def test_one_winner_with_one_multiple_same_value_card(self): #init player 1 cards_player1 = [] cards_player1.append(Card(0, 1)) cards_player1.append(Card(3, 10)) hand_player1 = Hand(cards_player1) player1 = Player("Player 1", hand_player1) # init player 2 cards_player2 = [] cards_player2.append(Card(2, 9)) cards_player2.append(Card(1, 8)) hand_player2 = Hand(cards_player2) player2 = Player("Player 2", hand_player2) #init Table cards_table = [] cards_table.append(Card(0, 3)) cards_table.append(Card(1, 8)) cards_table.append(Card(2, 4)) cards_table.append(Card(0, 7)) cards_table.append(Card(0, 2)) players = [] players.append(player1) players.append(player2) pack = Pack() table = Table(players, pack) table.set_cards(cards_table) expected_winner = [] expected_winner.append(player2) self.assertEqual(expected_winner, get_winners(players, table))
def read_player(self): if not self.read_boolean(): return None return Player(self.read_long(), self.read_boolean(), self.read_string(), self.read_boolean(), self.read_int(), self.read_enum(Faction))
def __init__(self): self.world = World(10) self.gridWidth = 15 self.gridHeight = 20 self.playerSize = 0.5 self.speed = 0.03 self.killLine = -0.1 self.platforms = [Platform(PhysicsVector(0, 0, 0), PhysicsVector(gridWidth, 0, 0))] self.minPlatformWidth = 1.0 self.maxPlatformWidth = 6.0 self.maxPlatformGaps = 8.0 self.probabilityOfNoPlatforms = 0.2 self.gapProbability = 0.8 self.lastLevelGenerated = 0 self.skipped = 0 self.maxConsecutiveSkips = 2 self.player = Player( PhysicsVector(self.gridWidth / 3.0, 0, self.gridHeight / 2.0), PhysicsVector(0, 0, 0) ) self.world.objects = [self.player] self.generateUntilLevel(int(self.gridHeight) - 5)
def test_valid(): factory = WorldGetter(3) player = Player(factory.get_player()) map_graph = Map(factory.get_map()) objects = Objects(factory.get_objects()) strategy = Strategy(player, map_graph, objects) strategy.get_invalid_pos = lambda x: {} reserv_pos = { 1: { 0: Position(None, 1, 3), 1: Position(2), 2: Position(None, 12, 1) }, 2: { 0: Position(None, 2, 2), 1: Position(None, 2, 1), 2: Position(None, 2, 2) } } strategy.trains_reservations = reserv_pos train = objects.trains[1] print(strategy.valid(train, Position(None, 1, 1), Position(1)))
def __init__(self, base, mapNo): self.isListening = False # Holds rigid bodies, joints, controls global params self.world = OdeWorld() self.world.setGravity(0, 0, -9.8) st = SurfaceType() st.load(self.world) del st self.contactgroup = OdeJointGroup() self.space = OdeHashSpace() self.space.setAutoCollideWorld(self.world) self.space.setAutoCollideJointGroup(self.contactgroup) self.space.setCollisionEvent(EventType.ODE_COLLISION) base.accept(EventType.ODE_COLLISION, self.onCollision) self.ball = Ball(self.world, self.space, "Johanneksen pallo") self.level = Level(self, mapNo) self.player = Player("Johannes") self.camera = Camera(base, self.ball)
def test_base(): factory = WorldGetter(3) _map = Map(factory.get_map()) _map.pos = factory.get_pos() objects = Objects(factory.get_objects()) player = Player(factory.get_player()) i = 30 gui = GUI(player, _map, objects, None) gui.fps = 30 gui.paused = True while player.is_alive: gui.turn() if gui.paused == False: objects.trains[1].line_idx = 1 if objects.trains[1].position == 4: objects.trains[1].speed = -1 elif objects.trains[1].position == 0: objects.trains[1].speed = 1 objects.trains[1].position += objects.trains[1].speed objects.trains[1].line_idx = 10 if objects.trains[2].position == 5: objects.trains[2].speed = -1 elif objects.trains[2].position == 0: objects.trains[2].speed = 1 objects.trains[2].position += objects.trains[2].speed if i > 0: i -= 1 else: player.is_alive = False gui.close()
def testGetMinutesMalikBeasley(): player = Player("1627736", "Malik Beasley", "Minnesota Timberwolves") actual = playerService.get2020Minutes(player.id) assert actual == [ TeamMinutes('Minnesota Timberwolves', 463), TeamMinutes('Denver Nuggets', 746) ]
def create_player(nicks, tokens): players = [] for i in range(len(nicks)): players.append(Player(nicks[i], tokens[i])) return players
def create_new_character(self, name, classtype): # Kolla ifall namnet redan finns. Om ja, returnera False. Annars skapa ny player och returnera True if self.get_character_by_name(name): return False else: self.list_of_characters.append(Player(name, classtype)) self.save_list_characters() return True
