def test_walk_on_tail_kill(self): # player 1 has some conquered tiles n the map # fmt: off gm = create_map_with([[E, E, E], [E, E, E], [1, 1, 1]]) # fmt: on p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) p2 = PlayerState(id=2, name="2", game_map=gm, position=Position(3, 2)) gs = GameState(gm, players=[p1, p2]) self.assertEqual(gm.count_tiles_owned_by(player_id=1), 4) self.assertEqual(gm.count_tiles_owned_by(player_id=2), 1) self.assertEqual(p1.direction, Direction.RIGHT) self.assertEqual(p2.direction, Direction.LEFT) # create some tail gs.apply_action(1, p1, Action.FORWARD) gs.apply_action(2, p1, Action.FORWARD) # p2 walk on p1 tail and kill it gs.apply_action(3, p2, Action.TURN_RIGHT) self.assertEqual(p2.position, Position(3, 1)) self.assertTrue(p1.killed) self.assertEqual(gm.count_tiles_owned_by(player_id=1), 1) self.assertEqual(gm.count_tiles_owned_by(player_id=2), 1) self.assertEqual(1, p1.stats.stats[PlayerStats.KILLED]) self.assertEqual(p2.name, p1.stats.stats[PlayerStats.NEMESIS]) self.assertEqual(1, p2.stats.stats[PlayerStats.KILLS])
def test_surround_player_with_conquers(self): # fmt: off gm = create_map_with([ [1, 1, 1, E, E], [1, E, 1, E, E], [E, E, E, E, E], [E, E, E, 2, 2], [E, E, E, 2, 2], ]) # fmt: on p1 = PlayerState(id=1, name="p1", game_map=gm, position=Position(1, 3), direction=Direction(Direction.RIGHT)) p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(4, 4), direction=Direction(Direction.LEFT)) gs = GameState(gm, [p1, p2]) gs.apply_action(0, p2, Action.FORWARD) gs.apply_action(0, p2, Action.FORWARD) gs.apply_action(0, p2, Action.TURN_RIGHT) gs.apply_action(0, p2, Action.FORWARD) self.assertEqual(Position(2, 2), p2.position) self.assertEqual(5, len(p2.tail)) gs.apply_action(0, p1, Action.FORWARD) # walk on tail, p2 killed self.assertTrue(p2.killed) self.assertFalse(p1.killed) self.assertEqual(0, p2.stats.stats[PlayerStats.CONQUERED])
def test_fill_basic_2(self): # fmt: off game_map = create_map_with([[E, 1, 1, E, E], [E, 1, 1, E, E], [E, E, E, E, E], [E, E, E, E, E], [E, E, E, E, E]]) # fmt: on ps = PlayerState(id=1, name="dummy", game_map=game_map, position=Position(2, 2), direction=Direction(Direction.DOWN)) gs = GameState(game_map, [ps]) gs.apply_action(0, ps, Action.FORWARD) gs.apply_action(1, ps, Action.TURN_RIGHT) gs.apply_action(2, ps, Action.TURN_LEFT) gs.apply_action(3, ps, Action.TURN_LEFT) gs.apply_action(4, ps, Action.FORWARD) gs.apply_action(4, ps, Action.FORWARD) gs.apply_action(5, ps, Action.TURN_LEFT) gs.apply_action(6, ps, Action.FORWARD) gs.apply_action(7, ps, Action.TURN_LEFT) # fmt: off self.assertEqual( game_map, create_map_with([[E, 1, 1, E, E], [E, 1, 1, 1, E], [1, 1, 1, 1, E], [1, 1, 1, 1, E], [E, E, E, E, E]])) # fmt: on self.assertEqual(ps.score, 9)
def test_fill_island(self): # fmt: off game_map = create_map_with([[1, 1, E, 1], [1, 1, E, 1], [E, E, E, E], [E, E, E, E]]) # fmt: on ps = PlayerState(id=1, name="dummy", game_map=game_map, position=Position(2, 2)) gs = GameState(game_map, [ps]) ps.tail = [ ps.spawn_position, Position(2, 3), Position(3, 3), Position(4, 3), Position(4, 2) ] self.assertEqual(len(gs.fill(ps)), 3) # fmt: off self.assertEqual( game_map, create_map_with([[1, 1, E, 1], [1, 1, E, 1], [E, 1, 1, 1], [E, E, E, E]])) # fmt: on self.assertEqual(ps.score, 3)
