コード例 #1
0
def test_custom_board_init(monkeypatch):
    board = Board.create([0, 1, 2, 3, 4], 1, 5, 10, 3)

    # Redundant asserts
    assert board.players == [0, 1, 2, 3, 4]
    assert board.pieces_per_player == 1
    assert board.board_sides == 5
    assert board.board_side_length == 10
    assert board.finish_zone_length == 3

    # Consistency asserts
    assert board.player_shift == board.board_side_length * board.board_sides // len(
        board.players
    )
    assert board.path_zone_length == len(board.players) * board.player_shift
    assert (
        board.end_progress
        == board.player_shift * len(board.players) + board.finish_zone_length + 1
    )
    assert len(board.pieces) == len(board.players) * board.pieces_per_player

    # Explicit asserts
    assert board.pieces == [
        Piece(0, 0, 0),
        Piece(0, 1, 0),
        Piece(0, 2, 0),
        Piece(0, 3, 0),
        Piece(0, 4, 0),
    ]
コード例 #2
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def test_do_not_move_piece_to_end_on_bigger_dice(monkeypatch):
    # Given we have started the game and a piece is in the safe zone
    board = Board.create(players=[0, 2], pieces_per_player=1)
    state = GameState.create(board)
    dice = Dice()
    monkeypatch.setattr(dice, "roll", lambda: 5)
    game = GameEngine(board, dice)

    state.board.pieces[0].progress = board.end_progress - 3

    # When we roll the dice with 5 which is bigger then we need to
    # get to the goal
    new_state = game.play(GameMove.roll_dice(player=0))

    # Then the piece should not go to the goal and it should be the
    # next player turn
    assert new_state == game.get_state()
    assert new_state.number == 1
    assert new_state.dice == 5
    assert new_state.valid_actions == [
        GameMove.roll_dice(player=2),
    ]
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=board.end_progress - 3),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.winners == []
コード例 #3
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def test_board_is_on_target():
    board = Board.create()

    p0_on_target = board.is_on_target(piece=Piece(number=0, player=0, progress=61))
    assert not p0_on_target

    p0_on_target = board.is_on_target(piece=Piece(number=0, player=0, progress=62))
    assert p0_on_target

    p0_on_target = board.is_on_target(piece=Piece(number=0, player=0, progress=66))
    assert not p0_on_target
コード例 #4
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def test_board_is_on_start():
    board = Board.create()

    p0_on_start = board.is_on_start(piece=Piece(number=0, player=0, progress=0))
    assert p0_on_start

    p0_on_start = board.is_on_start(piece=Piece(number=0, player=0, progress=1))
    assert not p0_on_start

    p0_on_start = board.is_on_start(piece=Piece(number=0, player=0, progress=2))
    assert not p0_on_start
コード例 #5
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def test_board_is_on_finish():
    board = Board.create()

    p0_on_finish = board.is_on_finish(piece=Piece(number=0, player=0, progress=56))
    assert not p0_on_finish

    p0_on_finish = board.is_on_finish(piece=Piece(number=0, player=0, progress=61))
    assert p0_on_finish

    p0_on_finish = board.is_on_finish(piece=Piece(number=0, player=0, progress=62))
    assert not p0_on_finish
コード例 #6
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def test_board_is_on_path():
    board = Board.create()

    p0_on_path = board.is_on_path(piece=Piece(number=0, player=0, progress=0))
    assert not p0_on_path

    p0_on_path = board.is_on_path(piece=Piece(number=0, player=0, progress=1))
    assert p0_on_path

    p0_on_path = board.is_on_path(piece=Piece(number=0, player=0, progress=10))
    assert p0_on_path

    p0_on_path = board.is_on_path(piece=Piece(number=0, player=0, progress=61))
    assert not p0_on_path
コード例 #7
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 def __on_piece_out(self, piece: Piece, dice: int) -> GameState:
     assert self.state.board.is_on_start(piece)
     assert dice == 6
     piece.progress = 1
     self.__knock_out_other_players(piece)
     self.state.valid_actions = [GameMove.roll_dice(piece.player)]
     self.state.number = self.state.number + 1
     return self.state
コード例 #8
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def test_board_relative_position():
    board = Board.create()

