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Python helper.get_player_ship函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中tests.gui.helper.get_player_ship函数的典型用法代码示例。如果您正苦于以下问题:Python get_player_ship函数的具体用法?Python get_player_ship怎么用?Python get_player_ship使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了get_player_ship函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。

示例1: test_change_name_empty_not_allowed

def test_change_name_empty_not_allowed(gui):
	"""Make sure an object's name can't be changed to some empty string.

	See issue #1978.
	"""
	ship = get_player_ship(gui.session)
	old_name = ship.get_component(NamedComponent).name

	gui.select([ship])

	# try empty name
	def rename_empty():
		gui.find('new_name').write('')
		gui.trigger('change_name_dialog_window', 'okButton')

	with gui.handler(rename_empty):
		gui.trigger('overview_trade_ship', 'name')

	new_name = ship.get_component(NamedComponent).name
	assert old_name == new_name

	# try name with just spaces
	def rename_spaces():
		gui.find('new_name').write('   ')
		gui.trigger('change_name_dialog_window', 'okButton')

	with gui.handler(rename_spaces):
		gui.trigger('overview_trade_ship', 'name')

	new_name = ship.get_component(NamedComponent).name
	assert old_name == new_name
开发者ID:ThePawnBreak,项目名称:unknown-horizons,代码行数:31,代码来源:test_dialogs.py


示例2: test_mission1

def test_mission1(gui):
    """Sample mission which requires multiple buildings to win."""

    # Move ship to coast
    ship = get_player_ship(gui.session)
    gui.select([ship])
    move_ship(gui, ship, (7, 3))

    # Build warehouse
    gui.select([ship])
    gui.trigger("overview_trade_ship/found_settlement")
    gui.cursor_click(10, 5, "left")
    assert_goal_reached(gui, "warehouse")

    # Build main square
    gui.trigger("mainhud/build")
    gui.trigger("tab/button_02")
    gui.cursor_click(9, 11, "left")
    assert_goal_reached(gui, "mainsquare")

    # Build fisher
    gui.trigger("tab/button_23")
    gui.cursor_click(7, 7, "left")

    assert_win(gui)
开发者ID:unknown-horizons,项目名称:unknown-horizons,代码行数:25,代码来源:test_simple.py


示例3: test_traderoute

def test_traderoute(gui):
	"""Check that a ship's route is configured correctly after setting it up using the GUI."""

	ship = get_player_ship(gui.session)
	gui.select([ship])

	# Create the first settlement
	found_settlement(gui, (36, 34), (38, 39))

	# Give the resources back to the ship
	# Click the trade button
	gui.trigger('overview_trade_ship', 'trade')

	# Get the default amount (50 t, which is more than all available) of everything
	gui.trigger('buy_sell_goods', 'inventory_entry_0')
	gui.trigger('buy_sell_goods', 'inventory_entry_1')
	gui.trigger('buy_sell_goods', 'inventory_entry_2')
	gui.trigger('buy_sell_goods', 'inventory_entry_3')

	# Create the second settlement
	found_settlement(gui, (27, 28), (28, 22))

	# Open the configure trade route widget
	gui.trigger('overview_trade_ship', 'configure_route')

	# The trade route widget is visible
	assert gui.find(name='configure_route')
	route_widget = gui.session.ingame_gui._old_menu.current_tab.route_menu

	assert not ship.route.wait_at_load
	assert not ship.route.wait_at_unload
	assert not ship.route.waypoints

	# Select the first waypoint for the trade route
	event = Mock()
	event.getButton.return_value = fife.MouseEvent.LEFT
	event.map_coords = 38, 39
	route_widget.on_map_click(event, False)

	# Select the other waypoint for the trade route
	event = Mock()
	event.getButton.return_value = fife.MouseEvent.LEFT
	event.map_coords = 28, 22
	route_widget.on_map_click(event, False)

