def test_unobvious_collision(self): state = GameState() state.add_robot((9, 10), 0) state.add_robot((9, 12), 1) state.add_robot((9, 11), 0) state.add_robot((11, 11), 1) actions = { (9, 10): ['move', (9, 11)], (9, 12): ['move', (9, 11)], (9, 11): ['move', (10, 11)], (11, 11): ['move', (10, 11)] } state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((9, 10))) self.assertEqual(state2.robots[9, 10].hp, settings.robot_hp) self.assertTrue(state2.is_robot((9, 12))) self.assertEqual(state2.robots[9, 12].hp, settings.robot_hp - settings.collision_damage) self.assertTrue(state2.is_robot((9, 11))) self.assertEqual(state2.robots[9, 11].hp, settings.robot_hp - settings.collision_damage * 2) self.assertTrue(state2.is_robot((11, 11))) self.assertEqual(state2.robots[11, 11].hp, settings.robot_hp - settings.collision_damage)
def test_three_collision(self): state = GameState() loc1 = (10, 11) loc2 = (9, 10) loc3 = (11, 10) dest = (10, 10) state.add_robot(loc1, 0) state.add_robot(loc2, 1) state.add_robot(loc3, 1) actions = { loc1: ['move', dest], loc2: ['move', dest], loc3: ['move', dest] } deltas = state.get_delta(actions) d_player0 = delta_for(deltas, loc1) d_player1_1 = delta_for(deltas, loc2) d_player1_2 = delta_for(deltas, loc3) self.assertEqual(d_player0.hp - d_player0.hp_end, d_player1_1.damage_caused + d_player1_2.damage_caused) player1_hp_lose = d_player1_1.hp - d_player1_1.hp_end + \ d_player1_2.hp - d_player1_2.hp_end self.assertEqual(player1_hp_lose, d_player0.damage_caused)
def test_try_move_in_circle(self): state = GameState() state.add_robot((8, 8), 0) state.add_robot((9, 8), 1) state.add_robot((9, 9), 0) state.add_robot((8, 9), 1) actions = { (8, 8): ['move', (9, 8)], (9, 8): ['move', (9, 9)], (9, 9): ['move', (8, 9)], (8, 9): ['move', (8, 8)] } state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((9, 8))) self.assertEqual(state2.robots[9, 8].hp, settings.robot_hp) self.assertEqual(state2.robots[9, 8].player_id, 0) self.assertTrue(state2.is_robot((9, 9))) self.assertEqual(state2.robots[9, 9].hp, settings.robot_hp) self.assertEqual(state2.robots[9, 9].player_id, 1) self.assertTrue(state2.is_robot((8, 9))) self.assertEqual(state2.robots[8, 9].hp, settings.robot_hp) self.assertEqual(state2.robots[8, 9].player_id, 0) self.assertTrue(state2.is_robot((8, 8))) self.assertEqual(state2.robots[8, 8].hp, settings.robot_hp) self.assertEqual(state2.robots[8, 8].player_id, 1)
def test_train_collision(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((11, 10), 1) state.add_robot((12, 10), 0) state.add_robot((8, 10), 1) actions = { (10, 10): ['move', (9, 10)], (11, 10): ['move', (10, 10)], (12, 10): ['move', (11, 10)], (8, 10): ['move', (9, 10)] } state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((10, 10))) self.assertEqual(state2.robots[10, 10].hp, settings.robot_hp - settings.collision_damage * 2) self.assertTrue(state2.is_robot((11, 10))) self.assertEqual(state2.robots[11, 10].hp, settings.robot_hp - settings.collision_damage * 2) self.assertTrue(state2.is_robot((12, 10))) self.assertEqual(state2.robots[12, 10].hp, settings.robot_hp - settings.collision_damage) self.assertTrue(state2.is_robot((8, 10))) self.assertEqual(state2.robots[8, 10].hp, settings.robot_hp - settings.collision_damage)
def test_add_robot(self): state = GameState() state.add_robot((9, 9), 0, robot_id=7, hp=42) self.assertTrue((9, 9) in state.robots) self.assertEqual(state.robots[(9, 9)].player_id, 0) self.assertEqual(state.robots[(9, 9)].robot_id, 7) self.assertEqual(state.robots[(9, 9)].hp, 42)
def test_lack_of_location(self): state = GameState() state.add_robot((9, 9), 0) robot = state.robots[(9, 9)] with self.assertRaises(Exception): Player._validate_action(robot, ['move'])