    # Test relative position for each player
    rel_pos_p0 = board.relative_position(piece=Piece(number=0, player=0, progress=20))
    assert rel_pos_p0 == 20

    rel_pos_p1 = board.relative_position(piece=Piece(number=0, player=1, progress=20))
    assert rel_pos_p1 == 34

    rel_pos_p2 = board.relative_position(piece=Piece(number=0, player=2, progress=20))
    assert rel_pos_p2 == 48

    rel_pos_p3 = board.relative_position(piece=Piece(number=0, player=3, progress=20))
    assert rel_pos_p3 == 6

    # Test a position outside of path_zone
    with pytest.raises(Exception):
        board.relative_position(piece=Piece(number=0, player=0, progress=61))
コード例 #9
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def test_2_players_board_init(monkeypatch):
    """Make sure if we have just two players in a 4 corner board for them
      to be at the opposite corners instead of next to each other.
    """
    board = Board.create([1, 3])

    # Redundant asserts
    assert board.players == [1, 3]

    # Defaults asserts
    assert board.pieces_per_player == 4
    assert board.board_sides == 4
    assert board.board_side_length == 14
    assert board.finish_zone_length == 5

    # Consistency asserts
    assert board.player_shift == board.board_side_length * board.board_sides // len(
        board.players
    )
    assert board.path_zone_length == len(board.players) * board.player_shift
    assert (
        board.end_progress
        == board.player_shift * len(board.players) + board.finish_zone_length + 1
    )
    assert len(board.pieces) == len(board.players) * board.pieces_per_player

    # Explicit asserts
    assert board.pieces == [
        Piece(0, 1, 0),
        Piece(1, 1, 0),
        Piece(2, 1, 0),
        Piece(3, 1, 0),
        Piece(0, 3, 0),
        Piece(1, 3, 0),
        Piece(2, 3, 0),
        Piece(3, 3, 0),
    ]
コード例 #10
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    def __on_move_piece(self, piece: Piece, dice: int) -> GameState:
        def __is_winning(piece: Piece) -> bool:
            winner = True
            for _piece in self.state.board.pieces:
                if _piece.player == piece.player:
                    winner = winner and _piece.progress == self.state.board.end_progress
            return winner

        b = self.state.board
        if piece.progress + dice < b.end_progress + 1:
            piece.progress = piece.progress + dice
            if b.is_on_path(piece):
                self.__knock_out_other_players(piece)

        if __is_winning(piece):
            self.state.winners.append(piece.player)
            if len(self.state.winners) >= len(b.players) - 1:
                self.state.valid_actions = []
        else:
            self.state.valid_actions = [self.__on_end_move()]

        self.state.number = self.state.number + 1
        return self.state
コード例 #11
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def test_3_players_6_corner_board_init(monkeypatch):
    """Make sure if we have just 3 players in a 5 corner board for them
      to be at the opposite corners instead of next to each other.
    """
    board = Board.create([0, 2, 3], board_sides=6, board_side_length=9)

    # Redundant asserts
    assert board.players == [0, 2, 3]
    assert board.board_sides == 6
    assert board.board_side_length == 9

    # Defaults asserts
    assert board.finish_zone_length == 5
    assert board.pieces_per_player == 4

    # Consistency asserts
    assert board.player_shift == board.board_side_length * board.board_sides // len(
        board.players
    )
    assert board.path_zone_length == len(board.players) * board.player_shift
    # end_progress == path_zone_length + finish_zone_length + 1 THAT IS
    # end_progress == (board_sides * board_side_length) + finish_zone_length + 1
    assert (
        board.end_progress
        == board.player_shift * len(board.players) + board.finish_zone_length + 1
    )
    assert len(board.pieces) == len(board.players) * board.pieces_per_player

    # Explicit asserts
    assert board.pieces == [
        Piece(0, 0, 0),
        Piece(1, 0, 0),
        Piece(2, 0, 0),
        Piece(3, 0, 0),
        Piece(0, 2, 0),
        Piece(1, 2, 0),
        Piece(2, 2, 0),
        Piece(3, 2, 0),
        Piece(0, 3, 0),
        Piece(1, 3, 0),
        Piece(2, 3, 0),
        Piece(3, 3, 0),
    ]
コード例 #12
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def test_default_board_init(monkeypatch):
    board = Board.create()

