def __init__(self, xmax, ymax, nb_feux, nb_pompiers): self.board = Board(xmax, ymax, nb_feux) self.pompiers = [ Pompier(i, (random.randint(0, xmax - 1), random.randint(0, xmax - 1)), self.board) for i in range(nb_pompiers) ]
class A1: def __init__(self): self.zombies = [Actor.Zombie()] self.plants = [Actor.Plant(), Actor.Plant()] self.Board = Board() #self.plants[0].Position.x = 200 if self.Board.putPlant(0, 1): self.plants[0].setPosition(self.Board.getPosition(0, 1)) if self.Board.putPlant(0, 0): self.plants[1].setPosition(self.Board.getPosition(0, 0)) def getActors(self): return (self.zombies, self.plants) def run(self): for zombie in self.zombies: if self.plants: if (zombie.isBlocked(self.plants[0])): zombie.attack(self.plants[0]) if self.plants[0].isDead(): self.plants.remove(self.plants[0]) else: zombie.move() else: zombie.move()
def __init__(self): self.zombies = [Actor.Zombie()] self.plants = [Actor.Plant(), Actor.Plant()] self.Board = Board() #self.plants[0].Position.x = 200 if self.Board.putPlant(0, 1): self.plants[0].setPosition(self.Board.getPosition(0, 1)) if self.Board.putPlant(0, 0): self.plants[1].setPosition(self.Board.getPosition(0, 0))
def default(self): """ input : None function: Create a game environment for default output: None """ self.board = Board(6, 7) self.board.create() self.board_printer = BoardPrinter(self.system, "bringht", "", "white") self.board_printer.load_boar(self.board.column_size)
def test_create(): board = Board(6, 7) board.create() matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' ']] assert(board.matrix == matrix)
def test_minimax_Secuential(): secuential = Secuential(1, '1', '2') board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', '2'], [' ', ' ', ' ', ' ', ' ', ' ', '1'], [' ', ' ', '2', ' ', ' ', '1', '1'], ['2', '1', '2', '2', '2', '1', '1']] best_move = secuential.heuristic(board) assert (best_move == 114)
def test_Block_3_check_diagonals_count_2(): block = Block_3_In_Line_Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', ' ', ' ', ' ', ' ', ' '], ['2', '2', ' ', ' ', ' ', ' ', ' '], ['1', '1', ' ', ' ', '2', ' ', ' '], ['2', '1', ' ', '1', '2', '1', '1'], ['1', '2', '2', '1', '2', '1', '1']] best_move = block.check_diagonals_count(board, 4, 3, '1', 3) assert (best_move == 2)
def test_Block_3_check_diagonals_count_2_Player1(): block = Block_3_In_Line_Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', '1', '2', ' ', ' '], [' ', '2', ' ', '1', '2', ' ', ' ']] best_move = block._check_diagonals_count(board, 4, 3, '1', 2, True) assert (best_move == True)
def test_Block_3_check_verticals_count_Player1_2(): block = Block_3_In_Line_Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', '1', ' ', ' ', ' ', ' '], [' ', ' ', '2', ' ', ' ', ' ', '2'], [' ', ' ', '2', ' ', '1', '1', '1'], ['2', '1', '2', '2', '2', '1', '1']] best_move = block.check_verticals_count(board, 4, 4, '1', 2) assert (best_move == True)
def test_check_diagonals_player1_win_invese_diagonal(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', '1', ' ', ' ', ' ', ' '], ['2', '2', '1', '1', ' ', ' ', ' '], ['2', '1', '2', '1', ' ', ' ', ' '], ['1', '2', '1', '2', ' ', ' ', ' ']] fout_in_a_row = checker.check_diagonals(board, 0, '2') assert (fout_in_a_row == True)
def test_check_diagonals_3_in_line_player2(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', '2', '1', ' ', ' ', ' ', ' '], [' ', '1', '2', ' ', ' ', ' ', ' '], ['1', '2', '1', '2', ' ', ' ', ' ']] fout_in_a_row = checker.check_diagonals(board, 0, '2') assert (fout_in_a_row == False)
def test__check_horizontals_6_discs_but_an_oponent_disc_in_the_middle(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', '2', '2', '2', ' ', '2'], ['1', '1', '1', '2', '1', '1', '1']] discs_in_a_row = checker._check_horizontals(board, 0 + 1, 5, '1', True) assert (discs_in_a_row == 2)
