec3D(0, 0, 0), Tile.Type.SOUTH_SLOPE_TOP)) level.set_tile(Tile(Vec3D(-1, 2, 0), Tile.Type.SOUTH_SLOPE_BOT)) neighbor = level.get_tile(0, 0).get_neighbor(Direction.SOUTH) assert neighbor is not None and neighbor.type == Tile.Type.SOUTH_SLOPE_BOT neighbor = level.get_tile(-1, 2).get_neighbor(Direction.NORTH) assert neighbor is not None and neighbor.type == Tile.Type.SOUTH_SLOPE_TOP
def test_neighbors( self ): level = Level(); level.set_tile( Tile( Vec3D(0,0,0), Tile.Type.FLAT ) ) level.set_tile( Tile( Vec3D(0,1,0), Tile.Type.FLAT ) ) level.set_tile( Tile( Vec3D(1,0,0), Tile.Type.WEST_SLOPE_TOP ) ) level.set_tile( Tile( Vec3D(1,1,0), Tile.Type.WEST_SLOPE_BOT ) ) neighbor = level.get_tile( 0,0 ).get_neighbor( Direction.SOUTH ) assert neighbor is not None assert neighbor.type == Tile.Type.FLAT assert neighbor == level.get_tile(0,1) neighbor = level.get_tile( 0,1 ).get_neighbor( Direction.NORTH ) assert neighbor == level.get_tile(0,0) neighbor = level.get_tile( 0,0 ).get_neighbor( Direction.EAST ) assert neighbor is None neighbor = level.get_tile( 0,1 ).get_neighbor( Direction.EAST ) assert neighbor == level.get_tile(1,1) level.remove_tile( 0, 1 ) neighbor = level.get_tile( 0,0 ).get_neighbor( Direction.SOUTH ) assert neighbor is None
def test_neighbors(self): level = Level() level.set_tile(Tile(Vec3D(0, 0, 0), Tile.Type.FLAT)) level.set_tile(Tile(Vec3D(0, 1, 0), Tile.Type.FLAT)) level.set_tile(Tile(Vec3D(1, 0, 0), Tile.Type.WEST_SLOPE_TOP)) level.set_tile(Tile(Vec3D(1, 1, 0), Tile.Type.WEST_SLOPE_BOT)) neighbor = level.get_tile(0, 0).get_neighbor(Direction.SOUTH) assert neighbor is not None assert neighbor.type == Tile.Type.FLAT assert neighbor == level.get_tile(0, 1) neighbor = level.get_tile(0, 1).get_neighbor(Direction.NORTH) assert neighbor == level.get_tile(0, 0) neighbor = level.get_tile(0, 0).get_neighbor(Direction.EAST) assert neighbor is None neighbor = level.get_tile(0, 1).get_neighbor(Direction.EAST) assert neighbor == level.get_tile(1, 1) level.remove_tile(0, 1) neighbor = level.get_tile(0, 0).get_neighbor(Direction.SOUTH) assert neighbor is None
def test_get_flat_tile( self ): level = Level() level.set_tile( Tile( Vec3D(1,0,0), Tile.Type.WEST_SLOPE_TOP ) ) level.set_tile( Tile( Vec3D(5,5,0), Tile.Type.FLAT ) ) level.set_tile( Tile( Vec3D(1,1,0), Tile.Type.WEST_SLOPE_BOT ) ) level.set_tile( Tile( Vec3D(0,0,0), Tile.Type.FLAT ) ) assert level.get_first_flat_tile() == level.get_tile(0,0) \ or level.get_first_flat_tile() == level.get_tile(5,5) first_tile = False; second_tile = False; for i in range (0, 20): # chance is realy small that all 20 will be same t = level.get_random_flat_tile() if t == level.get_tile(5,5): first_tile = True elif t == level.get_tile(0,0): second_tile = True else: assert False assert first_tile and second_tile
def test_get_add_tile( self ): level = Level() assert level.get_tile( 0, 0 ) is None assert level.get_tile( -1, 9 ) is None tile1 = Tile( Vec3D(), Tile.Type.FLAT ) tile2 = Tile( Vec3D(), Tile.Type.EAST_SLOPE_TOP ) level.set_tile( tile1 ) assert level.get_tile( 0, 0 ) is not None assert level.get_tile( 0, 0 ).type == Tile.Type.FLAT level.set_tile( tile2 ) assert level.get_tile( 0, 0 ) is not None assert level.get_tile( 0, 0 ).type == Tile.Type.EAST_SLOPE_TOP level.remove_tile( 0, 0 ) assert level.get_tile( 0, 0 ) is None