def get_world(): factory = WorldGetter(3) player = Player(factory.get_player()) map_ = Map(factory.get_map()) map_.pos = factory.get_pos() objects = Objects(factory.get_objects()) return World(player, map_, objects)
def enterPlayer(self, ctx: dgdlParser.PlayerContext): data = str(ctx.getText()) player = Player() if str(ctx.NAME()) in data: player.name = StringParser.between(data, str(ctx.NAME()) + COLON, COMMA if (ctx.roles()) else CLOSE_BRACE) if ctx.roles(): roles = self.visit(ctx.roles()) player.roles = roles self.game.players.list.append(player)
def __init__(self): self.fps = 60 self.towers_position = [] self.enemies_positions = [] self.game_player = Player("Player 1", 0, 100) self.main_window = MainWindow(self.game_player) self.timer = QTimer() self.timer.timeout.connect(self.main_window.updateUI) self.timer.start(self.REFRESH_RATE) self.start_game()
def init_table(number_players): #initialise pack of card""" pack = init_pack() #initialise players""" i = 1 players = [] while i <= number_players: players.append(Player("Player " + str(i), Hand(remove_cards(2, pack)))) i += 1 return Table(players, pack)
def multi_login(self, name, game_name='Conway', num_players=4, security_key=None): message = {"name": name, "game": game_name, "num_players": num_players} if security_key: message.update({"security_key": security_key}) response = self.write_message('LOGIN', message) assert (response[0] == 0) return Player(response[1])
def read_player(self): if not self.read_boolean(): return None return Player(self.read_long(), self.read_boolean(), self.read_string(), self.read_int(), self.read_boolean(), self.read_double(), self.read_double(), self.read_double(), self.read_double(), self.read_double(), self.read_double(), self.read_boolean(), self.read_boolean())
def init(self): Logic.init(self) # Init state of the game... self.player = Player(50, 50, "@", self.msgBus)#, aiType=AIType.AIType_Zombie) self.addEntity(self.player) # Force camera to follow player entity msg = Message(sender=self, target=None, msgType=MsgType.eMsgType_CameraFollowEntity, data=self.player) self.msgBus.postMessage(msg) self.generateMap(100, 100)
def read_player(self): flag = self.read_signed_byte() if flag == 0: return None if flag == 127: return self.previous_player_by_id[self.read_long()] player = Player(self.read_long(), self.read_boolean(), self.read_boolean(), self.read_int(), self.read_int()) self.previous_player_by_id[player.id] = player return player
def read_player(self): flag = self.read_signed_byte() if flag == 0: return None if flag == 100: return self.player_by_id[self.read_long()] player = Player(self.read_long(), self.read_boolean(), self.read_string(), self.read_boolean(), self.read_int(), self.read_enum(Faction)) self.player_by_id[player.id] = player return player
def game_on(): deck = Deck() deck.shuffleCards() playerOne = Player('Tom') playerTwo = Player('Jerry') playerOne.addCards(deck.all_cards[:26]) playerTwo.addCards(deck.all_cards[26:]) playerOne.displayCards() playerTwo.displayCards() print("Game On") round = 0 war = [] while True: round += 1 print(f'Round {round}') war.extend([playerOne.all_cards[0], playerTwo.all_cards[0]]) if playerOne.all_cards[0].value == playerTwo.all_cards[0].value: pass elif playerOne.all_cards[0].value > playerTwo.all_cards[0].value: print(f"Advantage for player {playerOne.name}") playerOne.addCards(war) war = [] else: print(f"Advantage for player {playerTwo.name}") playerTwo.addCards(war) war = [] playerOne.removeCard() playerTwo.removeCard() print( f"{playerOne.name}: {len(playerOne.all_cards)}, {playerTwo.name}: {len(playerTwo.all_cards)}" ) if len(playerOne.all_cards) == 0: print(f"{playerTwo.name} wins!") break elif len(playerTwo.all_cards) == 0: print(f"{playerOne.name} wins!") break
def test_updateWorld(self): physics = Physics() location = PhysicsVector(5, 0, 50) velocity = PhysicsVector(0, 0, 0) player = Player(location, velocity) world = World(5) dt = 3 world.objects.append(player) physics.updateWorld(player, world, dt) self.assertTrue(player.velocity.x == 0) self.assertTrue(player.velocity.y == 0) self.assertTrue(player.velocity.z == -15)