	# Set the resources to be loaded from settlement on the left and the amount
	gui.trigger('configure_route/container_1/slot_0', 'button', mouse='left') # Select the second warehouse's first slot
	gui.trigger('configure_route', 'resource_%d' % RES.FOOD)
	gui.find('configure_route/container_1/slot_0/slider').slide(120)

	# Check if the ship obeys the state of "Wait at load" and "Wait at unload"
	gui.trigger('configure_route', 'wait_at_load')
	gui.trigger('configure_route', 'wait_at_unload')

	assert ship.route.wait_at_load
	assert ship.route.wait_at_unload
	assert len(ship.route.waypoints) == 2
	assert Point(38, 39) in ship.route.waypoints[0]['warehouse'].position
	assert Point(28, 22) in ship.route.waypoints[1]['warehouse'].position
	assert ship.route.waypoints[1]['resource_list'] == {RES.FOOD: 120}
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:60,代码来源:test_traderoute.py


示例4: test_ticket_1509

def test_ticket_1509(gui):
	"""
	Crash when quickly switching between tent tabs.
	"""
	yield

	ship = get_player_ship(gui.session)
	gui.select([ship])

	gui.cursor_click(8, 2, 'right')
	while (ship.position.x, ship.position.y) != (8, 2):
		yield

	# Found a settlement
	gui.trigger('overview_trade_ship', 'found_settlement/action/default')
	gui.cursor_click(10, 6, 'left')

	# Build a tent
	gui.trigger('mainhud', 'build/action/default')
	gui.trigger('tab', 'button_01/action/default')
	gui.cursor_click(7, 10, 'left')

	# Select tent
	gui.cursor_click(7, 10, 'left')

	# quickly switch between tabs
	gui.trigger('tab_base', '1/action/default')
	yield
	gui.trigger('tab_base', '0/action/default')
	yield
	gui.trigger('tab_base', '1/action/default')

	yield TestFinished
开发者ID:DanielStephens,项目名称:unknown-horizons,代码行数:33,代码来源:test_bugs.py


示例5: test_ticket_1369

def test_ticket_1369(gui):
	"""
	Ship tab closed when moving away from another player's warehouse after trading.
	"""

	ship = get_player_ship(gui.session)
	gui.select([ship])

	# ally players so they can trade
	world = gui.session.world
	for player in world.players:
		if player is not ship.owner:
			world.diplomacy.add_ally_pair( ship.owner, player )

	# move ship near foreign warehouse and wait for it to arrive
	move_ship(gui, ship, (68, 23))

	# click trade button
	gui.trigger('overview_trade_ship', 'trade')

	# trade widget visible
	assert gui.find(name='buy_sell_goods')

	# move ship away from warehouse
	move_ship(gui, ship, (77, 17))

	# trade widget should not be visible anymore
# For now, the trade widget will stay visible.
#	assert gui.find(name='buy_sell_goods') is None

	# but the ship overview should be
	assert gui.find(name='buy_sell_goods')
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:32,代码来源:test_bugs.py


示例6: test_mission1

def test_mission1(gui):
	"""Sample mission which requires multiple buildings to win."""

	# Move ship to coast
	ship = get_player_ship(gui.session)
	gui.select([ship])
	move_ship(gui, ship, (7, 3))

	# Build warehouse
	gui.select([ship])
	gui.trigger('overview_trade_ship', 'found_settlement')
	gui.cursor_click(10, 5, 'left')
	assert_goal_reached(gui, 'warehouse')

	# Build main square
	gui.trigger('mainhud', 'build')
	gui.trigger('tab', 'button_02')
	gui.cursor_click(9, 11, 'left')
	assert_goal_reached(gui, 'mainsquare')

	# Build fisher
	gui.trigger('tab', 'button_33')
	gui.cursor_click(7, 7, 'left')

	assert_win(gui)
开发者ID:squiddy,项目名称:unknown-horizons,代码行数:25,代码来源:test_simple.py


示例7: test_ticket_1509

def test_ticket_1509(gui):
    """
	Crash when quickly switching between tent tabs.
	"""
    yield

    ship = get_player_ship(gui.session)
    gui.select([ship])

    gui.cursor_click(8, 2, "right")
    while (ship.position.x, ship.position.y) != (8, 2):
        yield