def test__check_horizontals_6_discs_but_only_4_at_the_left(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', '2', '2', '2', ' ', '2'], ['2', '1', '1', '1', '1', '1', '1']] discs_in_a_row = checker._check_horizontals(board, 5 - 1, 5, '1', False) assert (discs_in_a_row == 4)
def test__check_horizontals_6_discs_but_only_1_at_the_right(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', '2', '2', '2', ' ', '2'], ['2', '1', '1', '1', '1', '1', '1']] discs_in_a_row = checker._check_horizontals(board, 5 + 1, 5, '1', True) assert (discs_in_a_row == 1)
def test_horizontals_win_Player1_row_0_all_3_discs_at_the_right(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', '2', '2', ' ', ' ', ' '], [' ', '1', '1', '1', '1', '2', ' ']] four_in_a_row = checker.check_horizontals(board, 1, '1') assert (four_in_a_row == True)
def test_Secuential_Count_check_verticals(): checker = Secuential_Count_Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', '1', ' ', ' ', ' ', ' '], ['2', ' ', '2', '1', ' ', ' ', ' '], ['2', '2', '1', '2', ' ', ' ', ' '], ['2', '1', '1', '1', ' ', '1', '1']] neighbour_discs = checker.check_verticals_count(board, 1, 0, '2', 4) assert (neighbour_discs == 1)
def test_Secuential_Count_check_diagonals(): checker = Secuential_Count_Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', '1', ' ', ' ', ' ', ' '], ['2', ' ', '2', '1', ' ', ' ', ' '], ['2', '2', '1', '2', ' ', ' ', ' '], ['2', '1', '1', '1', ' ', '1', '1']] neighbour_discs = checker.check_diagonals(board, 3, 2, '2', 3) assert (neighbour_discs == 1)
def test__check_diagonals_player2_5_in_diagonal_but_not_next_pos_6_5(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', '2', ' ', ' ', ' ', ' ', ' '], ['1', '1', '2', ' ', ' ', ' ', ' '], ['1', '1', '1', '2', ' ', ' ', ' '], ['2', '1', '2', '1', '2', ' ', ' '], ['2', '2', '2', '1', '2', '1', ' '], ['1', '2', '1', '2', '1', '1', '2']] diagonal_discs = checker._check_diagonals(board, 6 - 1, 5 - 1, '2', True) assert (diagonal_discs == 0)
def test_Check_check_lines_3_in_line_count_3(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', '2', ' ', ' ', ' '], [' ', '1', ' ', '1', ' ', ' ', ' '], [' ', '2', ' ', '2', ' ', ' ', ' '], ['2', '1', ' ', '1', ' ', ' ', ' ']] neighbour_discs = checker.check_lines(board, '2', 3) assert (neighbour_discs == 3)
def test__check_diagonals_player2_4_in_diagonal_just_1_down_pos_3_2(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', '2', ' ', ' ', ' ', ' ', ' '], ['1', '1', '2', ' ', ' ', ' ', ' '], ['1', '1', '1', '2', ' ', ' ', ' '], ['2', '1', '2', '1', '2', ' ', ' '], ['2', '2', '2', '1', '2', '1', ' '], ['1', '2', '1', '2', '1', '1', '2']] diagonal_discs = checker._check_diagonals(board, 3 + 1, 2 + 1, '2', False) assert (diagonal_discs == 1)
def test_Block_3_check_horizontals_count_3_Player1(): block = Block_3_In_Line_Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', '2', ' ', '1', '2', ' ', ' ']] best_move = block.check_horizontals_count(board, 5, 3, '1', 3) assert (best_move == True)
def test__check_diagonals_player2_4_in_diagonal_just_2_up_pos_3_2(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', '2', ' ', ' ', ' ', ' ', ' '], ['1', '1', '2', ' ', ' ', ' ', ' '], ['1', '1', '1', '2', ' ', ' ', ' '], ['2', '1', '2', '1', '2', ' ', ' '], ['2', '2', '2', '1', '2', '1', ' '], ['1', '2', '1', '2', '1', '1', '2']] diagonal_discs = checker._check_diagonals(board, 3 - 1, 2 - 1, '2', True) assert (diagonal_discs == 2)
