Esempio n. 1
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    def test_weather(self):
        ###########################################################################
        # Change to raising handler for unit-testing
        set_prequire_handler(raising_prequire_handler)

        temps, precips, winds = ([60, 70, 80,
                                  70], [1, 2, 3,
                                        4], [Wind(10, Direction.NNW)] * 4)
        climate = Climate(temps, precips, winds)
        atmos = Atmosphere(climate)

        # First season should be winter
        first_season = iter(Season).next()
        self.assertEqual(climate.temperature(first_season),
                         atmos.temperature())
        self.assertEqual(climate.precip(first_season), atmos.precip())
        self.assertEqual(climate.wind(first_season), atmos.wind())

        # Check access controls
        self.assertRaises(ProgramError, atmos.cycle_turn, None, None, None)
        grant_access(self, Atmosphere.ALLOW_CYCLE_TURN)

        # Brute-force check of all seasons
        for idx, season in enumerate(Season):
            atmos.cycle_turn([], Location(0, 0), season)
            self.assertEqual(climate.temperature(season), atmos.temperature())
            self.assertEqual(climate.precip(season), atmos.precip())
            self.assertEqual(climate.wind(season), atmos.wind())
            self.assertEqual(climate.temperature(season), temps[idx])
            self.assertEqual(climate.precip(season), precips[idx])
            self.assertEqual(climate.wind(season), winds[idx])
Esempio n. 2
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    def __init__(self, args):
    ###########################################################################
        urequire(len(args) == 1, self.name(), " takes one argument")

        self.__spell_cls = SpellFactory.get(args[0])

        grant_access(self, Player.ALLOW_LEARN)
Esempio n. 3
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    def test_talents(self):
    ###########################################################################
        from player import Player
        from configuration import Configuration

        Configuration._create()
        player = Player()
        talents = Talents(player)
        tier1_spell_name = "hot"
        another_tier1_spell_name = "cold"
        tier2_spell_name = "fire"
        high_tier_spell_name = "quake"
        not_a_spell = "lol"

        # Give ourselves ability to add exp to player
        grant_access(self, Player.ALLOW_GAIN_EXP)

        # Get player up to level 10
        for i in xrange(9):
            exp_needed = player.next_level_cost() - player.exp()
            player.gain_exp(exp_needed)

        self.assertEqual(player.level(), 10)

        # Should not be able to learn fire 1 (don't know hot 1)
        self.assertRaises(UserError, talents.add, tier2_spell_name)

        # Should not be able to learn quake 1 (not high enough level)
        self.assertRaises(UserError, talents.add, high_tier_spell_name)

        # Should not be able to learn an invalid spell
        self.assertRaises(UserError, talents.add, not_a_spell)

        # Learn hot up to max
        for i in xrange(talents._MAX_SPELL_LEVEL):
            talents.add(tier1_spell_name)

        # Should not be able to learn tier1 spell again, maxed out
        self.assertRaises(UserError, talents.add, tier1_spell_name)

        # Should be able to learn fire now
        for i in xrange(talents._MAX_SPELL_LEVEL):
            talents.add(tier2_spell_name)

        # Should not be able to learn a different tier1 spell, out of points
        self.assertRaises(UserError, talents.add, another_tier1_spell_name)

        # Check iteration
        known_spells = []
        for spell_spec in talents:
            known_spells.append(spell_spec)

        # Check that we know the spells we've learned
        for spell_name in [tier1_spell_name, tier2_spell_name]:
            for spell_level in xrange(1, talents._MAX_SPELL_LEVEL):
                self.assertIn( (spell_name, spell_level), talents )
                #self.assertIn( (spell_name, spell_level), known_spells )

        self.assertEqual(len(known_spells), 2)
Esempio n. 4
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    def __init_impl(self, world):
        ###########################################################################
        cls = self.__class__

        self.__tech_level = cls.__STARTING_TECH_LEVEL
        self.__tech_points = 0
        self.__next_tech_level_cost = cls.__FIRST_TECH_LEVEL_COST
        self.__world = world

        grant_access(self, City.ALLOW_CYCLE_TURN)
Esempio n. 5
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    def test_geology(self):
    ###########################################################################
        # Change to raising handler for unit-testing
        set_prequire_handler(raising_prequire_handler)

        grant_access(self, Geology.ALLOW_CYCLE_TURN)

        plate_movement = 3

        # Test that we cannot create instances of Geology
        self.assertRaises(ProgramError, Geology, plate_movement)

        # Check that is_geological works
        self.assertTrue(is_geological(DrawMode.MAGMA))

        subd = Subducting(plate_movement)

        # Check turn cycling
        subd.cycle_turn()
        subd.cycle_turn()
        tension1 = subd.tension()
        magma1 = subd.magma()
        subd.cycle_turn()
        subd.cycle_turn()
        self.assertLess(tension1, subd.tension())
        self.assertLess(magma1, subd.magma())

        for i in xrange(500):
            subd.cycle_turn()
        self.assertLess(subd.tension(), 1.0)
        self.assertLess(subd.magma(), 1.0)

        # Check transform
        trans = Transform(plate_movement)
        magma_orig = trans.magma()
        trans.cycle_turn()
        trans.cycle_turn()
        tension1 = trans.tension()
        self.assertEqual(magma_orig, trans.magma())
        trans.cycle_turn()
        trans.cycle_turn()
        self.assertLess(tension1, trans.tension())
        self.assertEqual(magma_orig, trans.magma())

