async def test_discard_supplies_move(): gs = GameState() gs.players = [PlayerShelter('0'), PlayerShelter('1')] gs.active_player = gs.players[0] shelter = gs.active_player shelter.print = dumper_factory() shelter.input = helper_factory(['3']) shelter.survivors = [CityCard()] shelter.supplies = [Supply.AXE, Supply.BARRICADES, Supply.ALARM] turn_end = await gs.discard_supplies_move(False) assert turn_end assert len(shelter.supplies) == 0 gs.active_player = shelter shelter.input = helper_factory(['1']) shelter.supplies = [Supply.AXE, Supply.BARRICADES, Supply.ALARM] turn_end = await gs.discard_supplies_move(False) assert not turn_end assert len(shelter.supplies) == 2 assert Supply.BARRICADES not in shelter.supplies gs.active_player = shelter shelter.input = helper_factory(['2']) turn_end = await gs.discard_supplies_move(False) assert turn_end assert len(shelter.supplies) == 2
def test_horde_show_up_two_zombies_left_in_city_no_graveyard(): gs = GameState() gs.players = [PlayerShelter(), PlayerShelter(), PlayerShelter()] gs.active_player = gs.players[1] gs.city_deck = [ CityCard(ZombieType.HORDE), CityCard(ZombieType.ZOMBIE), CityCard(ZombieType.ZOMBIE) ] gs.zombie_show_up() assert len(gs.city_deck) == 0 assert len(gs.players[0].zombies) == 1 assert len(gs.players[1].zombies) == 0 assert len(gs.players[2].zombies) == 1 assert len(gs.active_player.zombies) == 0 gs = GameState() gs.players = [PlayerShelter(), PlayerShelter(), PlayerShelter()] gs.active_player = gs.players[2] gs.city_deck = [ CityCard(ZombieType.HORDE), CityCard(ZombieType.ZOMBIE), CityCard(ZombieType.ZOMBIE) ] gs.zombie_show_up() assert len(gs.city_deck) == 0 assert len(gs.players[0].zombies) == 1 assert len(gs.players[1].zombies) == 1 assert len(gs.players[2].zombies) == 0 assert len(gs.active_player.zombies) == 0
def test_gui_default(fast_zombie, zombie, big_zombie): gs = GameState() gs.players = [ PlayerShelter('Name_1'), PlayerShelter('Name_2'), PlayerShelter('Name_3') ] gs.players[1].zombies = [ zombie, fast_zombie, fast_zombie, big_zombie, zombie ] gs.players[1].obstacles = [Supply.BARRICADES, Supply.ALARM] gs.players[1].survivors = [CityCard(), CityCard()] gs.players[2].zombies = [big_zombie, big_zombie] gs.players[2].obstacles = [Supply.MINE_FILED] gs.players[2].survivors = [CityCard(), CityCard(), CityCard()] gs.active_player = gs.players[0] shelter = gs.active_player shelter.print = dumper_factory() shelter.zombies = [zombie] shelter.supplies = [Supply.AXE, Supply.MINE_FILED, Supply.LURE_OUT] shelter.obstacles = [Supply.MINE_FILED, Supply.ALARM] shelter.survivors = [CityCard(), CityCard(), CityCard(), CityCard()] shelter.gui_default(gs) assert len(tests.common.outputs) == 1 assert len(tests.common.outputs[0]) == 684 gs.city_deck = [zombie, CityCard()] shelter.gui_default(gs) assert len(tests.common.outputs) == 2 assert len(tests.common.outputs[1]) == 706
async def test_end_active_player_turn_game_finished(fast_zombie, zombie): gs = GameState() gs.players = [ PlayerShelter(), PlayerShelter(), PlayerShelter(), PlayerShelter() ] gs.players[1].defeated = True gs.players[2].zombies = [fast_zombie] gs.players[2].survivors = [CityCard()] gs.players[3].survivors = [CityCard()] gs.active_player = gs.players[0] shelter = gs.active_player shelter.survivors = [CityCard()] shelter.zombies = [zombie] assert not shelter.defeated assert not gs.players[2].defeated assert not gs.players[3].defeated assert not gs.finished await gs.end_active_player_turn() assert shelter.defeated assert not gs.players[2].defeated assert not gs.players[3].defeated assert not gs.finished await gs.end_active_player_turn() assert shelter.defeated assert gs.players[2].defeated assert not gs.players[3].defeated assert gs.finished
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
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
def test_fast_zombie_show_up(): gs = GameState() gs.active_player = PlayerShelter() gs.city_deck = [CityCard(ZombieType.FAST)] gs.zombie_show_up() assert len(gs.active_player.zombies) == 1 assert gs.active_player.zombies[0].top == ZombieType.FAST assert len(gs.city_deck) == 0
def test_horde_show_up_second_time(): gs = GameState() gs.players = [PlayerShelter(), PlayerShelter(), PlayerShelter()] gs.active_player = gs.players[1] horde = ZombieType.HORDE zombie = ZombieType.ZOMBIE gs.city_deck = [ CityCard(horde), CityCard(zombie), CityCard(horde), CityCard(zombie), CityCard(zombie), CityCard(zombie), CityCard(zombie), CityCard(zombie) ] gs.zombie_show_up() assert len(gs.city_deck) == 0 assert len(gs.city_graveyard) == 2 assert len(gs.players[0].zombies) == 2 assert len(gs.players[1].zombies) == 1 assert len(gs.players[2].zombies) == 2 assert len(gs.active_player.zombies) == 1 gs = GameState() gs.players = [PlayerShelter(), PlayerShelter(), PlayerShelter()] gs.active_player = gs.players[2] gs.city_deck = [ CityCard(horde), CityCard(horde), CityCard(zombie), CityCard(zombie), CityCard(zombie), CityCard(zombie), CityCard(zombie), CityCard(zombie) ] gs.zombie_show_up() assert len(gs.city_deck) == 0 assert len(gs.city_graveyard) == 2 assert len(gs.players[0].zombies) == 2 assert len(gs.players[1].zombies) == 2 assert len(gs.players[2].zombies) == 1 assert len(gs.active_player.zombies) == 1
