示例#1
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    def __init__(self, config):
        super(Player, self).__init__(config)
        # Velocity in the y (upward) direction.
        self.dy = 0
        # A dict of player blocks with their respective quantities
        self.inventory = Storage()
        self.inventory.store_item(0, 'Brick', 5)
        self.inventory.store_item(1, 'Grass', 7)
        self.inventory.store_item(2, 'WeakStone', 10)
        self.inventory.store_item(3, 'Sand', 5)

        self.current_item = 'Brick'
        self.current_item_index = 0
示例#2
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def test_create_storage():
    """
    Test create storage.
    """
    storage_obj = Storage()
    assert len(storage_obj.items) == 10, 'Default storage has 10 items'
    assert storage_obj.max_items == 10, 'Default storage max items are 10'
    assert isinstance(storage_obj.items, dict), 'Default storage items is a dictionary'
示例#3
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def test_storage_item():
    """
    Test store_item function.
    """
    storage_obj = Storage()
    storage_obj.store_item(1, 'test')

    assert storage_obj.items[1] == {'test': 1}, 'Item in the position 1 coincide with the inserted item with value 1'
    assert storage_obj.items[0] == dict(), 'Item in the position 0 is empty'

    storage_obj.store_item(1, 'test')
    assert storage_obj.items[1] == {'test': 2}, 'Item in the position 1 coincide with the inserted item with value 2'

    assert storage_obj.store_item(10, 'test2') is False, "Can't store items in positions over max items"
    assert storage_obj.store_item(9, 'test2') is True, "Can store items in last position"

    storage_obj.store_item(2, 'test', 3)
    assert storage_obj.items[2] == {'test': 3}, 'Item in the position 2 coincide with the inserted item with value 3'
示例#4
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def test_retrieve_item():
    """
    Test store_item function.
    """
    storage_obj = Storage()
    storage_obj.store_item(1, 'test')

    data_test_1 = {"item": 'test', "quantity": 1}

    assert storage_obj.retrieve_item('test') == data_test_1, \
        'Item in the position 1 coincide with the item with value 1'
    assert storage_obj.retrieve_item('test') is False, 'Item in the position 1 is empty'

    data_test_2 = {"item": 'test', "quantity": 2}
    #
    storage_obj.store_item(2, 'test', 3)
    assert storage_obj.retrieve_item('test', 2) == data_test_2, \
        'Item in the position 2 coincide with the item with value 2'
示例#5
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文件: player.py 项目: Hispar/pycraft
    def __init__(self, config):
        super(Player, self).__init__(config)
        # Velocity in the y (upward) direction.
        self.dy = 0
        # A dict of player blocks with their respective quantities
        self.inventory = Storage()
        self.inventory.store_item(0, 'Brick', 5)
        self.inventory.store_item(1, 'Grass', 7)
        self.inventory.store_item(2, 'WeakStone', 10)
        self.inventory.store_item(3, 'Sand', 5)

        self.current_item = 'Brick'
        self.current_item_index = 0
示例#6
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class Player(Character):
    def __init__(self, config):
        super(Player, self).__init__(config)
        # Velocity in the y (upward) direction.
        self.dy = 0
        # A dict of player blocks with their respective quantities
        self.inventory = Storage()
        self.inventory.store_item(0, 'Brick', 5)
        self.inventory.store_item(1, 'Grass', 7)
        self.inventory.store_item(2, 'WeakStone', 10)
        self.inventory.store_item(3, 'Sand', 5)

        self.current_item = 'Brick'
        self.current_item_index = 0

    def get_block(self):
        item = self.inventory.retrieve_item(self.current_item)
        self.switch_inventory(self.current_item_index)
        if isinstance(item, dict):
            return item['item']
        return None

    def switch_inventory(self, index):
        """
        Change selected element in the inventory
        :param index:integer
        :return:None
        """
        self.current_item_index = index
        self.current_item = self.inventory.get_item_name(
            self.current_item_index)