        # Found a settlement
    gui.trigger("overview_trade_ship", "found_settlement")
    gui.cursor_click(10, 6, "left")

    # Build a tent
    gui.trigger("mainhud", "build")
    gui.trigger("tab", "button_01")
    gui.cursor_click(7, 10, "left")

    # Select tent
    gui.cursor_click(7, 10, "left")

    # quickly switch between tabs
    gui.trigger("tab_base", "1")
    yield
    gui.trigger("tab_base", "0")
    yield
    gui.trigger("tab_base", "1")

    yield TestFinished
开发者ID:aedificium,项目名称:aedificium,代码行数:33,代码来源:test_bugs.py


示例8: test_ticket_1371

def test_ticket_1371(gui):
	"""
	Build related tab becomes invisible.

	 * use uninterrupted building (press shift)
	 * click on lumberjack
	 * click on the 'build related' tab
	 * click on the tree
	 * build a tree

     => tab itself is invisible, but buttons for choosing it aren't
	"""
	yield

	ship = get_player_ship(gui.session)
	gui.select([ship])

	gui.cursor_click(59, 1, 'right')
	while (ship.position.x, ship.position.y) != (59, 1):
		yield

	# Found settlement
	gui.trigger('overview_trade_ship', 'found_settlement/action/default')

	gui.cursor_click(56, 3, 'left')

	gui.trigger('mainhud', 'build/action/default')

	# Build lumberjack
	gui.trigger('tab', 'button_5/action/default')
	gui.cursor_click(52, 7, 'left')

	# Select lumberjack
	# TODO selecting should work when clicking on the map
	settlement = gui.session.world.player.settlements[0]
	lumberjack = settlement.get_buildings_by_id(BUILDINGS.LUMBERJACK_CLASS)[0]
	gui.select([lumberjack])

	# Open build related tab
	gui.trigger('tab_base', '1/action/default')

	# Select tree
	gui.trigger('farm_overview_buildrelated', 'build17/action/default')

	# Plant a tree (without uninterrupted building)
	gui.cursor_click(49, 6, 'left')
	assert gui.find(name='farm_overview_buildrelated')

	# Select tree again and plant it with uninterrupted building
	gui.trigger('farm_overview_buildrelated', 'build17/action/default')
	gui.cursor_click(49, 7, 'left', shift=True)

	# Tab should still be there
	assert gui.find(name='farm_overview_buildrelated')

	yield TestFinished
开发者ID:perher,项目名称:unknown-horizons,代码行数:56,代码来源:test_bugs.py


示例9: test_ticket_1371

def test_ticket_1371(gui):
    """
	Build related tab becomes invisible.

	 * use uninterrupted building (press shift)
	 * click on lumberjack
	 * click on the 'build related' tab
	 * click on the tree
	 * build a tree

     => tab itself is invisible, but buttons for choosing it aren't
	"""
    yield

    ship = get_player_ship(gui.session)
    gui.select([ship])

    gui.cursor_click(59, 1, "right")
    while (ship.position.x, ship.position.y) != (59, 1):
        yield

        # Found settlement
    gui.trigger("overview_trade_ship", "found_settlement")

    gui.cursor_click(56, 3, "left")

    gui.trigger("mainhud", "build")

    # Build lumberjack
    gui.trigger("tab", "button_03")
    gui.cursor_click(52, 7, "left")

    # Select lumberjack
    gui.cursor_click(52, 7, "left")

    # Open build related tab
    gui.trigger("tab_base", "1")

    # Select tree
    gui.trigger("overview_buildrelated", "build17")

    # Plant a tree (without uninterrupted building)
    gui.cursor_click(49, 6, "left")
    assert gui.find(name="overview_buildrelated")