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
async def test_play_round_end_round(): gs = GameState() gs.players = [PlayerShelter('0'), PlayerShelter('1')] gs.players[1].survivors = [CityCard()] 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) == 3 assert gs.active_player != shelter
async def test_play_round_win_by_takeover(zombie): gs = GameState() gs.players = [PlayerShelter('0'), PlayerShelter('1')] gs.players[1].survivors = [CityCard()] gs.active_player = gs.players[0] shelter = gs.active_player shelter.print = dumper_factory() shelter.input = helper_factory(['0']) shelter.zombies = [zombie] shelter.survivors = [CityCard()] shelter.supplies = [Supply.TAKEOVER, Supply.BARRICADES, Supply.ALARM] await gs.play_round() assert not shelter.defeated assert gs.players[1].defeated assert gs.finished
async def test_play_round_use_loud_tool(zombie): gs = GameState() gs.players = [PlayerShelter('0'), PlayerShelter('1')] gs.players[1].survivors = [CityCard()] gs.players[1].zombies = [zombie] gs.active_player = gs.players[0] gs.city_deck = [CityCard()] shelter = gs.active_player shelter.print = dumper_factory() shelter.input = helper_factory(['0', '2']) shelter.survivors = [CityCard()] shelter.supplies = [Supply.GUN, Supply.BARRICADES, Supply.ALARM] await gs.play_round() assert len(shelter.supplies) == 3 assert gs.city_deck[0].top == ZombieType.ZOMBIE assert gs.active_player != shelter
async def test_play_round_play_axe_barricades_and_end_round( zombie, fast_zombie): gs = GameState() gs.players = [PlayerShelter('0'), PlayerShelter('1')] 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', '1', 'y']) shelter.zombies = [zombie, fast_zombie] shelter.survivors = [CityCard()] shelter.supplies = [Supply.AXE, Supply.BARRICADES, Supply.ALARM] await gs.play_round() assert len(shelter.supplies) == 3 assert len(shelter.zombies) == 1 assert len(shelter.survivors) == 1 assert gs.active_player != shelter
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
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
async def test_play_round_play_sacrifice_wit_last_survivor( zombie, fast_zombie): gs = GameState() gs.players = [PlayerShelter('0'), PlayerShelter('1'), PlayerShelter('2')] gs.players[1].survivors = [CityCard()] gs.players[2].survivors = [CityCard()] gs.active_player = gs.players[0] shelter = gs.active_player shelter.print = dumper_factory() shelter.input = helper_factory(['0', '1', '0']) shelter.zombies = [zombie, fast_zombie] shelter.survivors = [CityCard()] shelter.supplies = [Supply.SACRIFICE, Supply.BARRICADES, Supply.ALARM] await gs.play_round() assert len(shelter.supplies) == 0 assert len(shelter.zombies) == 0 assert len(shelter.survivors) == 0 assert shelter.defeated assert len(gs.city_graveyard) == 1 assert len(gs.supply_graveyard) == 3 assert gs.active_player != shelter
async def test_ask_player_what_move(zombie): gs = GameState() gs.active_player = PlayerShelter() shelter = gs.active_player shelter.print = dumper_factory() shelter.input = helper_factory(['1']) shelter.zombies = [zombie] shelter.supplies = [Supply.AXE, Supply.BARRICADES, Supply.ALARM] action, possible_actions = await gs.ask_player_what_move() assert len(possible_actions) == 4 assert action == '1' shelter.input = helper_factory(['0']) action, possible_actions = await gs.ask_player_what_move() assert len(possible_actions) == 4 assert action == '0' shelter.input = helper_factory(['9', 'dgadgagadg', '3']) action, possible_actions = await gs.ask_player_what_move() assert len(possible_actions) == 4 assert action == '3'
def test_zombie_show_up(): gs = GameState() gs.active_player = PlayerShelter() gs.city_deck = [CityCard(ZombieType.ZOMBIE)] gs.zombie_show_up() assert gs.city_deck[0].top == ZombieType.ZOMBIE assert gs.city_deck[0].bottom == ZombieType.SURVIVOR assert len(gs.city_deck) == 1 gs.zombie_show_up() assert len(gs.active_player.zombies) == 1 assert gs.active_player.zombies[0].top == ZombieType.ZOMBIE assert len(gs.city_deck) == 0 gs.city_deck = [CityCard(ZombieType.BIG)] gs.zombie_show_up() assert gs.city_deck[0].top == ZombieType.BIG assert gs.city_deck[0].bottom == ZombieType.SURVIVOR assert len(gs.city_deck) == 1 gs.zombie_show_up() assert len(gs.active_player.zombies) == 2 assert gs.active_player.zombies[1].top == ZombieType.BIG assert len(gs.city_deck) == 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
def test_zombie_show_up_empty_city(): gs = GameState() gs.active_player = PlayerShelter() gs.city_deck = [] gs.zombie_show_up() assert len(gs.active_player.zombies) == 0
def game(): gs = GameState() gs.setup_game(['CPU', '1', '2', '3']) gs.players[0] = CPUPlayerShelter('CPU') gs.active_player = gs.players[0] return gs
def gs(): gs = GameState() gs.active_player = PlayerShelter(print_foo=dumper_factory()) return gs