def test_walk_on_tail_suicide(self): gm = GameMap(5) p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) self.assertEqual(p1.direction, Direction.RIGHT) gs = GameState(gm, players=[p1]) # loop around gs.apply_action(1, p1, Action.FORWARD) gs.apply_action(2, p1, Action.FORWARD) gs.apply_action(3, p1, Action.TURN_RIGHT) gs.apply_action(4, p1, Action.TURN_RIGHT) self.assertEqual(p1.position, Position(2, 2)) self.assertEqual(p1.tail, [ p1.spawn_position, Position(2, 1), Position(3, 1), Position(3, 2), Position(2, 2) ]) self.assertFalse(p1.killed) # walk on tail = suicide gs.apply_action(5, p1, Action.TURN_RIGHT) self.assertTrue(p1.killed) self.assertEqual(len(p1.tail), 1) self.assertEqual(1, p1.stats.stats[PlayerStats.SUICIDES])
def test_fill_planet_to_planet_2(self): # fmt: off game_map = create_map_with([[E, E, E, P1, 1], [E, E, E, 1, P1], [E, E, E, E, E], [E, E, E, E, E], [E, E, E, E, E]]) # fmt: on ps = PlayerState(id=1, name="dummy", game_map=game_map, position=Position(4, 1)) gs = GameState(game_map, [ps]) ps.tail = [ Position(4, 1), Position(3, 1), Position(2, 1), Position(2, 2), Position(2, 3), Position(2, 4), Position(3, 4), Position(4, 4), Position(5, 4), Position(5, 3), Position(5, 2), ] self.assertEqual(len(gs.fill(ps)), 12) # fmt: off self.assertEqual( game_map, create_map_with([[E, 1, 1, P1, 1], [E, 1, 1, 1, P1], [E, 1, 1, 1, 1], [E, 1, 1, 1, 1], [E, E, E, E, E]])) # fmt: on self.assertEqual(ps.score, 12)
def test_is_closed_tail(self): # fmt: off gm = create_map_with([[1, E, 1], [E, E, E], [1, E, E]]) # fmt: on # player without tail player = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) self.assertEqual(player.tail, [Position(1, 1)]) self.assertFalse(GameState.is_closed_tail(player, gm)) # player with tail player.tail = [Position(1, 1), Position(2, 1)] self.assertFalse(GameState.is_closed_tail(player, gm)) player.tail = [Position(1, 1), Position(2, 1), Position(3, 1)] player.direction = Direction(Direction.UP) self.assertTrue(GameState.is_closed_tail(player, gm)) player.tail = [Position(1, 1), Position(2, 1), Position(2, 2)] self.assertFalse(GameState.is_closed_tail(player, gm)) player.tail = [ Position(1, 1), Position(2, 1), Position(2, 2), Position(1, 2), Position(1, 1) ] self.assertTrue(GameState.is_closed_tail(player, gm))
def test_init_with_direction(self): game_map = GameMap(5) pos = Position(1, 1) ps = PlayerState(id=1, name="dummy", game_map=game_map, position=pos, direction=Direction(Direction.DOWN)) self.assertEqual(ps.direction, Direction(Direction.DOWN))
def test_surround_player_will_it(self): gm = GameMap(6) p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) p2 = PlayerState(id=2, name="2", game_map=gm, position=Position(2, 2)) p3 = PlayerState(id=3, name="3", game_map=gm, position=Position(3, 3)) p4 = PlayerState(id=4, name="3", game_map=gm, position=Position(4, 4)) gs = GameState(gm, [p1, p2, p3, p4]) gs.apply_action(0, p1, Action.FORWARD) gs.apply_action(0, p1, Action.FORWARD) gs.apply_action(0, p1, Action.TURN_RIGHT) gs.apply_action(0, p1, Action.FORWARD) gs.apply_action(0, p1, Action.TURN_RIGHT) gs.apply_action(0, p1, Action.FORWARD) gs.apply_action(0, p1, Action.TURN_RIGHT) gs.apply_action(0, p1, Action.FORWARD) self.assertEqual(9, p1.stats.stats[PlayerStats.CONQUERED]) self.assertFalse(p1.killed) self.assertTrue(p2.killed) self.assertTrue(p3.killed) self.assertFalse(p4.killed)
def test_init(self): game_map = GameMap(5) pos = Position(1, 1) ps = PlayerState(id=1, name="dummy", game_map=game_map, position=pos) self.assertFalse(ps.killed) self.assertEqual(ps.score, 0) self.assertEqual(ps.spawn_position, pos) self.assertEqual(ps.position, pos) self.assertEqual(ps.tail, [ps.spawn_position]) self.assertEqual(ps.direction, Direction.RIGHT) self.assertTrue(ps.game_map.is_conquered_by(pos, 1))
