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Python game.settle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.game.settle函数的典型用法代码示例。如果您正苦于以下问题:Python settle函数的具体用法?Python settle怎么用?Python settle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settle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_productivity_low

def test_productivity_low(session, player):
	settlement, island = settle(session)

	lj = Build(BUILDINGS.CHARCOAL_BURNER_CLASS, 30, 30, island, settlement=settlement)(player)

	called = [False]

	def add_icon(message):
		isinstance(message, AddStatusIcon)
		if message.icon.__class__ == ProductivityLowStatus:
			called.__setitem__(0, True)

	session.message_bus.subscribe_globally(AddStatusIcon, add_icon)


	# precondition
	assert abs(lj.get_component(Producer).capacity_utilisation) < 0.0001

	# Not yet low
	assert not called[0]

	session.run(seconds=60)

	# Now low
	assert called[0]
开发者ID:perher,项目名称:unknown-horizons,代码行数:25,代码来源:test_status_icons.py


示例2: test_ticket_979

def test_ticket_979(s, p):
	settlement, island = settle(s)
	storage_collectors = settlement.warehouse.get_component(CollectingComponent).get_local_collectors()

	farm = _build_farm(30, 30, BUILDINGS.POTATO_FIELD, island, settlement, p)

	# Let it work for a bit
	s.run(seconds=60)
	assert farm.get_component(StorageComponent).inventory[RES.FOOD]

	# Depending on auto unloading (which we aren't interested in here),
	# the settlement inventory may already be full of food: dispose of it
	settlement.get_component(StorageComponent).inventory.alter(RES.FOOD, -settlement.get_component(StorageComponent).inventory[RES.FOOD])
	assert settlement.get_component(StorageComponent).inventory[RES.FOOD] == 0

	# Build a road, connecting farm and warehouse
	for y in range(23, 30):
		assert Build(BUILDINGS.TRAIL, 30, y, island, settlement=settlement)(p)

	# Step forward in time until a collector picked a job
	got_job = False
	while not got_job:
		s.run()
		if any(c.job for c in storage_collectors):
			got_job = True

	Tear(farm)(p)

	# Let the collector reach the not existing target
	s.run(seconds=10)
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:30,代码来源:test_bugs.py


示例3: test_pastryshop_production_chain

def test_pastryshop_production_chain(s, p):
	"""
	The pastryshop makes candles and sugar out of honeycombs. Sugar is later used in combination with
	grapes and cocoa to produce confectioneries. Honeycombs, cocoa and grapes are generated at a farm.
	"""
	settlement, island = settle(s)

	assert Build(BUILDINGS.FARM, 30, 30, island, settlement=settlement)(p)
	assert Build(BUILDINGS.COCOA_FIELD, 26, 30, island, settlement=settlement)(p)
	assert Build(BUILDINGS.VINEYARD, 30, 34, island, settlement=settlement)(p)
	assert Build(BUILDINGS.ALVEARIES, 34, 30, island, settlement=settlement)(p)

	pastryshop = Build(BUILDINGS.PASTRY_SHOP, 30, 26, island, settlement=settlement)(p)

	assert pastryshop

	assert pastryshop.get_component(StorageComponent).inventory[RES.HONEYCOMBS] == 0
	assert pastryshop.get_component(StorageComponent).inventory[RES.SUGAR] == 0
	assert pastryshop.get_component(StorageComponent).inventory[RES.COCOA] == 0
	assert pastryshop.get_component(StorageComponent).inventory[RES.GRAPES] == 0
	assert pastryshop.get_component(StorageComponent).inventory[RES.CANDLES] == 0
	assert pastryshop.get_component(StorageComponent).inventory[RES.CONFECTIONERY] == 0
	s.run(seconds=120) # 30s alvearies, 30s vineyard, 30s cocoa field, 45s pastry shop
	assert pastryshop.get_component(StorageComponent).inventory[RES.CANDLES]
	assert pastryshop.get_component(StorageComponent).inventory[RES.CONFECTIONERY] >= 2
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:25,代码来源:test_buildings.py


示例4: test_tool_production_chain

def test_tool_production_chain(s, p):
	"""
	Check if a iron mine gathers raw iron, a smeltery produces iron ingots, boards are converted
	to charcoal and tools are produced.

