def setUp(self):
     # Setup
     self.test_disaster_controller = DisasterController()
     self.test_effort_controller = EffortController()
     self.player = Player()
     self.player.action = Action()
     self.player.city = City()
    def test_upgrade(self):
        # Setup
        player = Player()
        player.action = Action()
        player.city = City()
        player.city.population = 1000
        fire_sensor = player.city.sensors[SensorType.fire]

        self.assertEqual(fire_sensor.level, SensorLevel.level_zero)
        player.action.add_effort(fire_sensor, 50)
        self.test_effort_controller.handle_actions(player)
        self.assertEqual(fire_sensor.level, SensorLevel.level_one)

        player.action = Action()
        player.action.add_effort(fire_sensor, 100)
        self.test_effort_controller.handle_actions(player)
        self.assertEqual(fire_sensor.level, SensorLevel.level_two)

        player.action = Action()
        player.action.add_effort(fire_sensor, 500)
        self.test_effort_controller.handle_actions(player)
        self.assertEqual(fire_sensor.level, SensorLevel.level_three)
Exemplo n.º 3
0
 def setUp(self):
     self.myPlayer = Player(12, "Sean")
     self.myPlayer.truck.money = 10000
     self.actionCont = ActionController()
Exemplo n.º 4
0
    def boot(self):
        # Insert path of where clients are expected to be inside where python will look
        current_dir = os.getcwd()
        sys.path.insert(0, current_dir)
        sys.path.insert(0, f'{current_dir}/{CLIENT_DIRECTORY}')

        # Find and load clients in
        for filename in os.listdir(CLIENT_DIRECTORY):
            filename = filename.replace('.py', '')

            # Filter out files that do not contain CLIENT_KEYWORD in their filename (located in config)
            if CLIENT_KEYWORD.upper() not in filename.upper():
                continue

            # Filter out folders
            if os.path.isdir(os.path.join(CLIENT_DIRECTORY, filename)):
                continue

            # Otherwise, instantiate the player
            player = Player()
            self.clients.append(player)

            # Verify client isn't using invalid imports or opening anything
            imports, opening = verify_code(filename + '.py')
            if len(imports) != 0:
                player.functional = False
                player.error = ImportError(
                    f'Player has attempted illegal imports: {imports}')

            if opening:
                player.functional = False
                player.error = PermissionError(
                    f'Player is using "open" which is forbidden.')

            # Import client's code
            im = importlib.import_module(f'{filename}', CLIENT_DIRECTORY)

            # Attempt creation of the client object
            obj = None
            try:
                obj = im.Client()
            except Exception:
                player.functional = False
                player.error = traceback.format_exc()

            player.code = obj

            # Retrieve team name
            thr = CommunicationThread(player.code.team_name, list(), str)
            thr.start()
            thr.join(0.01)  # Shouldn't take long to get a string

            if thr.is_alive():
                player.functional = False
                player.error = TimeoutError(
                    'Client failed to provide a team name in time.')

            if thr.error is not None:
                player.functional = False
                player.error = thr.error

            player.team_name = thr.retrieve_value()

        # Verify correct number of clients have connected to start
        func_clients = [client for client in self.clients if client.functional]
        client_num_correct = verify_num_clients(func_clients,
                                                SET_NUMBER_OF_CLIENTS_START,
                                                MIN_CLIENTS_START,
                                                MAX_CLIENTS_START)

        if client_num_correct is not None:
            self.shutdown(source='Invalid number of clients found')

        # Finally, request master controller to establish clients with basic objects
        if SET_NUMBER_OF_CLIENTS_START == 1:
            self.master_controller.give_clients_objects(self.clients[0])
        else:
            self.master_controller.give_clients_objects(self.clients)
Exemplo n.º 5
0
 def setUp(
     self
 ):  # This method is used to set up anything you wish to test prior to every test method below.
     self.myPlayer = Player(12, "Sean")
     self.myPlayer.truck.money = 10000
     self.actionCont = ActionController()
Exemplo n.º 6
0
 def test_to_and_back(self):
     bruh = copy.deepcopy(self.myPlayer.truck)
     tojsn = self.myPlayer.truck.to_json()
     trk = Player(2131, 'John')
     trk.truck.from_json(tojsn)
     self.assertEqual(bruh.to_json(), trk.truck.to_json())
    def deserialize(self, data):
        objs = []

        for serialized_obj in data:
            obj_type = serialized_obj['object_type']

            if obj_type == ObjectType.player:
                obj = Player()
                obj.from_json(serialized_obj)
                objs.append(obj)
            elif obj_type == ObjectType.disaster:
                dis_type = serialized_obj['type']
                obj = None
                if dis_type == DisasterType.earthquake:
                    obj = Earthquake()
                elif dis_type == DisasterType.fire:
                    obj = Fire()
                elif dis_type == DisasterType.blizzard:
                    obj = Blizzard()
                elif dis_type == DisasterType.monster:
                    obj = Monster()
                elif dis_type == DisasterType.tornado:
                    obj = Tornado()
                elif dis_type == DisasterType.ufo:
                    obj = Ufo()
                obj.from_json(serialized_obj)
                objs.append(obj)
            elif obj_type == ObjectType.action:
                obj = Action()
                obj.from_json(serialized_obj)
                objs.append(obj)
            else:
                print(obj_type)

        return objs