def __init__(self, players, record_actions=False, record_history=False, print_info=False, seed=None, quiet=0, delta_callback=None, symmetric=True): self._players = players for i, player in enumerate(self._players): player.set_player_id(i) self._record_actions = record_actions self._record_history = record_history self._print_info = print_info if seed is None: seed = random.randint(0, settings.max_seed) self.seed = str(seed) self._random = random.Random(self.seed) self._quiet = quiet self._delta_callback = delta_callback self._state = GameState(use_start=True, seed=self.seed, symmetric=symmetric) self._actions_on_turn = {} self._states = {} self.history = [] # TODO: make private
def test_first_turn_spawning(self): state = GameState() actions = {} state2 = state.apply_actions(actions) self.assertEqual(state2.get_scores(), [settings.spawn_per_player, settings.spawn_per_player])
def test_suicide_dodge(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((9, 10), 1) actions = {(10, 10): ['sucide'], (9, 10): ['move', (8, 10)]} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((8, 10))) self.assertEqual(state2.robots[8, 10].hp, settings.robot_hp)
def __init__(self, player1_path, player2_path): self.match_id = None self.player = Player(player1_path) if player1_path else None if self.player: self.player1_path = player1_path self.player.set_player_id(1) self.player2 = Player(player2_path) if player2_path else None if self.player2: self.player2_path = player2_path self.player2.set_player_id(0) self.turn_repeat = False self.UI = SimulatorUI(settings) self.UI.setTitle("Robot Game Simulator") self.state = GameState(settings, turn=1) self.cached_actions = None self.human_actions = {} self.UI.setTurn(self.state.turn) self.UI.bind("w", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("a", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("s", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("d", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<Up>", lambda ev: self.UI.moveSelection((0, -1))) self.UI.bind("<Left>", lambda ev: self.UI.moveSelection((-1, 0))) self.UI.bind("<Down>", lambda ev: self.UI.moveSelection((0, 1))) self.UI.bind("<Right>", lambda ev: self.UI.moveSelection((1, 0))) self.UI.bind("<ButtonPress-1>", lambda ev: self.UI.onMouseClick(ev)) self.UI.bind("l", self.onLoadMatch) self.UI.bind("k", self.onLoadTurn) self.UI.bind("o", self.onReloadPlayer) self.UI.bind("p", self.onSwapPlayer) self.UI.bind("t", self.onEditTurn) self.UI.bind("f", self.onAddTeammate) self.UI.bind("e", self.onAddEnemy) self.UI.bind("r", self.onRemove) self.UI.bind("c", self.onClear) self.UI.bind("<Delete>", self.onRemove) self.UI.bind("<BackSpace>", self.onRemove) self.UI.bind("h", self.onEditHP) self.UI.bind("<space>", self.onShowActions) self.UI.bind("<Return>", self.onSimulate) self.UI.bind("n", self.onNextAction) self.UI.bind("g", self.onSpawnRobots) self.UI.run()
def test_suicide_does_no_damage_to_teammates(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((9, 10), 0) actions = {(10, 10): ['guard'], (9, 10): ['suicide']} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((10, 10))) self.assertEqual(state2.robots[10, 10].hp, settings.robot_hp) self.assertFalse(state2.is_robot((9, 10)))
def test_spawn_dodge(self): state = GameState() state.add_robot((4, 3), 0) actions = { (4, 3): ['move', (4, 4)] } state2 = state.apply_actions(actions) self.assertTrue(state2.is_robot((4, 4)))
def test_move_into_suicide_bot(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((9, 10), 1) actions = {(10, 10): ['suicide'], (9, 10): ['move', (10, 10)]} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((9, 10))) self.assertEqual( state2.robots[9, 10].hp, settings.robot_hp - settings.collision_damage - settings.suicide_damage)
