def setUp(self): super().setUp() self.par = self.create_unit('Par', 'army', 'France') self.eng = self.create_unit('ENG', 'fleet', 'France') self.issue_move_order(self.par, 'Bur') self.issue_move_order(self.eng, 'Bel') DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() self.ber = self.create_unit('Ber', 'army', 'Germany') self.pru = self.create_unit('Pru', 'army', 'Russia') self.issue_move_order(self.ber, 'Pru') self.issue_move_order(self.pru, 'Ber') DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def get_turn_processor(game, data): phase = game.current_turn().phase if phase == 'diplomatic': return DiplomaticTurnProcessor(game, data) elif phase == 'retreat': return RetreatTurnProcessor(game, data) elif phase == 'reinforcement': return ReinforcementTurnProcessor(game, data)
def setUp(self): super().setUp() self.mar = self.create_unit('Mar', 'army', 'France') self.gas = self.create_unit('Gas', 'army', 'France') self.bur = self.create_unit('Bur', 'army', 'Germany') self.issue_move_order(self.mar, 'Bur') self.issue_support_order(self.gas, self.mar, 'Bur') DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() self.lvp = self.create_unit('Lvp', 'army', 'England') self.iri = self.create_unit('IRI', 'fleet', 'England') self.mao = self.create_unit('MAO', 'fleet', 'England') self.create_convoy_route(self.lvp, 'Spa', 'NC', convoyers=[self.iri, self.mao]) DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() self.lon = self.create_unit('Lon', 'army', 'England') self.nth = self.create_unit('NTH', 'fleet', 'England') self.bel = self.create_unit('Bel', 'army', 'France') self.eng = self.create_unit('ENG', 'fleet', 'France') self.create_convoy_route(self.lon, 'Bel', convoyers=[self.nth]) self.create_convoy_route(self.bel, 'Lon', convoyers=[self.eng]) DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() self.tun = self.create_unit('Tun', 'army', 'France') self.tys = self.create_unit('TYS', 'fleet', 'France') self.nap = self.create_unit('Nap', 'fleet', 'Italy') self.ion = self.create_unit('ION', 'fleet', 'Italy') self.create_convoy_route(self.tun, 'Nap', convoyers=[self.tys]) self.issue_move_order(self.ion, 'TYS') self.issue_support_order(self.nap, self.ion, 'TYS') DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() self.vie = self.create_unit('Vie', 'army', 'Austria') self.tri = self.create_unit('Tri', 'army', 'Austria') self.ser = self.create_unit('Ser', 'army', 'Austria') self.bud = self.create_unit('Bud', 'army', 'Russia') self.issue_move_order(self.vie, 'Tri') self.issue_move_order(self.ser, 'Bud') self.issue_support_order(self.tri, self.ser, 'Bud') DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() self.lon = self.create_unit('Lon', 'army', 'England') self.eng = self.create_unit('ENG', 'fleet', 'England') self.nth = self.create_unit('NTH', 'fleet', 'England') self.bre = self.create_unit('Bre', 'fleet', 'France') self.iri = self.create_unit('IRI', 'fleet', 'France') self.create_convoy_route(self.lon, 'Bel', convoyers=[self.eng]) self.create_convoy_route(self.lon, 'Bel', convoyers=[self.nth]) self.issue_move_order(self.bre, 'ENG') self.issue_support_order(self.iri, self.bre, 'ENG') DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() self.ber = self.create_unit('Ber', 'army', 'Germany') self.mun = self.create_unit('Mun', 'army', 'Germany') self.pru = self.create_unit('Pru', 'army', 'Russia') self.sil = self.create_unit('Sil', 'army', 'Russia') self.boh = self.create_unit('Boh', 'army', 'Austria') self.tyr = self.create_unit('Tyr', 'army', 'Austria') self.issue_move_order(self.mun, 'Sil') self.issue_move_order(self.pru, 'Ber') self.issue_support_order(self.sil, self.pru, 'Ber') self.issue_move_order(self.boh, 'Mun') self.issue_support_order(self.tyr, self.boh, 'Mun') DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() self.sev = self.create_unit('Sev', 'army', 'Russia') self.rum = self.create_unit('Rum', 'army', 'Russia') self.ser = self.create_unit('Ser', 'army', 'Russia') self.gre = self.create_unit('Gre', 'army', 'Russia') self.bul = self.create_unit('Bul', 'army', 'Turkey') self.bla = self.create_unit('BLA', 'army', 'Turkey') self.issue_move_order(self.sev, 'Rum') self.issue_move_order(self.rum, 'Bul') self.issue_support_order(self.ser, self.rum, 'Bul') self.issue_support_order(self.gre, self.rum, 'Bul') self.issue_move_order(self.bul, 'Rum') self.issue_support_order(self.bla, self.bul, 'Rum') DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() self.set_current_turn(1901, 'fall', 'diplomatic') DiplomaticTurnProcessor(self.game, self.request_data).process_turn()
def setUp(self): super().setUp() DiplomaticTurnProcessor(self.game, self.request_data).process_turn()