def test_Block_3_check_diagonals_count_3_Player1_only_2_inside_limit(): block = Block_3_In_Line_Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', ' ', ' ', ' ', ' ', ' '], ['1', '1', ' ', ' ', ' ', ' ', ' '], ['2', '1', ' ', '1', '2', ' ', ' '], ['1', '2', '1', '1', '2', ' ', ' ']] best_move = block._check_diagonals_count(board, 4, 3, '1', 3, True) assert (best_move == False)
def test_check_horizontals_count_1_with_0_neighbours(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', '1', ' ', ' ', ' ']] neighbour_discs = checker.check_horizontals_count(board, 5, 3, '1', 0) assert (neighbour_discs == 1)
def test_minimax_Play_3_in_line(): secuential = Block_3_In_Line(1, '1', '2') board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', '2', ' ', ' '], [' ', '1', '1', '1', '2', ' ', ' ']] best_move = secuential.heuristic(board) assert (best_move == 1200)
def test_check_horizontals_count_0_with_2_neighbours_but_search_limit_2(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', '2', ' ', ' ', '2'], ['1', ' ', ' ', '1', ' ', ' ', '1']] neighbour_discs = checker.check_horizontals_count(board, 5, 3, '1', 2) assert (neighbour_discs == 0)
def test_minimax_Block3_in_line(): block_3 = Block_3_In_Line(1, '2', '1') board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', '2', '2', '1', ' ']] best_move = block_3.heuristic(board) assert (best_move == 1100)
def test_check_diagonals_count_2_with_2_neighbours_search_limit_1_Player2(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', '2', ' ', ' ', ' '], [' ', ' ', '2', '1', ' ', ' ', ' '], [' ', ' ', '1', '2', ' ', ' ', '2'], ['2', '1', '1', '1', ' ', ' ', '1']] neighbour_discs = checker.check_diagonals_count(board, 5, 0, '2', 1) assert (neighbour_discs == 2)
def test_check_verticals_count_5_limit_99(): checker = Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', '1', ' ', ' ', ' ', ' '], ['2', ' ', '2', '1', ' ', ' ', ' '], ['2', '2', '1', '2', ' ', ' ', ' '], ['2', '1', '1', '1', ' ', '1', '1']] neighbour_discs = checker.check_verticals_count(board, 1, 0, '2', 4) assert (neighbour_discs == 1)
def test_Secuential_Count_check_lines_3_in_line_count_4(): checker = Secuential_Count_Checker() board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', '2'], [' ', ' ', ' ', ' ', ' ', ' ', '1'], [' ', ' ', '2', ' ', ' ', '1', '1'], ['2', '1', '2', '2', '2', '1', '1']] neighbour_discs = checker.check_lines(board, '1', 2) assert (neighbour_discs == 14)
def shortestPath(): B = Board() p1 = Pawn() p2 = Pawn() B.set_value( (6, 6), p1) B.set_value( (7, 7), p2) B.shortestPath( (5,5), (8, 8)) B.shortestPath( (1,1), (1,3))
def convertBoard(fileName, outFileName): logging.info("*******************************************") logging.info("Converting: " + fileName) logging.info("Outputing: " + outFileName + "\n") try: node = getRootNode(fileName) brd = Board(node) open(outFileName, 'w').close() outFile = open(outFileName, "a") brd.write(outFile) outFile.close() except BaseException as e: logging.error("Conversion Failed") logging.error(traceback.format_exc()) logging.info("*******************************************\n\n") return False, "Error Converting Board \n" + str(e) + "\nSee Log.txt for more info" logging.info("Conversion Successfull") logging.info("*******************************************\n\n") return True, "The Board Has Finished Converting"