def test_move_no_collision(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((8, 10), 0) actions = {(10, 10): ['move', (11, 10)], (8, 10): ['move', (7, 10)]} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((11, 10))) self.assertEqual(state2.robots[11, 10].hp, settings.robot_hp) self.assertTrue(state2.is_robot((7, 10))) self.assertEqual(state2.robots[7, 10].hp, settings.robot_hp)
def test_guarding_reduces_damage(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((9, 10), 1) actions = {(10, 10): ['attack', (9, 10)], (9, 10): ['guard']} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((9, 10))) damage = settings.robot_hp - state2.robots[9, 10].hp self.assertTrue(settings.attack_range[0] // 2 <= damage <= settings.attack_range[1] // 2)
def test_attack_hop_in(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((8, 10), 1) actions = {(10, 10): ['attack', (9, 10)], (8, 10): ['move', (9, 10)]} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((9, 10))) damage = settings.robot_hp - state2.robots[9, 10].hp self.assertTrue( settings.attack_range[0] <= damage <= settings.attack_range[1])
def test_guarding_reduces_damage(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((9, 10), 1) actions = {(10, 10): ['guard'], (9, 10): ['suicide']} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((10, 10))) self.assertEqual(state2.robots[10, 10].hp, settings.robot_hp - settings.suicide_damage // 2) self.assertFalse(state2.is_robot((9, 10)))
def test_guarding_ingnores_collisions(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((9, 10), 1) actions = {(10, 10): ['move', (9, 10)], (9, 10): ['guard']} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((10, 10))) self.assertEqual(state2.robots[10, 10].hp, settings.robot_hp - settings.collision_damage) self.assertTrue(state2.is_robot((9, 10))) self.assertEqual(state2.robots[9, 10].hp, settings.robot_hp)
def test_basic_suicide(self): state = GameState() state.add_robot((10, 10), 0) state.add_robot((9, 10), 1) actions = {(10, 10): ['attack', (9, 10)], (9, 10): ['suicide']} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((10, 10))) self.assertEqual(state2.robots[10, 10].hp, settings.robot_hp - settings.suicide_damage) self.assertFalse(state2.is_robot((9, 10)))
def test_attack_kills(self): state = GameState() state.add_robot((10, 10), 0, hp=settings.attack_range[0]) state.add_robot((9, 10), 1, hp=settings.attack_range[0]) actions = { (10, 10): ['attack', (9, 10)], (9, 10): ['attack', (10, 10)] } state2 = state.apply_actions(actions, spawn=False) self.assertFalse(state2.is_robot((10, 10))) self.assertFalse(state2.is_robot((9, 10)))
def test_spawn_hop_in(self): state = GameState() state.add_robot((4, 4), 0) actions = { (4, 4): ['move', (4, 3)] } state2 = state.apply_actions(actions) self.assertTrue(not state2.is_robot((4, 3)) or state2.robots[(4, 3)].robot_id != state.robots[4, 4].robot_id)
def test_spawn_kills(self): state = GameState() state.add_robot((4, 3), 0) actions = { (4, 3): ['guard'] } state2 = state.apply_actions(actions) self.assertTrue(not state2.is_robot((4, 3)) or state2.robots[(4, 3)].robot_id != state.robots[4, 3].robot_id)
def test_ok(self): state = GameState() state.add_robot((9, 9), 0) robot = state.robots[(9, 9)] Player._validate_action(robot, ['guard']) Player._validate_action(robot, ['suicide']) Player._validate_action(robot, ['guard', None]) Player._validate_action(robot, ['suicide', (1, 1)]) Player._validate_action(robot, ['attack', (9, 10)]) Player._validate_action(robot, ['move', (9, 10)]) Player._validate_action(robot, ('guard', (2, 3))) Player._validate_action(robot, ('suicide', None)) Player._validate_action(robot, ('attack', (9, 10))) Player._validate_action(robot, ('move', (9, 10)))
