365 lines
13 KiB
Python
365 lines
13 KiB
Python
from random import randint
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from bang.characters import *
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from bang.deck import Deck
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from bang.game import Game
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from bang.players import Player
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from globals import PendingAction
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from bang.cards import *
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def test_bartcassidy():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 2), BartCassidy()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if isinstance(g.players[g.turn].character, BartCassidy):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.players[(g.turn+1)%2].hand = []
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Bang(0,0)]
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assert len(g.players[(g.turn+1)%2].hand) == 0
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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assert len(g.players[(g.turn+1)%2].hand) == 1
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def test_blackjack():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(1)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [BlackJack()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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g.players[g.turn].hand = []
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g.deck.cards.insert(1, Bang(Suit.HEARTS, 1))
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g.players[g.turn].draw('')
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assert len(g.players[g.turn].hand) == 3
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.deck.cards.insert(1, Bang(Suit.CLUBS, 1))
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g.players[g.turn].draw('')
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assert len(g.players[g.turn].hand) == 2
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.deck.cards.insert(1, Bang(Suit.DIAMONDS, 1))
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g.players[g.turn].draw('')
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assert len(g.players[g.turn].hand) == 3
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.deck.cards.insert(1, Bang(Suit.SPADES, 1))
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g.players[g.turn].draw('')
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assert len(g.players[g.turn].hand) == 2
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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def test_calamityjanet():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 2), CalamityJanet()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if isinstance(g.players[g.turn].character, CalamityJanet):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.players[(g.turn+1)%2].hand = [Bang(0,0)]
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Bang(0,0)]
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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assert g.players[(g.turn+1)%2].pending_action == PendingAction.RESPOND
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g.players[(g.turn+1)%2].respond(0)
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g.players[g.turn].end_turn()
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Mancato(0,0)]
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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assert g.players[(g.turn+1)%2].lives == 1
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def test_ElGringo():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 2), ElGringo()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if isinstance(g.players[g.turn].character, ElGringo):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.players[(g.turn+1)%2].hand = []
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Bang(0,0), Bang(0,0)]
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assert len(g.players[(g.turn+1)%2].hand) == 0
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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assert len(g.players[(g.turn+1)%2].hand) == 1
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assert len(g.players[g.turn].hand) == 0
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def test_JesseJones():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 2), JesseJones()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if not isinstance(g.players[g.turn].character, JesseJones):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.players[(g.turn+1)%2].hand = [Bang(0,0)]
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g.players[g.turn].draw('p1' if g.turn == 0 else 'p0')
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g.players[g.turn].hand = [Bang(0,0), Bang(0,0)]
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assert len(g.players[(g.turn+1)%2].hand) == 0
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assert len(g.players[g.turn].hand) == 2
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def test_Jourdonnais():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 2), Jourdonnais()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if isinstance(g.players[g.turn].character, Jourdonnais):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Bang(0,0)]
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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assert g.players[(g.turn+1)%2].pending_action == PendingAction.PICK
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def test_KitCarlson():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 4), KitCarlson()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if not isinstance(g.players[g.turn].character, KitCarlson):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Mancato(0,0)]
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g.players[g.turn].end_turn()
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g.players[g.turn].draw('')
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assert g.players[g.turn].pending_action == PendingAction.CHOOSE
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assert len(g.players[g.turn].available_cards) == 3
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g.players[g.turn].choose(0)
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assert len(g.players[g.turn].available_cards) == 2
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g.players[g.turn].choose(1)
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assert g.players[g.turn].pending_action == PendingAction.PLAY
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def test_LuckyDuke():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [LuckyDuke(), LuckyDuke()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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g.players[0].equipment = [Prigione(0,0)]
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g.players[1].equipment = [Prigione(0,0)]
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g.players[g.turn].draw('')
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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assert g.players[g.turn].pending_action == PendingAction.PICK
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g.deck.cards.insert(0, Bang(Suit.SPADES,0))
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g.deck.cards.insert(1, Bang(Suit.HEARTS,0))
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g.players[g.turn].pick()
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assert g.players[g.turn].pending_action == PendingAction.DRAW
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def test_PaulRegret():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 2), PaulRegret()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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pls = g.get_visible_players(g.players[0])
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assert len(pls) == 1
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assert pls[0]['name'] == g.players[1].name
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assert pls[0]['dist'] > g.players[0].get_sight()
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def test_PedroRamirez():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 4), PedroRamirez()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if not isinstance(g.players[g.turn].character, PedroRamirez):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.deck.scrap_pile.append(Bang(0,0))
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g.players[g.turn].hand = []
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g.players[g.turn].draw('scrap')
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assert len(g.players[g.turn].hand) == 2
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assert g.players[g.turn].hand[0].number == 0
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assert g.players[g.turn].hand[0].suit == 0
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assert isinstance(g.players[g.turn].hand[0], Bang)
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def test_RoseDoolan():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 2), RoseDoolan()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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g.players[0].equipment = [Mustang(0,0)]
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g.players[0].notify_self()
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pls = g.get_visible_players(g.players[1])
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print(pls)
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assert len(pls) == 1
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assert pls[0]['name'] != g.players[1].name
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assert pls[0]['dist'] <= g.players[1].get_sight()
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def test_SidKetchum():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 4), SidKetchum()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if not isinstance(g.players[g.turn].character, SidKetchum):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.players[g.turn].draw('')
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g.players[g.turn].lives = 1
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g.players[g.turn].scrap(0)
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assert g.players[g.turn].lives == 1
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g.players[g.turn].scrap(0)
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assert g.players[g.turn].lives == 2
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def test_SlabTheKiller():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 4), SlabTheKiller()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if not isinstance(g.players[g.turn].character, SlabTheKiller):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Mancato(0,0)]
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g.players[g.turn].end_turn()
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Bang(0,0)]
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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assert g.players[(g.turn+1)%2].pending_action == PendingAction.RESPOND
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g.players[(g.turn+1)%2].respond(0)
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assert g.players[(g.turn+1)%2].pending_action == PendingAction.WAIT
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assert g.players[(g.turn+1)%2].lives == 3
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def test_SuzyLafayette():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 4), SuzyLafayette()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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g.players[1].hand = []
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assert len(g.players[1].hand) == 0
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g.players[1].notify_self()
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assert len(g.players[1].hand) == 1
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g.players[g.turn].end_turn()
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def test_VultureSam():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(3)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 4), Character('test_char', 4), VultureSam()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if isinstance(g.players[g.turn].character, VultureSam):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Bang(0,0), Bang(0,0), Bang(0,0), Bang(0,0)]
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g.players[g.turn].end_turn()
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while not isinstance(g.players[g.turn].character, VultureSam):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Bang(0,0), Bang(0,0), Bang(0,0), Bang(0,0)]
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g.players[g.turn].lives = 0
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g.players[g.turn].notify_self()
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assert len(g.players[2].hand) == 8
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return
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def test_WillyTheKid():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
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for p in ps:
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g.add_player(p)
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g.start_game()
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test_chars = [Character('test_char', 4), WillyTheKid()]
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for p in ps:
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p.available_characters = [test_chars.pop(0)]
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p.set_character(p.available_characters[0].name)
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if not isinstance(g.players[g.turn].character, WillyTheKid):
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g.players[g.turn].draw('')
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g.players[g.turn].hand = []
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g.players[g.turn].end_turn()
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Bang(0,0), Bang(0,0), Bang(0,0)]
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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assert g.players[(g.turn+1)%2].lives == 3
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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assert g.players[(g.turn+1)%2].lives == 2
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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assert g.players[(g.turn+1)%2].lives == 1 |