	Pretty much for a single test, but these are rather trivial in their assertions anyway.
	"""
	settlement, island = settle(s)

	assert Build(BUILDINGS.MOUNTAIN, 30, 35, island, ownerless=True)(None)
	assert Build(BUILDINGS.IRON_MINE, 30, 35, island, settlement=settlement)(p)

	charcoal = Build(BUILDINGS.CHARCOAL_BURNER, 25, 35, island, settlement=settlement)(p)
	assert charcoal
	charcoal.get_component(StorageComponent).inventory.alter(RES.BOARDS, 10) # give him boards directly

	assert Build(BUILDINGS.SMELTERY, 25, 30, island, settlement=settlement)(p)

	toolmaker = Build(BUILDINGS.TOOLMAKER, 22, 32, island, settlement=settlement)(p)
	assert toolmaker
	toolmaker.get_component(StorageComponent).inventory.alter(RES.BOARDS, 10) # give him boards directly

	assert toolmaker.get_component(StorageComponent).inventory[RES.TOOLS] == 0
	s.run(seconds=120)
	assert toolmaker.get_component(StorageComponent).inventory[RES.TOOLS]
开发者ID:DanielStephens,项目名称:unknown-horizons,代码行数:25,代码来源:test_buildings.py


示例5: test_farm_crop_production

def test_farm_crop_production(s, p):
	"""
	Check whether the fields produce crops and the crops are collected at the farm
	"""

	settlement, island = settle(s)

	farm = _build_farm(30, 30, island, settlement, p, BUILDINGS.HERBARY, BUILDINGS.SUGARCANE_FIELD,
					   BUILDINGS.VINEYARD, BUILDINGS.TOBACCO_FIELD, BUILDINGS.SPICE_FIELD,
					   BUILDINGS.HOP_FIELD, BUILDINGS.COCOA_FIELD, BUILDINGS.CORN_FIELD)

	assert farm

	primary_resources = (RES.HERBS, RES.RAW_SUGAR, RES.VINES, RES.TOBACCO_PLANTS, RES.SPICE_PLANTS,
						 RES.HOP_PLANTS, RES.COCOA_BEANS, RES.GRAIN)
	secondary_resources = (RES.MEDICAL_HERBS, RES.SUGAR, RES.GRAPES, RES.TOBACCO_LEAVES, RES.SPICES,
						   RES.HOPS, RES.COCOA, RES.CORN)

	for p_res, s_res in zip(primary_resources, secondary_resources):
		assert farm.get_component(StorageComponent).inventory[p_res] == 0
		assert farm.get_component(StorageComponent).inventory[s_res] == 0

	s.run(seconds=60)

	for s_res in secondary_resources:
		assert farm.get_component(StorageComponent).inventory[s_res]
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:26,代码来源:test_buildings.py


示例6: test_ticket_1232

def test_ticket_1232(s, p):
	settlement, island = settle(s)
	assert len(s.world.ships) == 2

	boat_builder = Build(BUILDINGS.BOAT_BUILDER, 35, 20, island, settlement=settlement)(p)
	boat_builder.get_component(StorageComponent).inventory.alter(RES.TEXTILE, 10)
	boat_builder.get_component(StorageComponent).inventory.alter(RES.BOARDS, 8)
	assert isinstance(boat_builder.get_component(Producer), QueueProducer)