    # Select tree again and plant it with uninterrupted building
    gui.trigger("overview_buildrelated", "build17")
    gui.cursor_click(49, 7, "left", shift=True)

    # Tab should still be there
    assert gui.find(name="overview_buildrelated")

    yield TestFinished
开发者ID:aedificium,项目名称:aedificium,代码行数:53,代码来源:test_bugs.py


示例10: test_selection_groups

def test_selection_groups(gui):
	"""Check group selection using ctrl-NUM"""

	# Starting a new game assigns player ship to group 1
	ship = get_player_ship(gui.session)
	assert gui.session.selected_instances == set([ship])

	gui.select([ship])

	# make first group
	gui.press_key(gui.Key.NUM_2, ctrl=True)

	gui.select( [] )
	assert not gui.session.selected_instances

	# check group
	gui.press_key(gui.Key.NUM_2)
	assert iter(gui.session.selected_instances).next() is ship

	gui.cursor_click(59, 1, 'right')
	while (ship.position.x, ship.position.y) != (59, 1):
		gui.run()

	# Found settlement
	gui.trigger('overview_trade_ship', 'found_settlement')

	gui.cursor_click(56, 3, 'left')

	gui.trigger('mainhud', 'build')

	wh = gui.session.world.player.settlements[0].warehouse

	gui.select( [wh] )
	gui.press_key(gui.Key.NUM_3, ctrl=True)

	# check group again
	gui.press_key(gui.Key.NUM_2)
	assert len(gui.session.selected_instances) == 1 and \
	       iter(gui.session.selected_instances).next() is ship

	# now other one
	gui.press_key(gui.Key.NUM_3)
	assert len(gui.session.selected_instances) == 1 and \
	       iter(gui.session.selected_instances).next() is wh

	# check group still once again
	gui.press_key(gui.Key.NUM_2)
	assert len(gui.session.selected_instances) == 1 and \
	       iter(gui.session.selected_instances).next() is ship

	# no group
	gui.press_key(gui.Key.NUM_0)
	assert not gui.session.selected_instances
开发者ID:JamesOravec,项目名称:unknown-horizons,代码行数:53,代码来源:test_selection.py


示例11: test_select_ship

def test_select_ship(gui):
	"""
	Select a ship.
	"""

	assert gui.find('tab_base') is None

	# Find player's ship
	player_ship = get_player_ship(gui.session)

	gui.select([player_ship])
	assert gui.find('overview_trade_ship')
开发者ID:STEVEOO6,项目名称:unknown-horizons,代码行数:12,代码来源:test_selection.py


示例12: test_ticket_1948

def test_ticket_1948(gui):
	"""Triggers a crash that happens when building a storage tent on the border of the settlement"""
	# Units cannot be selected right now, you need to do it this way. This is almost
	# the same as selecting it with the mouse
	ship = get_player_ship(gui.session)
	gui.select([ship])
	found_settlement(gui, (59, 1), (56, 3))

	# Select storage tent
	gui.trigger('mainhud', 'build')
	gui.trigger('tab', 'button_11')
	# Build storage at the border of the settlement
	gui.cursor_click(37, 20, 'left')
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:13,代码来源:test_bugs.py


示例13: test_selection_groups

def test_selection_groups(gui):
	"""Check group selection using ctrl-NUM"""
	ship = get_player_ship(gui.session)
	gui.select([ship])

	# make first group
	gui.press_key(gui.Key.NUM_1, ctrl=True)

	gui.select( [] )
	assert len(gui.session.selected_instances) == 0

	# check group
	gui.press_key(gui.Key.NUM_1)
	assert iter(gui.session.selected_instances).next() is ship

	gui.cursor_click(59, 1, 'right')
	while (ship.position.x, ship.position.y) != (59, 1):
		yield

	# Found settlement
	gui.trigger('overview_trade_ship', 'found_settlement/action/default')

	gui.cursor_click(56, 3, 'left')

	gui.trigger('mainhud', 'build/action/default')

	wh = gui.session.world.player.settlements[0].warehouse

	gui.select( [wh] )
	gui.press_key(gui.Key.NUM_2, ctrl=True)