    # Defaults asserts
    assert board.players == [0, 1, 2, 3]
    assert board.pieces_per_player == 4
    assert board.board_sides == 4
    assert board.board_side_length == 14
    assert board.finish_zone_length == 5

    # Consistency asserts
    assert board.player_shift == 14
    assert (
        board.end_progress
        == board.player_shift * len(board.players) + board.finish_zone_length + 1
    )
    assert len(board.pieces) == len(board.players) * board.pieces_per_player

    # Explicit asserts
    assert list(filter(lambda p: p.player == 0, board.pieces)) == [
        Piece(0, 0, 0),
        Piece(1, 0, 0),
        Piece(2, 0, 0),
        Piece(3, 0, 0),
    ]
    assert list(filter(lambda p: p.player == 1, board.pieces)) == [
        Piece(0, 1, 0),
        Piece(1, 1, 0),
        Piece(2, 1, 0),
        Piece(3, 1, 0),
    ]
    assert list(filter(lambda p: p.player == 2, board.pieces)) == [
        Piece(0, 2, 0),
        Piece(1, 2, 0),
        Piece(2, 2, 0),
        Piece(3, 2, 0),
    ]
    assert list(filter(lambda p: p.player == 3, board.pieces)) == [
        Piece(0, 3, 0),
        Piece(1, 3, 0),
        Piece(2, 3, 0),
        Piece(3, 3, 0),
    ]
コード例 #13
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def test_do_move_take_out_of_home_and_knock_out(monkeypatch):
    dice4 = Dice()
    monkeypatch.setattr(dice4, "roll", lambda: 4)
    dice6 = Dice()
    monkeypatch.setattr(dice6, "roll", lambda: 6)

    b = Board.create(players=[0, 1], pieces_per_player=1)
    g = GameEngine(b)
    assert GameMove.roll_dice(0) in g.state.valid_actions

    g.dice = dice4
    s = g.play(GameMove.roll_dice(0))
    assert GameMove.roll_dice(1) in s.valid_actions

    g.dice = dice6
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.piece_out(1, 0))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 1)]
    assert s.valid_actions == [GameMove.roll_dice(1)]

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 7)]
    assert s.valid_actions == [GameMove.roll_dice(1)]

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 13)]
    assert s.valid_actions == [GameMove.roll_dice(1)]

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 19)]
    assert s.valid_actions == [GameMove.roll_dice(1)]

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 25)]
    assert s.valid_actions == [GameMove.roll_dice(1)]

    g.dice = dice4
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 4))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 29)]
    assert s.valid_actions == [GameMove.roll_dice(0)]

    g.dice = dice6
    s = g.play(GameMove.roll_dice(0))
    assert GameMove.piece_out(0, 0) in s.valid_actions
    s = g.play(GameMove.piece_out(0, 0))

    assert s.board.pieces == [Piece(0, 0, 1), Piece(0, 1, 0)]
コード例 #14
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def test_play_until_the_end_two_players_once_piece(monkeypatch):
    # Given we have started the game
    board = Board.create(players=[0, 2], pieces_per_player=1)
    state = GameState.create(board)
    dice = Dice()
    monkeypatch.setattr(dice, "roll", lambda: 6)
    game = GameEngine(board, dice)

    # When we roll the dice
    new_state = game.play(GameMove.roll_dice(player=0))

    # Then the state should be as expected
    assert new_state == game.get_state()
    assert new_state.number == 1
    assert new_state.dice == 6
    assert new_state.valid_actions == [
        GameMove.piece_out(player=0, piece=0, dice=6),
    ]

    # And When we play getting out with the first peice
    new_state = game.play(GameMove.piece_out(player=0, piece=0, dice=6))
    # Then the first piece should be out
    assert new_state.current_player == 0
    assert new_state.number == 2
    assert new_state.dice == 6
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=1),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.valid_actions == [GameMove.roll_dice(player=0)]

    # And When we row the dice again with 6
    new_state = game.play(GameMove.roll_dice(player=0))
    # Then we should should be able to move the piece forward
    assert new_state.number == 3
    assert new_state.dice == 6
    assert new_state.valid_actions == [GameMove.move_piece(player=0, piece=0, dice=6)]

    # And When we move the piece
    new_state = game.play(GameMove.move_piece(player=0, piece=0, dice=6))
    # Then it should go forward and we should be able to roll the dice again
    assert new_state.number == 4
    assert new_state.winners == []
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=7),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.valid_actions == [GameMove.roll_dice(player=0)]