    def get_sight_vector(self):
        """Returns the current line of sight vector indicating the direction the
        player is looking.
        """
        x, y = self.rotation
        # y ranges from -90 to 90, or -pi/2 to pi/2, so m ranges from 0 to 1 and
        # is 1 when looking ahead parallel to the ground and 0 when looking
        # straight up or down.
        m = math.cos(math.radians(y))
        # dy ranges from -1 to 1 and is -1 when looking straight down and 1 when
        # looking straight up.
        dy = math.sin(math.radians(y))
        dx = math.cos(math.radians(x - 90)) * m
        dz = math.sin(math.radians(x - 90)) * m
        return dx, dy, dz
示例#7
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class Player(Character):
    def __init__(self, config):
        super(Player, self).__init__(config)
        # Velocity in the y (upward) direction.
        self.dy = 0
        # A dict of player blocks with their respective quantities
        self.inventory = Storage()
        self.inventory.store_item(0, 'Brick', 5)
        self.inventory.store_item(1, 'Grass', 7)
        self.inventory.store_item(2, 'WeakStone', 10)
        self.inventory.store_item(3, 'Sand', 5)

        self.current_item = 'Brick'
        self.current_item_index = 0

    def get_block(self):
        item = self.inventory.retrieve_item(self.current_item)
        self.switch_inventory(self.current_item_index)
        if isinstance(item, dict):
            return item['item']
        return None

    def switch_inventory(self, index):
        """
        Change selected element in the inventory
        :param index:integer
        :return:None
        """
        self.current_item_index = index
        self.current_item = self.inventory.get_item_name(
            self.current_item_index)

    def get_sight_vector(self):
        """Returns the current line of sight vector indicating the direction the
        player is looking.
        """
        x, y = self.rotation
        # y ranges from -90 to 90, or -pi/2 to pi/2, so m ranges from 0 to 1 and
        # is 1 when looking ahead parallel to the ground and 0 when looking
        # straight up or down.
        m = math.cos(math.radians(y))
        # dy ranges from -1 to 1 and is -1 when looking straight down and 1 when
        # looking straight up.
        dy = math.sin(math.radians(y))
        dx = math.cos(math.radians(x - 90)) * m
        dz = math.sin(math.radians(x - 90)) * m
        return dx, dy, dz

    def hit(self, blocks, max_distance=8, left=True):
        """Line of sight search from current position. If a block is
        intersected it is returned, along with the block previously in the line
        of sight. If no block is found, return None, None.

        Parameters
        ----------
        blocks : dict
            A mapping from position to the texture of a block
        max_distance : int
            How many blocks away to search for a hit.
        left : bool
            hit is called by left-click or not
        """
        m = 8
        x, y, z = self.position
        head, feet = normalize((x, y, z)), normalize((x, y - 1, z))
        dx, dy, dz = self.get_sight_vector()
        previous = None
        for _ in range(max_distance * m):
            key = normalize((x, y, z))
            if key != previous and key in blocks:
                if not left and (previous == head or previous == feet):
                    continue
                # Make sure the block isn't the player's head or feet in case of adding.
                return key, previous
            previous = key
            x, y, z = x + dx / m, y + dy / m, z + dz / m
        return None, None
示例#8
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def test_next_item():
    """
    Test store_item function.
    """
    storage_obj = Storage()
    storage_obj.store_item(0, 'test')

    assert storage_obj.get_item_name() == 'test', 'Retrieve the name of the first item in the storage'

    storage_obj = Storage()
    storage_obj.store_item(1, 'test')

    assert storage_obj.get_item_name() is False, 'Fails to retrieve the name of the first item in the storage'

    assert storage_obj.get_item_name(10) is False, 'Fails to retrieve the name with and index over max storage'
示例#9
0
文件: player.py 项目: Hispar/pycraft
class Player(Character):
    def __init__(self, config):
        super(Player, self).__init__(config)
        # Velocity in the y (upward) direction.
        self.dy = 0
        # A dict of player blocks with their respective quantities
        self.inventory = Storage()
        self.inventory.store_item(0, 'Brick', 5)
        self.inventory.store_item(1, 'Grass', 7)
        self.inventory.store_item(2, 'WeakStone', 10)
        self.inventory.store_item(3, 'Sand', 5)

        self.current_item = 'Brick'
        self.current_item_index = 0

    def get_block(self):
        item = self.inventory.retrieve_item(self.current_item)
        self.switch_inventory(self.current_item_index)
        if isinstance(item, dict):
            return item['item']
        return None