	# check group again
	gui.press_key(gui.Key.NUM_1)
	assert len(gui.session.selected_instances) == 1 and \
	       iter(gui.session.selected_instances).next() is ship

	# now other one
	gui.press_key(gui.Key.NUM_2)
	assert len(gui.session.selected_instances) == 1 and \
	       iter(gui.session.selected_instances).next() is wh

	# check group still once again
	gui.press_key(gui.Key.NUM_1)
	assert len(gui.session.selected_instances) == 1 and \
	       iter(gui.session.selected_instances).next() is ship

	# no group
	gui.press_key(gui.Key.NUM_3)
	assert len(gui.session.selected_instances) == 0

	yield TestFinished
开发者ID:skeet70,项目名称:unknown-horizons,代码行数:51,代码来源:test_selection.py


示例14: test_select_ship

def test_select_ship(gui):
    """
	Select a ship.
	"""

    assert gui.find("overview_trade_ship")

    gui.press_key(gui.Key.NUM_0)
    assert gui.find("tab_base") is None

    # Find player's ship
    player_ship = get_player_ship(gui.session)

    gui.select([player_ship])
    assert gui.find("overview_trade_ship")
开发者ID:korchynskyi,项目名称:unknown-horizons,代码行数:15,代码来源:test_selection.py


示例15: test_select_ship

def test_select_ship(gui):
	"""
	Select a ship.
	"""
	yield # test needs to be a generator for now

	assert gui.find('tab_base') is None

	# Find player's ship
	player_ship = get_player_ship(gui.session)

	gui.select([player_ship])
	assert gui.find('overview_trade_ship')

	yield TestFinished
开发者ID:stefanbeller,项目名称:unknown-horizons,代码行数:15,代码来源:test_selection.py


示例16: test_ticket_1369

def test_ticket_1369(gui):
	"""
	Ship tab closed when moving away from another player's warehouse after trading.
	"""
	yield

	ship = get_player_ship(gui.session)
	gui.select([ship])

	# ally players so they can trade
	world = gui.session.world
	for player in world.players:
		if player is not ship.owner:
			world.diplomacy.add_ally_pair( ship.owner, player )

	# move ship near foreign warehouse and wait for it to arrive
	gui.cursor_click(68, 23, 'right')
	while (ship.position.x, ship.position.y) != (68, 23):
		yield

	# click trade button
	gui.trigger('overview_trade_ship', 'trade/action/default')

	# trade widget visible
	assert gui.find(name='buy_sell_goods')

	# move ship away from warehouse
	gui.cursor_click(77, 17, 'right')
	while (ship.position.x, ship.position.y) != (77, 17):
		yield

	# trade widget should not be visible anymore
# For now, the trade widget will stay visible.
#	assert gui.find(name='buy_sell_goods') is None

	# but the ship overview should be
	assert gui.find(name='buy_sell_goods')
#	assert gui.find(name='overview_trade_ship')

	yield TestFinished
开发者ID:DanielStephens,项目名称:unknown-horizons,代码行数:40,代码来源:test_bugs.py


示例17: test_ticket_1520

def test_ticket_1520(gui):
	"""
	Crash when completing build after outlined/related buildings were removed.
	"""
	yield

	ship = get_player_ship(gui.session)
	gui.select([ship])

	gui.cursor_click(8, 2, 'right')
	while (ship.position.x, ship.position.y) != (8, 2):
		yield

	# Found a settlement
	gui.trigger('overview_trade_ship', 'found_settlement/action/default')
	gui.cursor_click(10, 6, 'left')

	ground_map = gui.session.world.islands[0].ground_map

	# Build a tent
	gui.trigger('mainhud', 'build/action/default')
	gui.trigger('tab', 'button_01/action/default')
	gui.cursor_click(7, 9, 'left')

	assert ground_map[(7, 9)].object.id == BUILDINGS.RESIDENTIAL

	# Start building a mainsquare (not releasing left mouse button)
	gui.trigger('tab', 'button_02/action/default')
	gui.cursor_move(13, 11)
	gui.cursor_press_button(13, 11, 'left')