def test_fill_kill_other_player_tail(self): # fmt: off game_map = create_map_with([[E, E, E, E], [E, E, E, E], [0, 0, 0, 0], [E, 1, E, E]]) # fmt: on p0 = PlayerState(id=0, name="dummy", game_map=game_map, position=Position(1, 3)) p1 = PlayerState(id=1, name="dummy", game_map=game_map, position=Position(2, 4)) gs = GameState(game_map, [p0, p1]) p0.tail = [ p0.spawn_position.copy(), Position(1, 2), Position(1, 1), Position(2, 1), Position(3, 1), Position(4, 1), Position(4, 2), ] p0.position = p0.tail[-1].copy() p0.direction = Direction(Direction.DOWN) p1.tail = [ p1.spawn_position.copy(), Position(2, 3), Position(2, 2), Position(3, 2), Position(3, 3), Position(3, 4), ] p1.position = p1.tail[-1].copy() p1.direction = Direction(Direction.DOWN) # print(game_state_to_dict(0, 0, gs, 999)['game']['pretty_map']) gs.apply_action(0, p0, Action.FORWARD) # print(game_state_to_dict(0, 0, gs, 999)['game']['pretty_map']) self.assertTrue(p1.killed)
def test_move_player(self): gm = GameMap(5) player = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) player.direction = Direction(Direction.RIGHT) gs = GameState(gm, [player]) gs.move_player(player, Action.FORWARD) gs.move_player(player, Action.TURN_RIGHT) gs.move_player(player, Action.TURN_RIGHT) gs.move_player(player, Action.TURN_LEFT) self.assertEqual(Position(1, 3), player.position)
def test_send_winner_socket_closed(self): server = Mock() socket = AsyncMock() socket.send.side_effect = websockets.ConnectionClosed(0, "") viewer = SocketViewer(server, socket) viewer.logger = Mock() gs = GameState(GameMap(3)) ps = PlayerState(1, "p1", gs.game_map, Position(1, 1)) asyncio.run(viewer.send_winner(123, ps)) viewer.logger.warning.assert_called_once() server.game.unregister_viewer.assert_called_once()
def test_surround_player(self): # fmt: off gm = create_map_with([ [1, 1, 1], [1, E, 1], [E, E, E], ]) # fmt: on p1 = PlayerState(id=1, name="p1", game_map=gm, position=Position(1, 3), direction=Direction(Direction.RIGHT)) p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(2, 2)) gs = GameState(gm, [p1, p2]) gs.apply_action(0, p1, Action.FORWARD) gs.apply_action(0, p1, Action.FORWARD) gs.apply_action(0, p1, Action.TURN_LEFT) self.assertTrue(p2.killed) self.assertFalse(p1.killed)
def test_respawn_on_someone_tail(self): gm = GameMap(5) p1 = PlayerState(id=1, name="p1", game_map=gm, position=Position(1, 1)) p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(1, 2)) gs = GameState(gm, [p1, p2]) # p1: spawn position = 1,1, current position=3,1, tail [2,1 and 3,1] # p2: spawn position = 1,2, current position=2,2, tail [1,1, 1,2 and 2,2] p1.position = Position(3, 1) p1.tail = [Position(2, 1), Position(3, 1)] gm.set_tile(Position(1, 1), GameMap.EMPTY, 2) p2.position = Position(2, 2) p2.tail = [Position(1, 1), Position(1, 2), Position(2, 2)] p2.direction = Direction(Direction.UP) gs.apply_action(0, p2, Action.FORWARD) self.assertTrue(p1.killed) self.assertFalse(p2.killed) # respawn gs.respawn_player(p1) self.assertFalse(p1.killed) self.assertTrue(p2.killed)
def test_conquer_some_player_tile(self): # fmt: off gm = create_map_with([ [1, 1, E], [1, 2, 2], [E, 2, 2], ]) # fmt: on p1 = PlayerState(id=1, name="p1", game_map=gm, position=Position(1, 1)) p2 = PlayerState(id=2, name="p2", game_map=gm, position=Position(2, 2)) gs = GameState(gm, [p1, p2]) p1.position = Position(2, 2) p1.tail = [Position(1, 2), Position(2, 2)] p2.position = Position(2, 3) p2.tail = [Position(2, 3)] p1.direction = Direction(Direction.RIGHT) gs.apply_action(0, p1, Action.TURN_LEFT) self.assertFalse(p2.killed) self.assertFalse(p1.killed)