        # Check inactive
        inactive = Inactive()
        magma_orig = inactive.magma()
        tension_orig = inactive.tension()
        for i in xrange(100):
            inactive.cycle_turn()
        self.assertEqual(magma_orig, inactive.magma())
        self.assertEqual(tension_orig, inactive.tension())
Esempio n. 6
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    def test_world(self):
    ###########################################################################
        from configuration import Configuration
        from world_factory import create_world

        Configuration._create()

        world = create_world()

        grant_access(self, World.ALLOW_CYCLE_TURN)

        # Test cycle turn
        time1_val = int(world.time().season())
        world.cycle_turn()
        time2 = world.time()
        self.assertEqual(time1_val + 1, int(time2.season()))
Esempio n. 7
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File: city.py Progetto: jgfouca/baal
    def __init_impl(self, name, location):
        ###########################################################################
        self.__name = name
        self.__rank = 1
        self.__population = City._CITY_STARTING_POP
        self.__next_rank_pop = self.__population * City._CITY_RANK_UP_MULTIPLIER
        self.__prod_bank = 0.0
        self.__location = location
        self.__defense = 1
        self.__famine = False

        from world_tile import WorldTile, allow_build_infra
        from world import World

        grant_access(self, WorldTile.ALLOW_WORK)
        grant_access(self, World.ALLOW_PLACE_CITY)
        allow_build_infra(self)
Esempio n. 8
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    def test_player(self):
        ###########################################################################
        # Change to raising handler for unit-testing
        set_prequire_handler(raising_prequire_handler)

        Configuration._create()
        player = Player()
        spell = "hot"

        exp_needed = player.next_level_cost() - player.exp()

        self.assertRaises(ProgramError, player.gain_exp, exp_needed)

        grant_access(self, Player.ALLOW_GAIN_EXP)
        player.gain_exp(exp_needed)
        self.assertEqual(player.level(), 2)

        from spell_factory import SpellFactory

        hot_spell_1 = SpellFactory.create_spell(spell, 1)

        # TODO - Uncomment once Talents are implemented
        #self.assertRaises(UserError, player.verify_cast, hot_spell_1)

        self.assertRaises(ProgramError, player.learn, spell)
        grant_access(self, Player.ALLOW_LEARN)
        player.learn(spell)

        player.verify_cast(hot_spell_1)

        self.assertRaises(ProgramError, player.cast, hot_spell_1)
        grant_access(self, Player.ALLOW_CAST)
        player.cast(hot_spell_1)

        self.assertEqual(player.mana(), player.max_mana() - hot_spell_1.cost())
Esempio n. 9
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    def __init__(self):
        ###########################################################################
        """
        Do not call. Use free function to get a handle to an Engine
        """
        # Dump imports here to avoid circular imports
        from interface import create_interface
        from world_factory import create_world
        from player import Player
        from player_ai import PlayerAI
        from world import World

        grant_access(self, Player.ALLOW_CYCLE_TURN)
        grant_access(self, PlayerAI.ALLOW_CYCLE_TURN)
        grant_access(self, World.ALLOW_CYCLE_TURN)

        # This should only be invoked through _instance which should only
        # be invoked through engine(). We cannot use the check_access system
        # here because that system cannot be used to grant access to a free
        # function.
        check_callers(["_instance", "engine"])

        self.__interface = create_interface()
        self.__world = create_world()
        self.__player = Player()
        self.__ai_player = PlayerAI(self.__world)
        self.__quit = False
Esempio n. 10
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# Internal-only
#

_DEFAULT_WORLD_CONFIG = "1"  # Hardcoded world 1


###############################################################################
class _WorldFactoryBase(object):
    ###############################################################################
    """
    Only used to allow all subclasses to have create-city access
    """
    pass


grant_access(_WorldFactoryBase, World.ALLOW_PLACE_CITY)


###############################################################################
class _WorldFactoryHardcoded(_WorldFactoryBase):
    ###############################################################################

    ###########################################################################
    def __init__(self, config):
        ###########################################################################
        self.__worldnum = int(config)

    ###########################################################################
    def create(self):
        ###########################################################################
        if (self.__worldnum == 1):
Esempio n. 11
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        else:
            prequire(extra_args is not None and len(extra_args) == 1,
                     "Expect spell name in extra_args")

            spell_name = extra_args[0]
            spell = SpellFactory.create_spell(spell_name)

            help_str = cls._GRAPHICAL_USAGE
            help_str += "\nDescription of %s spell:\n" % spell_name
            help_str += spell.info() + "\n"
            help_str += "Player has skill level %d in this spell\n" % \
                engine().player().spell_skill(spell_name)

            return help_str

grant_access(_CastCommand, Player.ALLOW_CAST)
grant_access(_CastCommand, Player.ALLOW_GAIN_EXP)

###############################################################################
class _LearnCommand(Command):
###############################################################################

    # Class variables
    _NAME            = "learn"
    _ALIASES         = ("l",)
    _TEXT_USAGE      = \
"""%s <spell-name>
  Player learns spell of type <spell-name>. If spell already known, then
  skill in this spell is increased by one.
""" % _NAME
    _GRAPHICAL_USAGE = \
Esempio n. 12
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        self.__cities.append(city)

        tile = self.tile(location)
        tile.place_city(city)

    ###########################################################################
    def __remove_city_impl_world(self, city):
    ###########################################################################
        check_access(self.ALLOW_REMOVE_CITY)

        self.__cities.remove(city)

        self.tile(city.location()).remove_city()

grant_access(World, WorldTile.ALLOW_CYCLE_TURN)

#
# Tests
#

###############################################################################
class TestWorld(unittest.TestCase):
###############################################################################

    ###########################################################################
    def test_world(self):
    ###########################################################################
        from configuration import Configuration
        from world_factory import create_world