496 lines
16 KiB
Python
496 lines
16 KiB
Python
from random import randint
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from bang.characters import Character
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from bang.cards 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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# test card Barile
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def test_barile():
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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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for p in ps:
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p.available_characters = [Character('test_char', 2)]
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p.set_character(p.available_characters[0].name)
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barrel_guy = g.players[g.turn]
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barrel_guy.draw('')
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barrel_guy.hand = [Barile(0,0)]
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barrel_guy.play_card(0)
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assert isinstance(barrel_guy.equipment[0], Barile)
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barrel_guy.end_turn()
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Volcanic(0,0), Bang(0,0), Bang(0,0)]
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g.players[g.turn].play_card(0)
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g.players[g.turn].play_card(0, barrel_guy.name)
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assert g.players[g.turn].pending_action == PendingAction.WAIT
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assert barrel_guy.pending_action == PendingAction.PICK
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g.deck.cards[0] = Bang(Suit.HEARTS, 5)
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barrel_guy.pick()
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assert barrel_guy.pending_action == PendingAction.WAIT
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assert barrel_guy.lives == barrel_guy.max_lives
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assert g.players[g.turn].pending_action == PendingAction.PLAY
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g.players[g.turn].play_card(0, barrel_guy.name)
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g.deck.cards[0] = Bang(Suit.SPADES, 5)
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barrel_guy.pick()
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assert barrel_guy.pending_action == PendingAction.WAIT
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assert barrel_guy.lives == barrel_guy.max_lives - 1
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assert g.players[g.turn].pending_action == PendingAction.PLAY
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#test card Volcanic
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def test_volcanic():
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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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for p in ps:
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p.available_characters = [Character('test_char', 3)]
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p.set_character(p.available_characters[0].name)
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for p in ps:
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p.hand = []
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volcanic_guy = g.players[g.turn]
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volcanic_guy.draw('')
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volcanic_guy.hand = [Volcanic(0,0), Bang(0,0), Bang(0,0)]
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volcanic_guy.play_card(0)
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assert isinstance(volcanic_guy.equipment[0], Volcanic)
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assert volcanic_guy.get_sight() == 1
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volcanic_guy.play_card(0, g.players[(g.turn+1)%3].name)
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assert len(volcanic_guy.hand) == 1
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volcanic_guy.play_card(0, g.players[(g.turn+1)%3].name)
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assert len(volcanic_guy.hand) == 0
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# test card Dinamite
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def test_dinamite():
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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for p in ps:
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p.hand = []
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dinamite_guy = g.players[g.turn]
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dinamite_guy.draw('')
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dinamite_guy.hand = [Dinamite(0,0)]
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dinamite_guy.play_card(0)
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assert isinstance(dinamite_guy.equipment[0], Dinamite)
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dinamite_guy.end_turn()
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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 = []
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g.players[g.turn].end_turn()
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g.deck.cards.insert(0, Dinamite(Suit.HEARTS, 5))
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dinamite_guy.pick()
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assert len(dinamite_guy.equipment) == 0
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dinamite_guy.draw('')
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dinamite_guy.end_turn()
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assert len(g.players[g.turn].equipment) == 1
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g.deck.cards.insert(0, Dinamite(Suit.SPADES, 5))
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g.players[g.turn].pick()
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assert len(g.players[g.turn].equipment) == 0
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assert g.players[g.turn].lives == 1
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# test mirino
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def test_mirino():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(4)]
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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mirino_guy = g.players[g.turn]
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mirino_guy.draw('')
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mirino_guy.hand = [Mirino(0,0)]
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assert mirino_guy.get_sight(countWeapon=False) == 1
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mirino_guy.play_card(0)
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assert mirino_guy.get_sight(countWeapon=False) == 2
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# test mustang
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def test_mustang():
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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mustang_guy = g.players[g.turn]
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mustang_guy.draw('')
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mustang_guy.hand = [Mustang(0,0)]
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assert mustang_guy.get_visibility() == 0
