Esempio n. 1
0
async def test_play_round_end_round_one_shelter_destroyed(zombie):
    gs = GameState()
    gs.players = [PlayerShelter('0'), PlayerShelter('1'), PlayerShelter('2')]
    gs.supply_deck = [
        Supply.AXE, Supply.AXE, Supply.AXE, Supply.AXE, Supply.AXE, Supply.AXE
    ]
    for player in gs.players:
        player.survivors = [CityCard()]
    gs.players[0].zombies = [zombie]
    gs.active_player = gs.players[0]
    shelter = gs.active_player
    shelter.print = dumper_factory()
    shelter.input = helper_factory(['3', '3'])
    shelter.survivors = [CityCard()]
    shelter.supplies = [Supply.AXE, Supply.BARRICADES, Supply.ALARM]
    await gs.play_round()
    assert len(shelter.supplies) == 0
    assert shelter.defeated
    assert gs.active_player != shelter

    shelter = gs.active_player
    shelter.print = dumper_factory()
    shelter.input = helper_factory(['3', '3'])
    await gs.play_round()
    assert len(shelter.supplies) == 3
    assert not shelter.defeated
    assert gs.active_player != shelter

    shelter = gs.active_player
    shelter.print = dumper_factory()
    shelter.input = helper_factory(['3', '3'])
    await gs.play_round()
    assert len(shelter.supplies) == 3
    assert not shelter.defeated
    assert gs.active_player != shelter
Esempio n. 2
0
def test_get_supplies():
    gs = GameState()
    gs.active_player = PlayerShelter()
    gs.supply_deck = [Supply.AXE, Supply.ALARM, Supply.AXE, Supply.GUN]
    gs.get_supplies()
    assert len(gs.supply_deck) == 1
    assert gs.supply_deck[0] == Supply.GUN
    assert len(gs.active_player.supplies) == 3

    gs = GameState()
    gs.active_player = PlayerShelter()
    gs.supply_deck = [Supply.AXE, Supply.ALARM, Supply.AXE, Supply.GUN]
    gs.active_player.supplies = [Supply.RADIO, Supply.DRONE]
    gs.get_supplies()
    assert len(gs.supply_deck) == 3
    assert gs.supply_deck[0] == Supply.ALARM
    assert len(gs.active_player.supplies) == 3
Esempio n. 3
0
async def test_end_active_player_turn_no_zombies():
    gs = GameState()
    gs.players = [PlayerShelter(), PlayerShelter(), PlayerShelter()]
    survivor_card = CityCard(ZombieType.ZOMBIE)
    survivor_card.flip()
    for player in gs.players:
        player.survivors.append(survivor_card)
    gs.active_player = gs.players[2]
    gs.supply_deck = [Supply.AXE, Supply.ALARM, Supply.AXE, Supply.GUN]
    await gs.end_active_player_turn()
    assert gs.active_player == gs.players[0]
    assert len(gs.players[2].supplies) == 3
Esempio n. 4
0
async def test_play_round():
    gs = GameState()
    gs.players = [PlayerShelter('0'), PlayerShelter('1')]
    gs.players[1].survivors = [CityCard()]
    gs.active_player = gs.players[0]
    gs.supply_deck = [Supply.DRONE, Supply.DRONE]
    shelter = gs.active_player
    shelter.print = dumper_factory()
    shelter.input = helper_factory(['3', '1', '2'])
    shelter.survivors = [CityCard()]
    shelter.supplies = [Supply.AXE, Supply.BARRICADES, Supply.ALARM]
    await gs.play_round()
    assert len(shelter.supplies) == 3
    assert Supply.BARRICADES not in shelter.supplies
    assert Supply.DRONE in shelter.supplies
    assert len(gs.supply_deck) == 1
    assert gs.active_player != shelter
Esempio n. 5
0
async def test_play_round_last_supplies(zombie):
    gs = GameState()
    gs.players = [PlayerShelter('0'), PlayerShelter('1')]
    gs.supply_deck = [Supply.SACRIFICE, Supply.DRONE, Supply.GUN]
    gs.city_deck = [CityCard()]
    gs.players[1].survivors = [CityCard()]
    gs.active_player = gs.players[0]
    shelter = gs.active_player
    shelter.print = dumper_factory()
    shelter.input = helper_factory(['0', '0', '0', 'y'])
    shelter.survivors = [CityCard()]
    shelter.zombies = [zombie]
    shelter.supplies = [Supply.RADIO, Supply.BARRICADES, Supply.ALARM]
    await gs.play_round()
    assert len(shelter.supplies) == 3
    assert gs.final_attack
    assert gs.last_supplies_taken
    assert gs.active_player != shelter
Esempio n. 6
0
async def test_end_active_player_turn_zombies_no_obstacles():
    gs = GameState()
    gs.players = [PlayerShelter(), PlayerShelter(), PlayerShelter()]
    survivor_card = CityCard(ZombieType.ZOMBIE)
    survivor_card.flip()
    for player in gs.players:
        player.survivors.append(survivor_card)
    gs.active_player = gs.players[2]
    gs.active_player.print = dumper_factory()
    gs.active_player.supplies = [Supply.AXE, Supply.ALARM]
    zombie_card = CityCard(ZombieType.ZOMBIE)
    zombie_card.flip()
    gs.active_player.zombies = [zombie_card]
    gs.supply_deck = [Supply.AXE, Supply.ALARM, Supply.AXE, Supply.GUN]
    await gs.end_active_player_turn()
    assert gs.active_player == gs.players[0]
    assert len(gs.players[2].supplies) == 0
    assert len(tests.common.outputs) == 2
Esempio n. 7
0
async def test_end_active_player_turn_zombies_and_alarm(
        fast_zombie, zombie, big_zombie):
    gs = GameState()
    gs.players = [PlayerShelter(), PlayerShelter(), PlayerShelter()]
    survivor_card = CityCard(ZombieType.ZOMBIE)
    for player in gs.players:
        player.survivors.append(survivor_card)
    survivor_card.flip()
    gs.city_deck.append(survivor_card)
    gs.supply_deck = [Supply.AXE, Supply.ALARM, Supply.AXE, Supply.GUN]
    gs.active_player = gs.players[2]
    shelter = gs.active_player
    shelter.obstacles = [Supply.ALARM, Supply.ALARM]
    shelter.zombies = [fast_zombie, zombie, big_zombie]
    shelter.print = dumper_factory()
    shelter.input = helper_factory(['y'])
    await gs.end_active_player_turn()
    assert len(shelter.survivors) == 1
    assert len(shelter.zombies) == 4
    assert len(gs.city_deck) == 0
    assert len(shelter.obstacles) == 1
    assert len(gs.supply_graveyard) == 1
    assert len(shelter.supplies) == 3
    assert len(tests.common.outputs) == 7