	# remove tent
	Tear( ground_map[(7, 9)].object ).execute(gui.session)

	# release mouse button, finish build
	gui.cursor_release_button(13, 11, 'left')

	yield TestFinished
开发者ID:DanielStephens,项目名称:unknown-horizons,代码行数:38,代码来源:test_bugs.py


示例18: test_pavilion_build_crash_built_via_settler_related_tab

def test_pavilion_build_crash_built_via_settler_related_tab(gui):
    """
	"""
    yield

    ship = get_player_ship(gui.session)
    gui.select([ship])

    gui.cursor_click(59, 1, "right")
    while (ship.position.x, ship.position.y) != (59, 1):
        yield

        # Found settlement
    gui.trigger("overview_trade_ship", "found_settlement")

    gui.cursor_click(56, 3, "left")

    gui.trigger("mainhud", "build")

    # Build settler
    gui.trigger("tab", "button_01")
    gui.cursor_click(52, 7, "left")

    # Select settler
    gui.cursor_click(52, 7, "left")

    # Open build related tab
    gui.trigger("tab_base", "1")

    # Select pavilion
    gui.trigger("overview_buildrelated", "build5")

    # Plant it
    gui.cursor_click(49, 6, "left")

    # if we survive until here, the bug hasn't happened
    yield TestFinished
开发者ID:aedificium,项目名称:aedificium,代码行数:37,代码来源:test_bugs.py


示例19: test_pavilion_build_crash_built_via_settler_related_tab

def test_pavilion_build_crash_built_via_settler_related_tab(gui):
	"""
	"""
	yield

	ship = get_player_ship(gui.session)
	gui.select([ship])

	gui.cursor_click(59, 1, 'right')
	while (ship.position.x, ship.position.y) != (59, 1):
		yield

	# Found settlement
	gui.trigger('overview_trade_ship', 'found_settlement/action/default')

	gui.cursor_click(56, 3, 'left')

	gui.trigger('mainhud', 'build/action/default')

	# Build settler
	gui.trigger('tab', 'button_01/action/default')
	gui.cursor_click(52, 7, 'left')

	# Select settler
	gui.cursor_click(52, 7, 'left')

	# Open build related tab
	gui.trigger('tab_base', '1/action/default')

	# Select pavilion
	gui.trigger('overview_buildrelated', 'build5/action/default')

	# Plant it
	gui.cursor_click(49, 6, 'left')

	# if we survive until here, the bug hasn't happened
	yield TestFinished
开发者ID:DanielStephens,项目名称:unknown-horizons,代码行数:37,代码来源:test_bugs.py


示例20: test_ticket_2475

def test_ticket_2475(gui):
	"""Game crashes when two resources are produced in the same tick and the production
	finished icon is about to be shown."""

	# speed up animation to trigger bug earlier
	gui.session.ingame_gui.production_finished_icon_manager.animation_duration = 1

	ship = get_player_ship(gui.session)
	gui.select([ship])
	settlement = found_settlement(gui, (13, 64), (17, 62))

	# Place a lumberjack
	gui.trigger('mainhud/build')
	gui.trigger('tab/button_03')
	gui.cursor_click(18, 57, 'left', shift=True)

	lumberjack = settlement.buildings_by_id[BUILDINGS.LUMBERJACK][0]
	storage = lumberjack.get_component(StorageComponent)
	producer = lumberjack.get_component(Producer)

	storage.inventory.alter(RES.BOARDS, 5)

	producer.on_production_finished({RES.BOARDS: 1})
	producer.on_production_finished({RES.BOARDS: 1})
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:24,代码来源:test_bugs.py



注:本文中的tests.gui.helper.get_player_ship函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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