def __init__(self): self.board = Board() self.players = [] self.currentPlayer = None self.cardDeck = CardDeck() self.defender = None self.superFighterCard = None self.lastDice = 0 pygame.init() diceImages = {} for n in range(1, 7): diceImages[n] = pygame.image.load("Tiles/Roll{}.png".format(n)) self.images = { 'rules': pygame.image.load("images/regels v2.5.png".format(n)), 'dice': diceImages, 'background': pygame.image.load("Tiles/background.png"), 'introbackground': pygame.image.load('images/survivorstockimage.png'), 'box_glove': pygame.image.load('images/Lboximg.png'), 'boxwinner': pygame.image.load('images/boxwinner.png'), 'boxpvp': pygame.image.load('images/PVPimg.png'), 'laurel': pygame.image.load('images/laurel.png'), 'points': { PlayerType.Red: pygame.image.load('Tiles/Lifepoints.png'), PlayerType.Blue: pygame.image.load('Tiles/LifepointsBlue.png'), PlayerType.Green: pygame.image.load('Tiles/LifepointsGreen.png'), PlayerType.Yellow: pygame.image.load('Tiles/LifepointsYellow.png'), }, 'conditionPoints': pygame.image.load('Tiles/Conditionpoints.png'), 'superfightercard': pygame.image.load('images/SuperFighterCard.png'), }
class SurvivorGame: def __init__(self): self.board = Board() self.players = [] self.currentPlayer = None self.cardDeck = CardDeck() self.defender = None self.superFighterCard = None self.lastDice = 0 pygame.init() diceImages = {} for n in range(1, 7): diceImages[n] = pygame.image.load("Tiles/Roll{}.png".format(n)) self.images = { 'rules': pygame.image.load("images/regels v2.5.png".format(n)), 'dice': diceImages, 'background': pygame.image.load("Tiles/background.png"), 'introbackground': pygame.image.load('images/survivorstockimage.png'), 'box_glove': pygame.image.load('images/Lboximg.png'), 'boxwinner': pygame.image.load('images/boxwinner.png'), 'boxpvp': pygame.image.load('images/PVPimg.png'), 'laurel': pygame.image.load('images/laurel.png'), 'points': { PlayerType.Red: pygame.image.load('Tiles/Lifepoints.png'), PlayerType.Blue: pygame.image.load('Tiles/LifepointsBlue.png'), PlayerType.Green: pygame.image.load('Tiles/LifepointsGreen.png'), PlayerType.Yellow: pygame.image.load('Tiles/LifepointsYellow.png'), }, 'conditionPoints': pygame.image.load('Tiles/Conditionpoints.png'), 'superfightercard': pygame.image.load('images/SuperFighterCard.png'), } def Reset(self, numberOfPlayers): self.board = Board() self.__setPlayers(numberOfPlayers) def __setPlayers(self, numberOfPlayers): players = [] self.players = players self.currentPlayer = 0 if numberOfPlayers == 2: players.append(Players.MikeTysen) players.append(Players.BadrHerl) elif numberOfPlayers == 3: players.append(Players.MikeTysen) players.append(Players.RockyBelboa) players.append(Players.BadrHerl) elif numberOfPlayers == 4: players.append(Players.MikeTysen) players.append(Players.RockyBelboa) players.append(Players.BadrHerl) players.append(Players.MannyPecquiao) for player in players: self.board.placePlayer(player) def CurrentPlayer(self): self.currentPlayer %= len(self.players) return self.players[self.currentPlayer] def MoveCurrentPlayer(self, n): player = self.CurrentPlayer() # player.moveTimes(n) fightType = self.MovePlayer(player, n) return fightType def NextPlayer(self): self.currentPlayer += 1 self.currentPlayer %= len(self.players) def IsPlayerIsInGame(self, playerType): return len([player for player in self.players if player.playerType == playerType]) == 1 # move this player n times on the board def MovePlayer(self, player, n): fightType = FightType.NoFight movesound = pygame.mixer.Sound("Sounds/MoveSound.ogg") pygame.mixer.Sound.play(movesound) # if player is not placed on board then display message if player.tile is None: return initiallyAtOwnCorner = player.isAtOwnCorner() passedThroughOwnCorner = False # will move n times for i in range(1, n + 1): # remove this player from old tile player.tile.players.remove(player) # move this player to new tile player.tile = player.tile.nextTile # add this player to the players list o new tile player.tile.players.append(player) if player.isAtOwnCorner(): passedThroughOwnCorner = True # if new tile is FIGHT, then has to fight with super