    # And When we roll the dice again with 6
    new_state = game.play(GameMove.roll_dice(player=0))
    # Then we should be able to move the piece forward
    assert new_state.dice == 6
    assert new_state.number == 5
    assert new_state.valid_actions == [GameMove.move_piece(player=0, piece=0, dice=6)]

    # And When we move the piece
    new_state = game.play(GameMove.move_piece(player=0, piece=0, dice=6))
    # Then the piece should go forward and we should be able to roll the dice again
    assert new_state.number == 6
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=13),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.winners == []
    assert new_state.valid_actions == [GameMove.roll_dice(player=0)]

    # And When we position the piece toward the end of the board
    new_state.board.pieces[0].progress = board.end_progress - 6

    # And When we roll the dice again with 6
    new_state = game.play(GameMove.roll_dice(player=0))
    # Then we should be able to move the piece forward into the safe zone and to the goal
    assert new_state.dice == 6
    assert new_state.number == 7
    assert new_state.valid_actions == [GameMove.move_piece(player=0, piece=0, dice=6)]

    # And When we move the piece
    new_state = game.play(GameMove.move_piece(player=0, piece=0, dice=6))
    # Then the piece should go forward and we should be able to roll the dice again
    assert new_state.number == 8
    assert new_state.board.pieces == [
        Piece(number=0, player=0, progress=board.end_progress),
        Piece(number=0, player=2, progress=0),
    ]
    assert new_state.winners == [0]
    assert new_state.valid_actions == []
コード例 #15
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def test_move_blocked(monkeypatch):
    dice1 = Dice()
    monkeypatch.setattr(dice1, "roll", lambda: 1)
    dice5 = Dice()
    monkeypatch.setattr(dice5, "roll", lambda: 5)
    dice6 = Dice()
    monkeypatch.setattr(dice6, "roll", lambda: 6)

    b = Board.create(players=[0, 1], pieces_per_player=2)
    g = GameEngine(b)
    assert GameMove.roll_dice(0) in g.state.valid_actions

    g.dice = dice5
    s = g.play(GameMove.roll_dice(0))
    assert GameMove.roll_dice(1) in s.valid_actions

    g.dice = dice6
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.piece_out(1, 0))
    assert s.board.pieces == [Piece(0, 0), Piece(1, 0), Piece(0, 1, 1), Piece(1, 1)]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.piece_out(1, 1))
    assert s.board.pieces == [Piece(0, 0), Piece(1, 0), Piece(0, 1, 1), Piece(1, 1, 1)]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 6))
    assert s.board.pieces == [Piece(0, 0), Piece(1, 0), Piece(0, 1, 7), Piece(1, 1, 7)]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 6))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 13),
        Piece(1, 1, 13),
    ]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 6))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 19),
        Piece(1, 1, 19),
    ]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 6))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 25),
        Piece(1, 1, 25),
    ]
    assert GameMove.roll_dice(1) in s.valid_actions

    g.dice = dice5
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 5))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 30),
        Piece(1, 1, 25),
    ]
    assert s.valid_actions == [GameMove.roll_dice(0)]

    s = g.play(GameMove.roll_dice(0))

    # i.e. player 0 can't move
    assert s.valid_actions == [GameMove.roll_dice(1)]

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 5))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 30),
        Piece(1, 1, 30),
    ]
    assert s.valid_actions == [GameMove.roll_dice(0)]

    g.dice = dice6
    s = g.play(GameMove.roll_dice(0))
    s = g.play(GameMove.piece_out(0, 0))
    assert s.board.pieces == [
        Piece(0, 0, 1),
        Piece(1, 0),
        Piece(0, 1, 30),
        Piece(1, 1, 30),
    ]
    assert s.valid_actions == [GameMove.roll_dice(0)]

    g.dice = dice1
    s = g.play(GameMove.roll_dice(0))
    # i.e. player 0 can't move: piece 1 is not out, and piece 0 is blocked
    assert s.valid_actions == [GameMove.roll_dice(1)]
コード例 #16
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def test_do_move_and_knock_out(monkeypatch):
    dice1 = Dice()
    monkeypatch.setattr(dice1, "roll", lambda: 1)
    dice5 = Dice()
    monkeypatch.setattr(dice5, "roll", lambda: 5)
    dice6 = Dice()
    monkeypatch.setattr(dice6, "roll", lambda: 6)