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mustang_guy.play_card(0)
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assert mustang_guy.get_visibility() == 1
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# test Prigione
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def test_prigione():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(4)]
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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sheriff = g.players[g.turn]
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sheriff.draw('')
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sheriff.hand = [Prigione(0,0)]
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sheriff.play_card(0, g.players[(g.turn+1)%4].name)
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assert len(sheriff.hand) == 0
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sheriff.end_turn()
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g.deck.cards.insert(0, Prigione(Suit.CLUBS, 5))
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skip_check = g.turn
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g.players[g.turn].pick()
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assert g.turn != skip_check
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Prigione(0,0)]
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g.players[g.turn].play_card(0, sheriff.name)
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assert len(g.players[g.turn].hand) == 1
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%4].name)
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g.players[g.turn].end_turn()
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g.deck.cards.insert(0, Prigione(Suit.HEARTS, 5))
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skip_check = g.turn
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g.players[g.turn].pick()
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assert g.turn == skip_check
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# test all weapons ranges
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def test_all_weapons():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(4)]
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Volcanic(0,0), Schofield(0,0), Remington(0,0), RevCarabine(0,0), Winchester(0,0)]
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].get_sight() == 1
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].get_sight() == 2
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].get_sight() == 3
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].get_sight() == 4
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].get_sight() == 5
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# test bang
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def test_bang():
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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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].hand) == 2
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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].hand) == 1
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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].hand) == 1
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# test birra
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def test_birra_2p():
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Birra(0,0)]
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g.players[g.turn].lives = 1
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].lives == 1
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# test birra
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def test_birra_3p():
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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initial_p = g.players[g.turn]
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Birra(0,0)]
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g.players[g.turn].lives = 1
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].lives == 2
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# test beer save
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g.players[g.turn].hand = [Birra(0,0)]
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g.players[g.turn].lives = 1
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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, initial_p.name)
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assert initial_p.lives == 1
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# test non overflow
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g.players[g.turn].lives = g.players[g.turn].max_lives
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g.players[g.turn].hand = [Birra(0,0)]
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].lives == g.players[g.turn].max_lives
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# test CatBalou
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def test_catbalou():
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [CatBalou(0,0)]
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g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
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g.players[g.turn].choose(0)
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assert len(g.players[g.turn].hand) == 0
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assert len(g.deck.scrap_pile) == 2
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assert len(g.players[(g.turn+1)%2].hand) == 3
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# test Diligenza
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def test_diligenza():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(4)]
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Diligenza(0,0)]
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g.players[g.turn].play_card(0)
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assert len(g.players[g.turn].hand) == 2
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# test Duello
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def test_duello():
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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for p in ps:
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p.hand = []
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g.players[g.turn].draw('')
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# winning duello
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g.players[g.turn].hand = [Duello(0,0), Duello(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 len(g.players[g.turn].hand) == 1
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assert g.players[(g.turn+1)%2].lives == g.players[(g.turn+1)%2].max_lives - 1
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# losing duello
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g.players[(g.turn+1)%2].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].pending_action == PendingAction.WAIT
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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].lives == g.players[g.turn].max_lives - 1
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# test Emporio
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def test_emporio():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(7)]
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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for p in ps:
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p.hand = []
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Emporio(0,0)]