def test_get_add_tile(self): level = Level() assert level.get_tile(0, 0) is None assert level.get_tile(-1, 9) is None tile1 = Tile(Vec3D(), Tile.Type.FLAT) tile2 = Tile(Vec3D(), Tile.Type.EAST_SLOPE_TOP) level.set_tile(tile1) assert level.get_tile(0, 0) is not None assert level.get_tile(0, 0).type == Tile.Type.FLAT level.set_tile(tile2) assert level.get_tile(0, 0) is not None assert level.get_tile(0, 0).type == Tile.Type.EAST_SLOPE_TOP level.remove_tile(0, 0) assert level.get_tile(0, 0) is None
def test_save_load_level( self ): level = Level() level_loaded = Level() level.set_tile( Tile( Vec3D(0,0,0), Tile.Type.FLAT ) ) level.set_tile( Tile( Vec3D(0,1,0), Tile.Type.SOUTH_SLOPE_TOP ) ) assert level.get_tile(0,1).trail.type == Trail.Type.HILL level.set_tile( Tile( Vec3D(1,3,0), Tile.Type.SOUTH_SLOPE_BOT ) ) assert level.get_tile(0,1).trail.type == Trail.Type.HILL level.set_tile( Tile( Vec3D(1,0,0), Tile.Type.WEST_SLOPE_TOP ) ) assert level.get_tile(0,0).get_neighbor( Direction.SOUTH ) is not None assert level.get_tile(0,0).get_neighbor( Direction.SOUTH ).type == Tile.Type.SOUTH_SLOPE_TOP level.save("saveloadtest.lvl"); level_loaded.set_tile( Tile( Vec3D(2,2,0), Tile.Type.NORTH_SLOPE_TOP ) ) level_loaded.load("saveloadtest.lvl"); assert level_loaded.get_tile( 0, 0 ) is not None assert level_loaded.get_tile( 0, 0 ).type == Tile.Type.FLAT assert level_loaded.get_tile( 0, 1 ) is not None assert level_loaded.get_tile( 0, 1 ).type == Tile.Type.SOUTH_SLOPE_TOP assert level_loaded.get_tile( 1, 3 ) is not None assert level_loaded.get_tile( 1, 3 ).type == Tile.Type.SOUTH_SLOPE_BOT assert level_loaded.get_tile( 1, 0 ) is not None assert level_loaded.get_tile( 1, 0 ).type == Tile.Type.WEST_SLOPE_TOP assert level_loaded.get_tile( 1, 1 ) is None # check neighbors assert level_loaded.get_tile(0,0).get_neighbor( Direction.SOUTH ) is not None assert level_loaded.get_tile(0,0).get_neighbor( Direction.SOUTH ).type == Tile.Type.SOUTH_SLOPE_TOP os.remove("saveloadtest.lvl")
def test_save_load_level(self): level = Level() level_loaded = Level() level.set_tile(Tile(Vec3D(0, 0, 0), Tile.Type.FLAT)) level.set_tile(Tile(Vec3D(0, 1, 0), Tile.Type.SOUTH_SLOPE_TOP)) assert level.get_tile(0, 1).trail.type == Trail.Type.HILL level.set_tile(Tile(Vec3D(1, 3, 0), Tile.Type.SOUTH_SLOPE_BOT)) assert level.get_tile(0, 1).trail.type == Trail.Type.HILL level.set_tile(Tile(Vec3D(1, 0, 0), Tile.Type.WEST_SLOPE_TOP)) assert level.get_tile(0, 0).get_neighbor(Direction.SOUTH) is not None assert level.get_tile(0, 0).get_neighbor( Direction.SOUTH).type == Tile.Type.SOUTH_SLOPE_TOP level.save("saveloadtest.lvl") level_loaded.set_tile(Tile(Vec3D(2, 2, 0), Tile.Type.NORTH_SLOPE_TOP)) level_loaded.load("saveloadtest.lvl") assert level_loaded.get_tile(0, 0) is not None assert level_loaded.get_tile(0, 0).type == Tile.Type.FLAT assert level_loaded.get_tile(0, 1) is not None assert level_loaded.get_tile(0, 1).type == Tile.Type.SOUTH_SLOPE_TOP assert level_loaded.get_tile(1, 3) is not None assert level_loaded.get_tile(1, 3).type == Tile.Type.SOUTH_SLOPE_BOT assert level_loaded.get_tile(1, 0) is not None assert level_loaded.get_tile(1, 0).type == Tile.Type.WEST_SLOPE_TOP assert level_loaded.get_tile(1, 1) is None # check neighbors assert level_loaded.get_tile(0, 0).get_neighbor( Direction.SOUTH) is not None assert level_loaded.get_tile(0, 0).get_neighbor( Direction.SOUTH).type == Tile.Type.SOUTH_SLOPE_TOP os.remove("saveloadtest.lvl")