    b = Board.create(players=[0, 1], pieces_per_player=1)
    g = GameEngine(b)
    assert GameMove.roll_dice(0) in g.state.valid_actions

    g.dice = dice1
    s = g.play(GameMove.roll_dice(0))
    assert GameMove.roll_dice(1) in s.valid_actions

    g.dice = dice6
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.piece_out(1, 0))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 1)]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 7)]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 13)]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 19)]
    assert GameMove.roll_dice(1) in s.valid_actions

    g.dice = dice5
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 5))
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 24)]
    assert GameMove.roll_dice(0) in s.valid_actions

    g.dice = dice6
    s = g.play(GameMove.roll_dice(0))
    assert GameMove.piece_out(0, 0) in s.valid_actions
    s = g.play(GameMove.piece_out(0, 0))
    assert s.board.pieces == [Piece(0, 0, 1), Piece(0, 1, 24)]

    g.dice = dice1
    s = g.play(GameMove.roll_dice(0))
    s = g.play(GameMove.move_piece(0, 0, 1))
    assert s.board.pieces == [Piece(0, 0, 2), Piece(0, 1, 24)]

    g.dice = dice6
    s = g.play(GameMove.roll_dice(1))
    assert GameMove.move_piece(1, 0, 6) in s.valid_actions
    s = g.play(GameMove.move_piece(1, 0, 6))
    # player 1 hits player 0 and sends her home
    assert s.board.pieces == [Piece(0, 0, 0), Piece(0, 1, 30)]
コード例 #17
0
def test_do_move_blocked_out_of_home(monkeypatch):
    dice4 = Dice()
    monkeypatch.setattr(dice4, "roll", lambda: 4)
    dice6 = Dice()
    monkeypatch.setattr(dice6, "roll", lambda: 6)

    b = Board.create(players=[0, 1], pieces_per_player=2)
    g = GameEngine(b)
    assert GameMove.roll_dice(0) in g.state.valid_actions

    g.dice = dice4
    s = g.play(GameMove.roll_dice(0))
    assert GameMove.roll_dice(1) in s.valid_actions

    g.dice = dice6
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.piece_out(1, 0))
    assert s.board.pieces == [Piece(0, 0), Piece(1, 0), Piece(0, 1, 1), Piece(1, 1)]
    assert GameMove.roll_dice(1) in s.valid_actions

    g.dice = dice6
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.piece_out(1, 1))
    assert s.board.pieces == [Piece(0, 0), Piece(1, 0), Piece(0, 1, 1), Piece(1, 1, 1)]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 6))
    assert s.board.pieces == [Piece(0, 0), Piece(1, 0), Piece(0, 1, 7), Piece(1, 1, 7)]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 6))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 13),
        Piece(1, 1, 13),
    ]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 6))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 19),
        Piece(1, 1, 19),
    ]
    assert GameMove.roll_dice(1) in s.valid_actions

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 6))
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 6))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 25),
        Piece(1, 1, 25),
    ]
    assert GameMove.roll_dice(1) in s.valid_actions

    g.dice = dice4
    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 0, 4))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 29),
        Piece(1, 1, 25),
    ]
    assert s.valid_actions == [GameMove.roll_dice(0)]

    s = g.play(GameMove.roll_dice(0))

    # i.e. player 0 can't move
    assert s.valid_actions == [GameMove.roll_dice(1)]

    s = g.play(GameMove.roll_dice(1))
    s = g.play(GameMove.move_piece(1, 1, 4))
    assert s.board.pieces == [
        Piece(0, 0),
        Piece(1, 0),
        Piece(0, 1, 29),
        Piece(1, 1, 29),
    ]
    assert s.valid_actions == [GameMove.roll_dice(0)]
    assert s.board.pieces == [
        Piece(0, 0, 0),
        Piece(1, 0, 0),
        Piece(0, 1, 29),
        Piece(1, 1, 29),
    ]

    g.dice = dice6
    s = g.play(GameMove.roll_dice(0))

    # i.e. player 0 can't move, but since she drew 6, repeats turn
    assert s.current_player == 0
    assert s.valid_actions == [GameMove.roll_dice(0)]