def test_spawn_dodge_overwrite(self): state = GameState() state.add_robot((4, 3), 0) actions = { (4, 3): ['move', (4, 4)] } # ensure that a robot will get spawned at (4, 3) state._get_spawn_locations = lambda: [(i, 3) for i in range(10)] state2 = state.apply_actions(actions) self.assertTrue(state2.is_robot((4, 4))) self.assertTrue(state2.is_robot((4, 3)))
def loadBotsfromTurn(self, new_turn): if self.match_id is not None: self.UI.clearActions() self.UI.clearBots() self.cached_actions = None self.human_actions = {} self.state = GameState() for bot in self.moves[new_turn]: loc = tuple(bot['location']) # print bot self.state.add_robot(loc, bot['player_id']) self.state.robots[loc].hp = bot['hp'] self.UI.renderBot(loc, bot['hp'], bot['player_id']) self.UI.setTurn(new_turn) self.state.turn = new_turn
def test_suicide(self): state = GameState() loc1 = (10, 11) dest1 = (10, 10) loc2 = (9, 10) state.add_robot(loc1, 0) state.add_robot(loc2, 1) actions = {loc1: ['move', dest1], loc2: ['suicide']} deltas = state.get_delta(actions) d_guard = delta_for(deltas, loc1) d_suicide = delta_for(deltas, loc2) self.assertEqual(d_guard.hp - d_guard.hp_end, d_suicide.damage_caused)
def test_attack(self): state = GameState() loc1 = (10, 11) dest1 = (10, 10) loc2 = (9, 10) dest2 = dest1 state.add_robot(loc1, 0) state.add_robot(loc2, 1) actions = {loc1: ['move', dest1], loc2: ['attack', dest2]} deltas = state.get_delta(actions) d_move = delta_for(deltas, loc1) d_attack = delta_for(deltas, loc2) self.assertEqual(d_move.hp - d_move.hp_end, d_attack.damage_caused)
def test_get_game_info(self): state = GameState() state.add_robot((9, 9), 0) state.add_robot((6, 11), 1) game_info = state.get_game_info(0) self.assertEqual(game_info.robots[9, 9].location, (9, 9)) self.assertEqual(game_info.robots[9, 9].hp, state.robots[(9, 9)].hp) self.assertEqual(game_info.robots[9, 9].player_id, state.robots[(9, 9)].player_id) self.assertEqual(game_info.robots[9, 9].robot_id, state.robots[(9, 9)].robot_id) self.assertEqual(game_info.robots[6, 11].location, (6, 11)) self.assertEqual(game_info.robots[6, 11].hp, state.robots[(6, 11)].hp) self.assertEqual(game_info.robots[6, 11].player_id, state.robots[(6, 11)].player_id) self.assertRaises(AttributeError, lambda: game_info.robots[6, 11].robot_id) self.assertEqual(game_info.turn, state.turn)
def test_simple_collision(self): state = GameState() loc1 = (10, 11) dest1 = (10, 10) loc2 = (9, 10) dest2 = dest1 state.add_robot(loc1, 0) state.add_robot(loc2, 1) actions = {loc1: ['move', dest1], loc2: ['move', dest2]} deltas = state.get_delta(actions) d_move1 = delta_for(deltas, loc1) d_move2 = delta_for(deltas, loc2) self.assertEqual(d_move1.hp - d_move1.hp_end, d_move2.damage_caused) self.assertEqual(d_move2.hp - d_move2.hp_end, d_move1.damage_caused)
def test_try_swap(self): state = GameState() state.add_robot((9, 9), 0) state.add_robot((8, 9), 1) actions = {(9, 9): ['move', (8, 9)], (8, 9): ['move', (9, 9)]} state2 = state.apply_actions(actions, spawn=False) self.assertTrue(state2.is_robot((9, 9))) self.assertEqual(state2.robots[9, 9].player_id, 0) self.assertEqual(state2.robots[9, 9].robot_id, state.robots[9, 9].robot_id) self.assertEqual(state2.robots[9, 9].hp, settings.robot_hp - settings.collision_damage) self.assertTrue(state2.is_robot((8, 9))) self.assertEqual(state2.robots[8, 9].player_id, 1) self.assertEqual(state2.robots[8, 9].robot_id, state.robots[8, 9].robot_id) self.assertEqual(state2.robots[8, 9].hp, settings.robot_hp - settings.collision_damage)