本文整理汇总了Python中tests.gui.helper.found_settlement函数的典型用法代码示例。如果您正苦于以下问题:Python found_settlement函数的具体用法?Python found_settlement怎么用?Python found_settlement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found_settlement函数的12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_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2: test_ticket_1520
def test_ticket_1520(gui):
"""
Crash when completing build after outlined/related buildings were removed.
"""
found_settlement(gui, (8, 2), (10, 6))
ground_map = gui.session.world.islands[0].ground_map
# Build a tent
gui.trigger('mainhud', 'build')
gui.trigger('tab', 'button_01')
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')
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')
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:26,代码来源:test_bugs.py
示例3: 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4: test_tearing
def test_tearing(gui):
found_settlement(gui, (11, 1), (11, 6))
# remove some trees
gui.trigger('mainhud', 'destroy_tool')
gui.cursor_drag((5, 7), (11, 16), 'left')
# build 4 tents
gui.trigger('mainhud', 'build')
gui.trigger('tab', 'button_01')
gui.cursor_drag((7, 9), (10, 12), 'left')
# try to remove an area that includes the tents, some trees and
# the warehouse
gui.trigger('mainhud', 'destroy_tool')
gui.cursor_drag((5, 15), (15, 3), 'left')
开发者ID:flaviusanton,项目名称:unknown-horizons,代码行数:16,代码来源:test_mousetools.py
示例5: test_tearing
def test_tearing(gui):
found_settlement(gui, (11, 1), (11, 6))
# remove some trees
gui.trigger("mainhud/destroy_tool")
gui.cursor_drag((5, 7), (11, 16), "left")
# build 4 tents
gui.trigger("mainhud/build")
gui.trigger("tab/button_01")
gui.cursor_drag((7, 9), (10, 12), "left")
# try to remove an area that includes the tents, some trees and
# the warehouse
gui.trigger("mainhud/destroy_tool")
gui.cursor_drag((5, 15), (15, 3), "left")
开发者ID:unknown-horizons,项目名称:unknown-horizons,代码行数:16,代码来源:test_mousetools.py
示例6: test_pipette
def test_pipette(gui):
found_settlement(gui, (11, 1), (11, 6))
# select mountain, can not be build
gui.press_key(gui.Key.O)
gui.cursor_click(6, 18, 'left')
assert not gui.find('place_building')
# build signal fire
gui.trigger('mainhud', 'build')
gui.trigger('tab', 'button_22')
gui.cursor_click(7, 7, 'left')
# activate pipette, select signal fire, place it next to the other
gui.press_key(gui.Key.O)
gui.cursor_click(7, 7, 'left')
gui.cursor_click(6, 7, 'left')
# select signal fire, check if it's actually there
gui.cursor_click(6, 7, 'left')
assert gui.find('overview_signalfire')
开发者ID:flaviusanton,项目名称:unknown-horizons,代码行数:21,代码来源:test_mousetools.py
示例7: test_ticket_1509
def test_ticket_1509(gui):
"""
Crash when quickly switching between tent tabs.
"""
found_settlement(gui, (8, 2), (10, 6))
# 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')
gui.run()
gui.trigger('tab_base', '0')
gui.run()
gui.trigger('tab_base', '1')
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:21,代码来源:test_bugs.py
示例8: test_pipette
def test_pipette(gui):
found_settlement(gui, (11, 1), (11, 6))
# select mountain, can not be build
gui.press_key(gui.Key.O)
gui.cursor_click(6, 18, "left")
assert not gui.find("place_building")
# build signal fire
gui.trigger("mainhud/build")
gui.trigger("tab/button_22")
gui.cursor_click(7, 7, "left")
# activate pipette, select signal fire, place it next to the other
gui.press_key(gui.Key.O)
gui.cursor_click(7, 7, "left")
gui.cursor_click(6, 7, "left")
# select signal fire, check if it's actually there
gui.cursor_click(6, 7, "left")
assert gui.find("overview_signalfire")
开发者ID:unknown-horizons,项目名称:unknown-horizons,代码行数:21,代码来源:test_mousetools.py
示例9: test_pavilion_build_crash_built_via_settler_related_tab
def test_pavilion_build_crash_built_via_settler_related_tab(gui):
"""
"""
found_settlement(gui, (59, 1), (56, 3))
# Build settler
gui.trigger('mainhud', 'build')
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')
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:22,代码来源:test_bugs.py
示例10: 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
"""
found_settlement(gui, (59, 1), (56, 3))
# Build lumberjack
gui.trigger('mainhud', 'build')
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')
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:39,代码来源:test_bugs.py
示例11: 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
示例12: test_found_settlement
def test_found_settlement(gui):
"""
Found a settlement.
"""
player = gui.session.world.player
assert not player.settlements
found_settlement(gui, (68, 10), (64, 12))
assert len(player.settlements) == 1
# activate the build menu
ground_map = gui.session.world.islands[0].ground_map
gui.trigger('mainhud', 'build')
# build a lumberjack
gui.trigger('tab', 'button_03')
gui.cursor_click(55, 5, 'left')
assert(ground_map[(55, 5)].object.id == BUILDINGS.LUMBERJACK)
# build a storage
gui.trigger('tab', 'button_11')
gui.cursor_click(55, 15, 'left')
storage = ground_map[(55, 15)].object
assert(storage.id == BUILDINGS.STORAGE)
# connect the lumberjack and storage using a road
gui.trigger('tab', 'button_21')
for y in xrange(7, 15):
gui.cursor_click(55, y, 'left')
assert(ground_map[(55, y)].object.id == BUILDINGS.TRAIL)
gui.cursor_click(55, y, 'right')
# select the storage
gui.cursor_click(55, 15, 'left')
gui.trigger('tab_base', '0')
assert gui.find('tab_account')
collectors = storage.get_component(CollectingComponent).get_local_collectors()
while True:
if any(collector.state is Collector.states.moving_to_target for collector in collectors):
break
gui.run()
# remove the storage, trigger ticket 1441
def func():
assert gui.find('popup_window') is not None
gui.trigger('popup_window', 'okButton')
with gui.handler(func):
gui.press_key(gui.Key.DELETE)
start = time.time()
# wait 0.5 seconds
while time.time() - start < 0.5:
gui.run()
assert ground_map[(55, 15)].object is None
# open build menu again
gui.trigger('mainhud', 'build')
# build a fisher
gui.trigger('tab', 'button_33')
gui.cursor_click(60, 4, 'left')
fisher = ground_map[(60, 4)].object
assert(fisher.id == BUILDINGS.FISHER)
# connect the lumberjack and fisher using a road
gui.trigger('tab', 'button_21')
for x in xrange(57, 60):
gui.cursor_click(x, 5, 'left')
assert(ground_map[(x, 5)].object.id == BUILDINGS.TRAIL)
gui.cursor_click(x, 5, 'right')
# trigger ticket 1767
# build a signal fire
gui.trigger('tab', 'button_22')
gui.cursor_click(58, 5, 'left')
gui.cursor_click(58, 4, 'left')
开发者ID:ErwinJunge,项目名称:unknown-horizons,代码行数:80,代码来源:test_build.py
注:本文中的tests.gui.helper.found_settlement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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