def test_kill_player(self): # fmt: off gm = create_map_with([[E, E, E], [E, E, E], [1, 1, 1]]) # fmt: on p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) gs = GameState(gm, [p1]) p1.tail = [Position(1, 1), Position(1, 2)] p1.position = p1.tail[-1] gs.kill_player(p1) self.assertEqual(p1.tail, [p1.spawn_position]) self.assertEqual(p1.position, p1.spawn_position) self.assertTrue(p1.killed) self.assertEqual(0, p1.stats.stats[PlayerStats.CONQUERED])
def test_capturing_a_black_hole_suicide(self): # fmt: off gm = create_map_with([[0, 0, 0], [E, E, 0], [0, 0, 0]]) # fmt: on gm.set_tile(Position(2, 2), GameMap.BLACK_HOLE) p0 = PlayerState(id=0, name="p0", game_map=gm, position=Position(1, 1), direction=Direction(Direction.DOWN)) gs = GameState(gm, [p0]) gs.apply_action(0, p0, Action.FORWARD) self.assertFalse(p0.killed) gs.apply_action(0, p0, Action.FORWARD) self.assertTrue(p0.killed) self.assertEqual(1, p0.stats.stats[PlayerStats.SUICIDES])
def test_capturing_a_blitzium(self): # fmt: off gm = create_map_with([[0, 0, 0], [E, E, 0], [0, 0, 0]]) # fmt: on gm.set_tile(Position(2, 2), GameMap.BLITZIUM) p0 = PlayerState(id=0, name="p0", game_map=gm, position=Position(1, 1), direction=Direction(Direction.DOWN)) gs = GameState(gm, [p0]) gs.apply_action(0, p0, Action.FORWARD) self.assertFalse(PlayerStats.BLITZIUMS in p0.stats.stats) gs.apply_action(0, p0, Action.FORWARD) self.assertFalse(p0.killed) self.assertEqual(1, p0.stats.stats[PlayerStats.BLITZIUMS])
def test_send_winner(self): server = Mock() server.game.max_nb_ticks = 500 socket = AsyncMock() viewer = SocketViewer(server, socket) gs = GameState(GameMap(3)) ps = PlayerState(1, "p1", gs.game_map, Position(1, 1)) asyncio.run(viewer.send_winner(123, ps)) socket.send.assert_called_once() data = json.loads(socket.send.call_args[0][0]) self.assertEqual(data["type"], "winner") self.assertEqual(data["tick"], 123) self.assertEqual(data["winner"]["name"], "p1")
def test_walk_on_blitzium(self): gm = GameMap(5) p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) self.assertEqual(p1.direction, Direction.RIGHT) gs = GameState(gm, players=[p1]) gm.set_tile(Position(2, 1), GameMap.BLITZIUM) gs.apply_action(1, p1, Action.FORWARD) self.assertFalse(p1.killed) self.assertEqual(p1.position, Position(2, 1)) self.assertEqual(len(p1.tail), 2) self.assertEqual(1, p1.stats.stats[PlayerStats.BLITZIUMS]) self.assertFalse(gm.is_blitzium(Position(2, 1))) if not GameState.relocate_blitzium: for y in range(gm.size): for x in range(gm.size): self.assertFalse(gm.is_blitzium(Position(x, y)))
def test_walk_on_asteroids_suicide(self): gm = GameMap(5) p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) self.assertEqual(p1.direction, Direction.RIGHT) gs = GameState(gm, players=[p1]) # validate that a turn left should walk on asteroids pos = p1.position.copy().move( Direction(Direction.RIGHT).change_direction(Action.TURN_LEFT)) self.assertEqual(pos, Position(1, 0)) self.assertTrue(gm.is_asteroids(pos)) gs.apply_action(1, p1, Action.TURN_LEFT) # walk on tail = suicide, respawn self.assertEqual(p1.position, Position(1, 1)) self.assertEqual(len(p1.tail), 1) self.assertTrue(p1.killed) self.assertEqual(1, p1.stats.stats[PlayerStats.SUICIDES])