fighter if player.isAtOwnCorner(): OwnCornerBell = pygame.mixer.Sound("Sounds/OwnCornerBell.ogg") pygame.mixer.Sound.play(OwnCornerBell) player.health += 10 elif not initiallyAtOwnCorner and passedThroughOwnCorner: print("passed from own corner, increasing health/stamina") player.stamina = 15 if player.health > 100: player.health = 100 if player.stamina > 15: player.stamina = 15 # get the list of other players at new location others = player.otherPlayers() # if there are other players in new position if player.tile.tileType == TileType.Fight: fightType = FightType.SuperFighter elif len(others) > 0: # if there are more than 1 player, then player has to choose # which t fight with if len(others) > 1: fightType = FightType.ChoosePlayer # print("FIGHT! there are more players here, choose one of : " + ", ".join( # [str(player.playerType) for player in others])) # there is one player at new position else: fightType = FightType.Player # if new position is other player's corner then player has to fight with owner elif player.isAtOtherPlayersCorner(): if self.IsPlayerIsInGame(player.tile.cornerOfPlayer): pass else: fightType = FightType.NoFight player.health -= 10 return fightType def PickSuperFighterCard(self): return self.cardDeck.pickCard() def DecreasePlayerHealth(self, player, n): player.health -= n if player.health <= 0: player.health = 0 self.RemovePlayerFromGame(player) def RemovePlayerFromGame(self, player): self.players = [p for p in self.players if p is not player] if player.tile is not None and player in player.tile.players: player.tile.players.remove(player)
def Reset(self, numberOfPlayers): self.board = Board() self.__setPlayers(numberOfPlayers)
import cProfile import pstats from Board.Board import Board, FakeIdleManager from Board.IdleTasks.ShorelineComputer import ShorelineComputer from Board.IdleTasks.SecurityComputer import SecurityComputer from Board.IdleTasks.ServiceComputer import ServiceComputer from Board.IdleTasks.SurfaceNeedsChecker import SurfaceNeedsChecker from Board.GameItemTypes import GameItemTypes GameItemTypes = GameItemTypes.Instance() b = Board( FakeIdleManager() ) b.load( "examples/Syracusae.c4plan" ) polygon = GameItemTypes.CreatePolygon( "SmallInsula", 0, 0, 0 ) shorelineComputer = ShorelineComputer( b ) securityComputer = SecurityComputer( b ) serviceComputer = ServiceComputer( b, "Religion.Jupiter" ) surfaceNeedsChecker = SurfaceNeedsChecker( b ) class MyIdleManager(): def add( self, name, function, *args ): function( *args ) idleManager = MyIdleManager() def test(): for i in range( 2 ): shorelineComputer.surfaceChange( "Water", idleManager ) securityComputer.surfaceChange( "Wall", idleManager ) serviceComputer.surfaceChange( "Road", idleManager )
from Board.Enumerations import * from Board.Board import Board from Board.Player import Player # create a new board, will have tiles already setup board = Board() # create players redPlayer = Player(PlayerType.Red) bluePlayer = Player(PlayerType.Blue) yellowPlayer = Player(PlayerType.Yellow) greenPlayer = Player(PlayerType.Green) # place players on board board.placePlayer(redPlayer, 0, 0) board.placePlayer(bluePlayer, 0, 6) board.placePlayer(yellowPlayer, 0, 6) board.placePlayer(greenPlayer, 0, 8) # will move red player from 0, 0 to 0, 5. This location is FIGHT tile redPlayer.moveTimes(5) # will move red player from 0, 5 to 0, 6. blue and yellow players are at this location, FIGHT # red player has to choose which to fight with redPlayer.moveTimes(1) # will move red player from 0, 6 to 0, 8. green player is at this location, FIGHT redPlayer.moveTimes(2) # will move red player from 0, 8 to 1, 10. this is blue player's corner, FIGHT redPlayer.moveTimes(3)