    def switch_inventory(self, index):
        """
        Change selected element in the inventory
        :param index:integer
        :return:None
        """
        self.current_item_index = index
        self.current_item = self.inventory.get_item_name(self.current_item_index)

    def get_sight_vector(self):
        """Returns the current line of sight vector indicating the direction the
        player is looking.
        """
        x, y = self.rotation
        # y ranges from -90 to 90, or -pi/2 to pi/2, so m ranges from 0 to 1 and
        # is 1 when looking ahead parallel to the ground and 0 when looking
        # straight up or down.
        m = math.cos(math.radians(y))
        # dy ranges from -1 to 1 and is -1 when looking straight down and 1 when
        # looking straight up.
        dy = math.sin(math.radians(y))
        dx = math.cos(math.radians(x - 90)) * m
        dz = math.sin(math.radians(x - 90)) * m
        return dx, dy, dz

    def hit(self, blocks, max_distance=8, left=True):
        """Line of sight search from current position. If a block is
        intersected it is returned, along with the block previously in the line
        of sight. If no block is found, return None, None.

        Parameters
        ----------
        blocks : dict
            A mapping from position to the texture of a block
        max_distance : int
            How many blocks away to search for a hit.
        left : bool
            hit is called by left-click or not
        """
        m = 8
        x, y, z = self.position
        head, feet = normalize((x, y, z)), normalize((x, y - 1, z))
        dx, dy, dz = self.get_sight_vector()
        previous = None
        for _ in range(max_distance * m):
            key = normalize((x, y, z))
            if key != previous and key in blocks:
                if not left and (previous == head or previous == feet):
                    continue
                # Make sure the block isn't the player's head or feet in case of adding.
                return key, previous
            previous = key
            x, y, z = x + dx / m, y + dy / m, z + dz / m
        return None, None
示例#10
0
文件: player.py 项目: cobusc/pycraft
class Player(Character):
    def __init__(self, config):
        super(Player, self).__init__(config)
        # Velocity in the y (upward) direction.
        self.dy = 0
        # A dict of player blocks with their respective quantities
        self.inventory = Storage()
        self.inventory.store_item(0, 'Brick', 99999)
        self.inventory.store_item(1, 'Grass', 99999)
        self.inventory.store_item(2, 'WeakStone', 99999)
        self.inventory.store_item(3, 'Sand', 99999)
        self.inventory.store_item(4, 'Cobus', 99999)
        self.inventory.store_item(5, 'Nicholas', 99999)
        self.inventory.store_item(6, 'Joshua', 99999)

        self.current_item = 'Brick'
        self.current_item_index = 0

    def get_block(self):
        item = self.inventory.retrieve_item(self.current_item)
        self.switch_inventory(self.current_item_index)
        if isinstance(item, dict):
            return item['item']
        return None

    def switch_inventory(self, index):
        """
        Change selected element in the inventory
        :param index:integer
        :return:None
        """
        self.current_item_index = index
        self.current_item = self.inventory.get_item_name(self.current_item_index)

    def next_inventory_item(self):
        """
        Change selected element to the next one in the inventory
        :return:None
        """
        self.current_item_index = (self.current_item_index + 1) % len(self.inventory.items)
        self.current_item = self.inventory.get_item_name(self.current_item_index)

    def previous_inventory_item(self):
        """
        Change selected element to the previous one in the inventory
        :return:None
        """
        self.current_item_index = (self.current_item_index - 1) % len(self.inventory.items)
        self.current_item = self.inventory.get_item_name(self.current_item_index)

    def get_sight_vector(self):
        """Returns the current line of sight vector indicating the direction the
        player is looking.
        """
        x, y = self.rotation
        # y ranges from -90 to 90, or -pi/2 to pi/2, so m ranges from 0 to 1 and
        # is 1 when looking ahead parallel to the ground and 0 when looking
        # straight up or down.
        m = math.cos(math.radians(y))
        # dy ranges from -1 to 1 and is -1 when looking straight down and 1 when
        # looking straight up.
        dy = math.sin(math.radians(y))
        dx = math.cos(math.radians(x - 90)) * m
        dz = math.sin(math.radians(x - 90)) * m
        return dx, dy, dz