def test_conquer(self): gm = GameMap(5) gm.conquer_tile(Position(2, 1), 1) p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) self.assertEqual(p1.tail, [p1.spawn_position]) self.assertTrue(gm.is_conquered_by(Position(1, 1), player_id=1)) self.assertEqual(p1.direction, Direction.RIGHT) p1.stats.set_stat(PlayerStats.CONQUERED, gm.count_tiles_owned_by(player_id=1)) gs = GameState(gm, players=[p1]) # loop around gs.apply_action(1, p1, Action.FORWARD) self.assertEqual(p1.tail, [Position(2, 1)]) gs.apply_action(2, p1, Action.TURN_RIGHT) self.assertEqual(p1.position, Position(2, 2)) self.assertEqual(p1.tail, [Position(2, 1), Position(2, 2)]) self.assertEqual(gm.count_tiles_owned_by(player_id=1), 2) self.assertEqual(2, p1.stats.stats[PlayerStats.CONQUERED]) # walk into a conquered tile gs.apply_action(4, p1, Action.TURN_RIGHT) self.assertEqual(p1.position, Position(1, 2)) self.assertEqual( p1.tail, [Position(2, 1), Position(2, 2), Position(1, 2)]) gs.apply_action(1, p1, Action.TURN_RIGHT) self.assertEqual(p1.position, Position(1, 1)) self.assertEqual(p1.tail, [Position(1, 1)]) self.assertFalse(p1.killed) self.assertEqual(gm.count_tiles_owned_by(player_id=1), 4) self.assertEqual(4, p1.stats.stats[PlayerStats.CONQUERED]) for p in [ Position(1, 1), Position(2, 1), Position(2, 2), Position(1, 2) ]: self.assertTrue(gm.is_conquered_by(p, player_id=1))
def test_relocate_item(self): # fmt: off gm = create_map_with([[1, E, E], [E, W, E], [E, E, E]]) # fmt: on ps = PlayerState(id=1, name="dummy", game_map=gm, position=Position(1, 1)) gs = GameState(gm, [ps]) ps.position = Position(3, 1) ps.tail = [Position(2, 1), Position(3, 1)] asteroids_pos = Position(2, 2) self.assertTrue(gm.is_asteroids(asteroids_pos)) planet_pos = Position(3, 3) gm.set_tile(planet_pos, GameMap.PLANET) self.assertTrue(gm.is_planet(planet_pos)) black_hole_pos = Position(1, 2) gm.set_tile(black_hole_pos, GameMap.BLACK_HOLE) self.assertTrue(gm.is_black_hole(black_hole_pos)) blitzium_pos = Position(1, 3) gm.set_tile(blitzium_pos, GameMap.BLITZIUM) self.assertTrue(gm.is_blitzium(blitzium_pos)) # Cannot relocate asteroids and planets with self.assertRaises(Exception): gs.relocate_item(asteroids_pos) with self.assertRaises(Exception): gs.relocate_item(planet_pos) # relocate black holes and blitziums for i in range(30): new_black_hole_pos = gs.relocate_item(black_hole_pos) self.assertTrue(new_black_hole_pos not in list( {asteroids_pos, planet_pos, black_hole_pos, blitzium_pos}) + ps.tail) black_hole_pos = new_black_hole_pos new_blitzium_pos = gs.relocate_item(blitzium_pos) self.assertTrue(new_blitzium_pos != blitzium_pos)
def add_player(self, name: str) -> PlayerState: id = len(self.players) spawn_position = None # random position spawn_direction = None # random orientation if self.game_config is not None: # will throw if out of bound if len(self.game_config.spawn_positions) > 0: spawn_position = self.game_config.spawn_positions[id] if len(self.game_config.spawn_directions) > 0: spawn_direction = self.game_config.spawn_directions[id] player = PlayerState(id=id, name=name, game_map=self.game_map, position=spawn_position, direction=spawn_direction) self.players.append(player) return player