def getAllPlayers(_): players = {} stats = NbaStats( requests.get(ALL_PLAYERS_PATH, headers=NBA_STATS_HEADERS).json()) idColumnIndex = stats.getColumnIndex('PERSON_ID') nameColumnIndex = stats.getColumnIndex('DISPLAY_FIRST_LAST') teamCityColumnIndex = stats.getColumnIndex('TEAM_CITY') teamNameColumnIndex = stats.getColumnIndex('TEAM_NAME') for row in stats.getRows(): playerName = row[nameColumnIndex] players[playerName] = Player( row[idColumnIndex], playerName, row[teamCityColumnIndex] + ' ' + row[teamNameColumnIndex]) return players
def __init__(self, num_tiles, num_mines): super(MineSweeper, self).__init__() self.n = num_tiles self.num_mines = num_mines self.player = Player() self.setWindowTitle("Minesweeper") squareGame = QAction("&Square", self) squareGame.triggered.connect(self.generate_square_map) hexGame = QAction("&Hexagonal", self) hexGame.triggered.connect(self.generate_hex_map) coloredGame = QAction("&Colored", self) coloredGame.triggered.connect(self.generate_colored_map) quitGame = QAction("&Quit", self) quitGame.triggered.connect(self.quit_game) self.statusBar() mainMenu = self.menuBar() gameMenu = mainMenu.addMenu('&Game') gameMenu.addAction(squareGame) gameMenu.addAction(hexGame) gameMenu.addAction(coloredGame) gameMenu.addAction(quitGame) w = QWidget() self.clock = QLabel() self.clock.setAlignment(Qt.AlignHCenter | Qt.AlignVCenter) self.clock.setText("000") self.grid = QGridLayout() self.grid.setSpacing(5) self.gameStatus = 1 vb = QVBoxLayout() vb.addWidget(self.clock) vb.addLayout(self.grid) w.setLayout(vb) self.setCentralWidget(w) self.show()
def read_players(self): player_count = self.read_int() if player_count < 0: return None players = [] for player_index in range(player_count): if self.read_boolean(): player = Player(self.read_string(), self.read_int(), self.read_boolean()) players.append(player) else: players.append(None) return players
def read_player(self): flag = self.read_signed_byte() if flag == 0: return None if flag == 127: return self.previous_player_by_id[self.read_long()] player = RemoteProcessClient.PLAYER_STRUCT.unpack(self.read_bytes(50)) player = Player(player[0], player[1] != 0, player[2] != 0, player[3], player[4], player[5], player[6], player[7], player[8], player[9]) self.previous_player_by_id[player.id] = player return player
def test_detectPlatformCollision(self): physics = Physics() platform_start = PhysicsVector(3, 0, 5) platform_end = PhysicsVector(6, 0, 5) platform = Platform(platform_start, platform_end, 0) dt = 3 location = PhysicsVector(4, 0, 6) velocity = PhysicsVector(0, 0, -1) player = Player(location, velocity) potentialLocation = physics.computePotentialLocation(player, dt) actual = physics.detectPlatformCollision(player, potentialLocation, platform) self.assertTrue(actual)
def read_player(self): flag = self.read_signed_byte() if flag == 0: return None if flag == 127: return self.previous_player_by_id[self.read_long()] byte_array = self.read_bytes(50) player = struct.unpack( RemoteProcessClient.BYTE_ORDER_FORMAT_STRING + "q2b3iqi2d", byte_array) player = Player(player[0], player[1] != 0, player[2] != 0, player[3], player[4], player[5], player[6], player[7], player[8], player[9]) self.previous_player_by_id[player.id] = player return player
def _get_players(self, details): """ Get all of the player names, heroes, IDs, team affiliation, and win/loss. """ parsed_players = [] players = details['m_playerList'] for player in players: name = player['m_name'] hero = player['m_hero'] team_id = player['m_teamId'] working_slot_id = player['m_workingSetSlotId'] result = player['m_result'] parsed_player = Player( name=name, hero=hero, team=team_id, id=working_slot_id, winner=(result == 1), ) parsed_players.append(parsed_player) return parsed_players
def initialize_players(n_players, start_square): players = [] for i in range(n_players): new_player = Player(i, start_square) players.append(new_player) return players
def login(self, name): response = self.write_message('LOGIN', {"name": name})[1] return Player(response)
def playerSoupToPlayer(self, soupPlayer, teamName): name = soupPlayer.contents[1].find_all( 'span')[1].contents[0].contents[0] rating = int(soupPlayer.contents[2].contents[0].contents[0]) return Player(name, teamName, rating)