from unittest import TestCase
-from naja.constants import BITS
+from naja.constants import BITS, MOVES
from naja.gameboard import GameBoard, LocationCard
+from naja.options import parse_args
from naja.player import Player
from naja import actions
class TestActions(TestCase):
+ def setUp(self):
+ parse_args([])
+
def make_player(self, *bits):
player_bits = 0
for bit in bits:
- player_bits |= bit
+ player_bits |= (1 << bit)
return Player(player_bits, None)
def make_board(self, player_bits=None, locations=None):
if locations is None:
locations = [{'actions': []}]
- board = GameBoard.new_game(locations)
+ board = GameBoard.new_game({'cards': locations})
if player_bits is not None:
+ board.player.bits.bits = 0
board.player.bits.set_bits(player_bits)
return board
+ def assert_player_bits(self, board, *bits):
+ self.assertEqual(sum(1 << bit for bit in bits), board.player.bits.bits)
+
+ def assert_state(self, state1, state2, exclude=(), player_exclude=()):
+ def filter_dict(source, exclude_keys):
+ return dict((k, v) for k, v in source.items()
+ if k not in exclude_keys)
+
+ state1 = filter_dict(state1, exclude)
+ if 'player' in state1:
+ state1['player'] = filter_dict(state1['player'], player_exclude)
+ state2 = filter_dict(state2, exclude)
+ if 'player' in state2:
+ state2['player'] = filter_dict(state2['player'], player_exclude)
+
+ self.assertEqual(state1, state2)
+
def test_check_available(self):
def check_available(action_bits, player_bits, expected_result):
action = actions.LocationAction(action_bits)
check_available(set([BITS.MSB]), [], False)
check_available(set([BITS.MSB]), [BITS.MSB], True)
+ def test_get_text(self):
+ class LocationAction1(actions.LocationAction):
+ TEXT = "foo"
+ action1 = LocationAction1([])
+ self.assertEqual(action1.get_text(), "foo")
+
+ class LocationAction2(actions.LocationAction):
+ TEXT = "foo %(bar)s"
+ action2 = LocationAction2([], bar="baz")
+ self.assertEqual(action2.get_text(), "foo baz")
+
+ def test_get_text_row_column(self):
+ class DirectionAction(actions.LocationAction):
+ TEXT = "foo %(direction)s %(rowcol)s"
+
+ action_north = DirectionAction([], direction='NORTH')
+ self.assertEqual(action_north.get_text(), "foo {NORTH} column")
+
+ action_south = DirectionAction([], direction='SOUTH')
+ self.assertEqual(action_south.get_text(), "foo {SOUTH} column")
+
+ action_east = DirectionAction([], direction='EAST')
+ self.assertEqual(action_east.get_text(), "foo {EAST} row")
+
+ action_west = DirectionAction([], direction='WEST')
+ self.assertEqual(action_west.get_text(), "foo {WEST} row")
+
def test_DoNothing(self):
board = self.make_board()
state_before = board.export()
actions.DoNothing(set()).perform_action(board, None)
state_after = board.export()
- self.assertEqual(state_before, state_after)
+ self.assert_state(state_before, state_after)
def test_LoseHealthOrMSB_MSB_clear(self):
board = self.make_board()
actions.LoseHealthOrMSB(set()).perform_action(board, None)
state_after = board.export()
self.assertEqual(state_after['health'], state_before['health'] - 1)
-
- state_before.pop('health')
- state_after.pop('health')
- self.assertEqual(state_before, state_after)
+ self.assert_state(state_before, state_after, exclude=['health'])
def test_LoseHealthOrMSB_MSB_set(self):
board = self.make_board(player_bits=[BITS.MSB])
actions.LoseHealthOrMSB(set()).perform_action(board, None)
state_after = board.export()
self.assertEqual(board.player.bits.check_bit(BITS.MSB), False)
-
- state_before['player'].pop('bits')
- state_after['player'].pop('bits')
- self.assertEqual(state_before, state_after)
+ self.assert_state(state_before, state_after, player_exclude=['bits'])
def test_SetBits(self):
board = self.make_board()
state_before = board.export()
- location = LocationCard(set([BITS.MSB, BITS.NORTH]), [])
- actions.SetBits(set()).perform_action(board, location)
+ card = LocationCard(set([BITS.MSB, BITS.NORTH]), [])
+ actions.SetBits(set()).perform_action(board, card)
state_after = board.export()
self.assertEqual(
board.player.bits.check_bits([BITS.MSB, BITS.NORTH]), True)
-
- state_before['player'].pop('bits')
- state_after['player'].pop('bits')
- self.assertEqual(state_before, state_after)
+ self.assert_state(state_before, state_after, player_exclude=['bits'])
def test_ToggleBits(self):