def test_fill_with_asteroids(self): # fmt: off game_map = create_map_with([[E, E, E, E, E], [E, 1, E, 1, E], [E, 1, W, 1, E], [E, 1, 1, 1, E], [E, E, E, E, E]]) # fmt: on ps = PlayerState(id=1, name="dummy", game_map=game_map, position=Position(2, 2)) ps.tail = [ps.spawn_position, Position(3, 2), Position(4, 2)] gs = GameState(game_map, [ps]) self.assertEqual(len(gs.fill(ps)), 1) # fmt: off self.assertEqual( game_map, create_map_with([[E, E, E, E, E], [E, 1, 1, 1, E], [E, 1, W, 1, E], [E, 1, 1, 1, E], [E, E, E, E, E]])) # fmt: on self.assertEqual(ps.score, 1)
def dict_to_player_state(data: Dict, game_map: GameMap) -> PlayerState: position = dict_to_position(data["position"]) ps = PlayerState(id=data["id"], name=data["name"], game_map=game_map, position=position, init=False) ps.active = data["active"] ps.killed = data["killed"] ps.position = position ps.spawn_position = dict_to_position(data["spawn_position"]) ps.direction = Direction(data["direction"]) ps.spawn_direction = Direction(data["spawn_direction"]) ps.tail = [dict_to_position(p) for p in data["tail"]] ps.score = data["score"] ps.stats = dict_to_player_stats(data["stats"]) for hist in data["history"]: dt = datetime.fromisoformat(hist["timestamp"]) ps.history.append( HistoryItem(game_tick=hist["tick"], message=hist["message"], ts=dt)) return ps
def test_walk_on_black_hole_suicide(self): gm = GameMap(5) p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) self.assertEqual(p1.direction, Direction.RIGHT) gs = GameState(gm, players=[p1]) gm.set_tile(Position(2, 1), GameMap.BLACK_HOLE) gs.apply_action(1, p1, Action.FORWARD) self.assertTrue(p1.killed) self.assertEqual(p1.position, Position(1, 1)) self.assertEqual(len(p1.tail), 1) self.assertEqual(1, p1.stats.stats[PlayerStats.SUICIDES]) if GameState.relocate_black_hole: self.assertFalse(gm.is_black_hole(Position(2, 1))) black_hole_at = None for y in range(gm.size): for x in range(gm.size): pos = Position(x, y) if gm.is_black_hole(pos): black_hole_at = pos self.assertTrue(black_hole_at is not None) else: self.assertTrue(gm.is_black_hole(Position(2, 1)))
def test_apply_action(self): gm = GameMap(5) p1 = PlayerState(id=1, name="1", game_map=gm, position=Position(1, 1)) self.assertEqual(1, p1.stats.stats[PlayerStats.CONQUERED]) self.assertEqual(p1.direction, Direction.RIGHT) gs = GameState(gm, players=[p1]) # go forward = ok gs.apply_action(1, p1, Action.FORWARD) self.assertEqual(p1.position, Position(2, 1)) self.assertEqual(p1.tail, [Position(1, 1), Position(2, 1)]) # turn left = go up = killed gs.apply_action(2, p1, Action.TURN_LEFT) self.assertEqual(p1.position, p1.spawn_position) self.assertEqual(p1.tail, [Position(1, 1)]) self.assertTrue(p1.killed) self.assertEqual(1, p1.stats.stats[PlayerStats.SUICIDES]) # next action is discarded gs.apply_action(3, p1, Action.FORWARD) self.assertEqual(p1.position, p1.spawn_position) self.assertEqual(p1.tail, [Position(1, 1)]) self.assertFalse(p1.killed)
def test_add_history(self): game_map = GameMap(5) pos = Position(1, 1) ps = PlayerState(id=1, name="dummy", game_map=game_map, position=pos) for tick in range(10): # add 1 or 2 messages per tick for j in range(1 + tick % 2): ps.add_history(tick, f"message-{tick}-{j}") self.assertEqual(15, len(ps.history)) # adding one message will pop one oldest ps.add_history(11, "message-11") self.assertEqual(15, len(ps.history)) self.assertEqual("message-11", ps.history[0].message) self.assertEqual("message-1-1", ps.history[-2].message) self.assertEqual("message-1-0", ps.history[-1].message) # adding a second message will pop two oldests ps.add_history(12, "message-12") self.assertEqual(14, len(ps.history)) self.assertEqual("message-12", ps.history[0].message) self.assertEqual("message-2-0", ps.history[-1].message)