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].pending_action == PendingAction.CHOOSE
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g.players[g.turn].choose(0)
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print(g.players[g.turn].name)
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for i in range(1, len(g.players)-1):
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assert g.players[(g.turn+i)%7].pending_action == PendingAction.CHOOSE
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g.players[(g.turn+i)%7].choose(0)
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for p in ps:
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assert len(p.hand) == 1
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assert g.players[g.turn].pending_action == PendingAction.PLAY
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# test Gatling
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def test_gatling():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(7)]
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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# test lose gatling
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for p in ps:
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p.hand = []
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Gatling(0,0), Gatling(0,0)]
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g.players[g.turn].play_card(0)
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for p in ps:
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if p != g.players[g.turn]:
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assert p.lives == p.max_lives - 1
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# test win gatling
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for p in ps:
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if p != g.players[g.turn]:
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p.hand = [Mancato(0,0)]
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].pending_action == PendingAction.WAIT
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for p in ps:
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if p != g.players[g.turn]:
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p.respond(0)
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assert g.players[g.turn].pending_action == PendingAction.PLAY
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for p in ps:
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if p != g.players[g.turn]:
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assert p.lives == p.max_lives - 1
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# test Indiani
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def test_indiani():
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g = Game('test')
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ps = [Player(f'p{i}', f'p{i}') for i in range(7)]
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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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for p in ps:
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p.available_characters = [Character('test_char', 4)]
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p.set_character(p.available_characters[0].name)
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# test lose indiani
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for p in ps:
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p.hand = []
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g.players[g.turn].draw('')
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g.players[g.turn].hand = [Indiani(0,0), Indiani(0,0)]
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g.players[g.turn].play_card(0)
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for p in ps:
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if p != g.players[g.turn]:
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assert p.lives == p.max_lives - 1
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# test win indiani
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for p in ps:
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if p != g.players[g.turn]:
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p.hand = [Bang(0,0)]
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g.players[g.turn].play_card(0)
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assert g.players[g.turn].pending_action == PendingAction.WAIT
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for p in ps:
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if p != g.players[g.turn]:
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p.respond(0)
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assert g.players[g.turn].pending_action == PendingAction.PLAY
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for p in ps:
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if p != g.players[g.turn]:
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assert p.lives == p.max_lives - 1
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# test Mancato
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def test_mancato():
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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:
|
|
g.add_player(p)
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|
g.start_game()
|
|
for p in ps:
|
|
p.available_characters = [Character('test_char', 4)]
|
|
p.set_character(p.available_characters[0].name)
|
|
for p in ps:
|
|
p.hand = [Mancato(0,0)]
|
|
g.players[g.turn].draw('')
|
|
g.players[g.turn].hand = [Bang(0,0)]
|
|
g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
|
|
assert g.players[(g.turn+1)%2].pending_action == PendingAction.RESPOND
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|
g.players[(g.turn+1)%2].respond(0)
|
|
assert g.players[(g.turn+1)%2].lives == g.players[(g.turn+1)%2].max_lives
|
|
assert g.players[(g.turn+1)%2].pending_action == PendingAction.WAIT
|
|
assert g.players[g.turn].pending_action == PendingAction.PLAY
|
|
|
|
# test Panico
|
|
def test_panico():
|
|
|
|
g = Game('test')
|
|
ps = [Player(f'p{i}', f'p{i}') for i in range(2)]
|
|
for p in ps:
|
|
g.add_player(p)
|
|
g.start_game()
|
|
for p in ps:
|
|
p.available_characters = [Character('test_char', 4)]
|
|
p.set_character(p.available_characters[0].name)
|
|
g.players[g.turn].draw('')
|
|
g.players[g.turn].hand = [Panico(0,0)]
|
|
g.players[g.turn].play_card(0, g.players[(g.turn+1)%2].name)
|
|
g.players[g.turn].choose(0)
|
|
assert len(g.players[g.turn].hand) == 1
|
|
assert len(g.deck.scrap_pile) == 1
|
|
assert len(g.players[(g.turn+1)%2].hand) == 3
|
|
|
|
# test Saloon
|
|
def test_saloon():
|
|
|
|
g = Game('test')
|
|
ps = [Player(f'p{i}', f'p{i}') for i in range(8)]
|
|
for p in ps:
|
|
g.add_player(p)
|
|
g.start_game()
|
|
for p in ps:
|
|
p.available_characters = [Character('test_char', 4)]
|
|
p.set_character(p.available_characters[0].name)
|
|
for p in ps:
|
|
p.lives = randint(p.max_lives-1, p.max_lives)
|
|
g.players[g.turn].draw('')
|
|
g.players[g.turn].hand = [Saloon(0,0)]
|
|
g.players[g.turn].play_card(0)
|
|
for p in ps:
|
|
assert p.lives == p.max_lives
|
|
|
|
# test WellsFargo
|
|
def test_wells_fargo():
|
|
|
|
g = Game('test')
|
|
ps = [Player(f'p{i}', f'p{i}') for i in range(4)]
|
|
for p in ps:
|
|
g.add_player(p)
|
|
g.start_game()
|
|
for p in ps:
|
|
p.available_characters = [Character('test_char', 4)]
|
|
p.set_character(p.available_characters[0].name)
|
|
g.players[g.turn].draw('')
|
|
g.players[g.turn].hand = [WellsFargo(0,0)]
|
|
g.players[g.turn].play_card(0)
|
|
assert len(g.players[g.turn].hand) == 3
|