board = self.make_board(player_bits=[BITS.NORTH])
state_before = board.export()
- location = LocationCard(set([BITS.MSB, BITS.NORTH]), [])
- actions.ToggleBits(set()).perform_action(board, location)
+ card = LocationCard(set([BITS.MSB, BITS.NORTH]), [])
+ actions.ToggleBits(set()).perform_action(board, card)
state_after = board.export()
self.assertEqual(board.player.bits.check_bit(BITS.MSB), True)
self.assertEqual(board.player.bits.check_bit(BITS.NORTH), False)
+ self.assert_state(state_before, state_after, player_exclude=['bits'])
+
+ def test_LoseHealthOrMSBAndSetBits_MSB_clear(self):
+ board = self.make_board(player_bits=[])
+ state_before = board.export()
+ card = LocationCard(set([BITS.BLUE, BITS.NORTH]), [])
+ actions.LoseHealthOrMSBAndSetBits(set()).perform_action(board, card)
+ state_after = board.export()
+ self.assertEqual(state_after['health'], state_before['health'] - 1)
+ self.assert_player_bits(board, BITS.BLUE, BITS.NORTH)
+ self.assert_state(
+ state_before, state_after, exclude=['health'],
+ player_exclude=['bits'])
+
+ def test_LoseHealthOrMSBAndSetBits_MSB_set(self):
+ board = self.make_board(player_bits=[BITS.MSB])
+ state_before = board.export()
+ card = LocationCard(set([BITS.BLUE, BITS.NORTH]), [])
+ actions.LoseHealthOrMSBAndSetBits(set()).perform_action(board, card)
+ state_after = board.export()
+ self.assert_player_bits(board, BITS.BLUE, BITS.NORTH)
+ self.assert_state(state_before, state_after, player_exclude=['bits'])
+
+ def test_LoseHealthOrMSBAndSetBits_MSB_set_and_on_card(self):
+ board = self.make_board(player_bits=[BITS.MSB])
+ state_before = board.export()
+ card = LocationCard(set([BITS.MSB, BITS.NORTH]), [])
+ actions.LoseHealthOrMSBAndSetBits(set()).perform_action(board, card)
+ state_after = board.export()
+ self.assert_player_bits(board, BITS.MSB, BITS.NORTH)
+ self.assert_state(state_before, state_after, player_exclude=['bits'])
+
+ def test_AcquireWinToken(self):
+ board = self.make_board(
+ player_bits=[BITS.RED, BITS.GREEN, BITS.BLUE])
+ state_before = board.export()
+ actions.AcquireWinToken(set()).perform_action(board, None)
+ state_after = board.export()
+ self.assertEqual(state_after['wins'], state_before['wins'] + 1)
+ self.assertEqual(board.player.bits.bits, 0)
+ self.assert_state(
+ state_before, state_after, exclude=['wins'],
+ player_exclude=['bits'])
+
+ def test_GainHealthAndClearBitsOrMSB_MSB_clear(self):
+ board = self.make_board(player_bits=[BITS.NORTH])
+ board.lose_health()
+ state_before = board.export()
+ card = LocationCard(set([BITS.BLUE, BITS.NORTH]), [])
+ actions.GainHealthAndClearBitsOrMSB(set()).perform_action(board, card)
+ state_after = board.export()
+ self.assertEqual(state_after['health'], state_before['health'] + 1)
+ self.assert_player_bits(board)
+ self.assert_state(
+ state_before, state_after, exclude=['health'],
+ player_exclude=['bits'])
+
+ def test_GainHealthAndClearBitsOrMSB_MSB_set(self):
+ board = self.make_board(player_bits=[BITS.MSB, BITS.NORTH])
+ board.lose_health()
+ state_before = board.export()
+ card = LocationCard(set([BITS.BLUE, BITS.NORTH]), [])
+ actions.GainHealthAndClearBitsOrMSB(set()).perform_action(board, card)
+ state_after = board.export()
+ self.assertEqual(state_after['health'], state_before['health'] + 1)
+ self.assert_player_bits(board, BITS.NORTH)
+ self.assert_state(
+ state_before, state_after, exclude=['health'],
+ player_exclude=['bits'])
+
+ def test_AllowKnightMove(self):
+ board = self.make_board(player_bits=[BITS.RED, BITS.BLUE])
+ actions.AllowChessMove(
+ set([BITS.RED, BITS.BLUE]), chesspiece="KNIGHT"
+ ).perform_action(board, None)
+ self.assertEqual(board.player.movement_mode, MOVES.KNIGHT)
+
+ def test_AllowBishopMove(self):
+ board = self.make_board(player_bits=[BITS.RED, BITS.BLUE])
+ actions.AllowChessMove(
+ set([BITS.RED, BITS.BLUE]), chesspiece="BISHOP"
+ ).perform_action(board, None)
+ self.assertEqual(board.player.movement_mode, MOVES.BISHOP)
- state_before['player'].pop('bits')
- state_after['player'].pop('bits')
- self.assertEqual(state_before, state_after)
+ def test_AllowCastleMove(self):
+ board = self.make_board(player_bits=[BITS.RED, BITS.BLUE])
+ actions.AllowChessMove(
+ set([BITS.RED, BITS.BLUE]), chesspiece="CASTLE"
+ ).perform_action(board, None)
+ self.assertEqual(board.player.movement_mode, MOVES.CASTLE)