def test_npc_interaction(): """ start | w1 <- dialog becomes available | end """ game = Game('test') start = Waypoint(game.graph, 'start') w1 = Waypoint(game.graph, 'w1') end = Waypoint(game.graph, 'end') start.add_destination(w1) w1.add_destination(end) game.set_start(start) npc_dialog = Dialog() ds = Mail(npc_dialog.graph, 'test subject', 'test body') with pytest.raises(PlayerStateException): NonPlayableCharacter('test', 'npc', npc_dialog) npc_dialog.set_start(ds) npc_dialog.start.waypoints.append(w1) game.add_non_playable_character(NonPlayableCharacter('test', 'npc', npc_dialog)) instance = game.create_new_game() instance.add_player(Player('test', 'player'), 'testy', 'mctestpants') assert len(instance.npc_states) == 1 assert ds not in [k for k, _ in instance.player_states[0].inventory.values()] interactions = instance.player_states[0].move_to(w1) assert len(interactions.keys()) == 1 and len(interactions.values()) == 1
def test_create_and_delete_game(wait_for_api, create_clean_db, client): # create our game game = Game('test') start = Waypoint(game.graph, 'start') w1 = Waypoint(game.graph, 'w1') w2 = Waypoint(game.graph, 'w2', items=['some item']) end = Waypoint(game.graph, 'end') start.add_destination(w1) task = Task(w2, 'test description', 'test text', 'answer') w1.add_task(task) w2.add_destination(end) game.set_start(start) # create user lg = client.post( f"{ROOT_URL}/register", json=default_account ) assert lg.status_code == 201 token = json.loads(lg.data) # convert it to an API object game_data = generate_api_game(game) lg = client.post( f"{ROOT_URL}/games", json=game_data, headers={'X-TOKEN': token} ) assert lg.status_code == 201 lg = client.get( f"{ROOT_URL}/games" ) assert lg.status_code == 200 assert game.title in [g['title'] for g in lg.data]
def test_simple_graph_generation(): game = Game('test') start = Waypoint(game.graph, 'start') end = Waypoint(game.graph, 'end') start.add_destination(end) assert len(game.graph.nodes) == 2 assert len(game.graph.edges) == 1 assert not game.start_is_set()
def test_identify_player_path(): """ start | w1 | <- task answer required before transition becomes available w2 | end """ game = Game('test') start = Waypoint(game.graph, 'start') w1 = Waypoint(game.graph, 'w1') w2 = Waypoint(game.graph, 'w2', items=['some item']) end = Waypoint(game.graph, 'end') start.add_destination(w1) task = Task(w2, 'test description', 'test text', 'answer') w1.add_task(task) w2.add_destination(end) game.set_start(start) instance = game.create_new_game() player = Player('test', 'player') instance.add_player(player, 'testy', 'mctestpants') assert len(instance.player_states[0].path) == 1 assert instance.player_states[0].path[0][1] == start assert w1 in instance.player_states[0].available_moves() assert w2 in instance.player_states[0].available_path() # not allowed to skip to end with pytest.raises(PlayerIllegalMoveException): instance.player_states[0].move_to(end) instance.player_states[0].move_to(w1) # no backsies with pytest.raises(PlayerIllegalMoveException): instance.player_states[0].move_to(start) # w2 is blocked from w1 with pytest.raises(PlayerIllegalMoveException): instance.player_states[0].move_to(w2) answer = 'answer' assert len(instance.player_states[0].inventory) == 0 instance.player_states[0].move_to(w2, answer) assert not instance.player_states[0].is_finished() assert len(instance.player_states[0].inventory) == 1 instance.player_states[0].move_to(end) assert instance.player_states[0].current_position() == end assert instance.player_states[0].is_finished()
def test_npc_required_response(): """ start | w1 <- dialog becomes available | end <- blocked till dialog in phase 2 (ds2) """ game = Game('test') start = Waypoint(game.graph, 'start') w1 = Waypoint(game.graph, 'w1') end = Waypoint(game.graph, 'end') game.set_start(start) npc_dialog = Dialog() ds1 = Mail(npc_dialog.graph, 'test subject 1', 'test body 1') ds1.waypoints.append(w1) start.add_destination(w1) npc_dialog.set_start(ds1) ds2 = Mail(npc_dialog.graph, 'test subject 2', 'test body 2', items=['test item'], destination=end) ds1.add_follow_up(ds2, end) w1.add_interaction(ds2) npc = NonPlayableCharacter('test', 'npc', npc_dialog) game.add_non_playable_character(npc) instance = game.create_new_game() instance.add_player(Player('test', 'player'), 'testy', 'mctestpants') assert len(instance.player_states[0].available_moves()) == 1 interactions = instance.player_states[0].move_to(w1) assert len(instance.player_states[0].available_moves()) == 0 npc_instance = next(iter([n for n in instance.npc_states if n == npc]), None) if not npc_instance: assert fail('could not find npc instance in game instance') assert len(instance.player_states[0].inventory) == 0 npc_instance.update_player_dialog(instance.player_states[0], interactions[npc], 'mail response') assert len(instance.player_states[0].inventory) == 1 assert len(instance.player_states[0].available_moves()) == 1 assert instance.player_states[0].move_to(end)
def game(): """ start (path with dialog) / \ w1 (m1) w2 (d1) \ / knot1 / | \ w3 w4 w5 <- with task t1,t2,t3 \ | end <- task from dialog td1 :return: game with described graph """ #TODO, check interaction model in waypoint dialog = Dialog() dialog_start = Mail(dialog.graph, 'start sub', 'start body') m1 = Mail(dialog.graph, 'second sub', 'second body') td1 = Task(None, 'some task 1', 'some task', 'some solution') d1 = Speech(dialog.graph, 'content', task=td1) game = Game('test') start = Waypoint(game.graph, 'start') w1 = Waypoint(game.graph, 'w1') w2 = Waypoint(game.graph, 'w2') knot = Waypoint(game.graph, 'knot') w3 = Waypoint(game.graph, 'w3') t1 = Task(w3, 'some task 1', 'some task') w4 = Waypoint(game.graph, 'w4') t2 = Task(w4, 'some task 2', 'some task') w5 = Waypoint(game.graph, 'w5') t3 = Task(w5, 'some task 3', 'some task') end = Waypoint(game.graph, 'end') start.add_destination(w1, 1.1) start.add_destination(w2) w1.add_destination(knot) w2.add_destination(knot) knot.add_task(t1) knot.add_task(t2) knot.add_task(t3) w3.add_destination(end) w4.add_destination(end) game.set_start(start) dialog_end = Speech(dialog.graph, 'next content', destination=end) dialog.set_start(dialog_start) dialog_start.add_follow_up(d1) dialog_start.add_follow_up(m1) dialog_start.waypoints.append(start) d1.add_follow_up(dialog_end, None) game.add_non_playable_character(NonPlayableCharacter( 'bob', 'test', dialog)) return game