	production_finished = [False]
	boat_builder.get_component(Producer).add_production_by_id(PRODUCTIONLINES.HUKER)
	production1 = boat_builder.get_component(Producer)._get_production(PRODUCTIONLINES.HUKER)
	production1.add_production_finished_listener(lambda _: production_finished.__setitem__(0, True))
	assert boat_builder.get_component(Producer).is_active()
	while not production_finished[0]:
		s.run(ticks=1)
	assert not boat_builder.get_component(Producer).is_active()
	assert len(s.world.ships) == 3
	# Make sure enough res are available
	boat_builder.get_component(StorageComponent).inventory.alter(RES.TEXTILE, 10)
	boat_builder.get_component(StorageComponent).inventory.alter(RES.BOARDS, 8)
	boat_builder.get_component(StorageComponent).inventory.alter(RES.TOOLS, 5)

	boat_builder.get_component(Producer).add_production_by_id(PRODUCTIONLINES.HUKER)
	assert boat_builder.get_component(Producer).is_active()
	s.run(seconds=130)
	assert not boat_builder.get_component(Producer).is_active()
	assert len(s.world.ships) == 4
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:28,代码来源:test_bugs.py


示例7: test_ticket_979

def test_ticket_979(s, p):
	settlement, island = settle(s)
	storage_collectors = settlement.branch_office.get_local_collectors()

	farm = _build_farm(30, 30, BUILDINGS.POTATO_FIELD_CLASS, island, settlement, p)

	# Let it work for a bit
	s.run(seconds=60)
	assert farm.inventory[RES.FOOD_ID]

	# The settlement inventory is already full of food (from the ship): dispose of it
	assert settlement.inventory[RES.FOOD_ID] > 0
	settlement.inventory.alter(RES.FOOD_ID, -settlement.inventory[RES.FOOD_ID])
	assert settlement.inventory[RES.FOOD_ID] == 0

	# Build a road, connecting farm and branch office
	for y in range(23, 30):
		assert Build(BUILDINGS.TRAIL_CLASS, 30, y, island, settlement=settlement)(p)

	# Step forward in time until a collector picked a job
	got_job = False
	while not got_job:
		s.run()
		if any(c.job for c in storage_collectors):
			got_job = True

	Tear(farm)(p)

	# Let the collector reach the not existing target
	s.run(seconds=10)
开发者ID:mihaibivol,项目名称:unknown-horizons,代码行数:30,代码来源:test_bugs.py


示例8: test_hunter_save_load

def test_hunter_save_load():
	"""Save/loading hunter in different states"""
	session, player = new_session()
	settlement, island = settle(session)

	# setup hunter, trees (to keep animals close) and animals

	hunter = Build(BUILDINGS.HUNTER_CLASS, 30, 30, island, settlement=settlement)(player)
	hunter_worldid = hunter.worldid
	del hunter # invalid after save/load

	for x in xrange(27, 29):
		for y in xrange(25, 28):
			assert Build(BUILDINGS.TREE_CLASS, x, y, island, settlement=settlement)(player)

	CreateUnit(island.worldid, UNITS.WILD_ANIMAL_CLASS, 27, 27)(issuer=None)
	CreateUnit(island.worldid, UNITS.WILD_ANIMAL_CLASS, 28, 27)(issuer=None)
	CreateUnit(island.worldid, UNITS.WILD_ANIMAL_CLASS, 29, 27)(issuer=None)

	# utility
	def saveload(session):
		fd, filename = tempfile.mkstemp()
		os.close(fd)
		assert session.save(savegamename=filename)
		session.end(keep_map=True)
		session =  load_session(filename)
		Scheduler().before_ticking() # late init finish (not ticking already)
		return session

	def get_hunter_collector(session):
		hunter = WorldObject.get_object_by_id(hunter_worldid)
		return hunter.get_component(CollectingComponent)._CollectingComponent__collectors[0]

	def await_transition(session, collector, old_state, new_state):
		assert collector.state == old_state, "expected old state %s, got %s" % (old_state, collector.state)
		while collector.state == old_state:
			session.run(seconds=1)
		assert collector.state == new_state, "expected new state %s, got %s" % (old_state, collector.state)


	sequence = [
	  Collector.states.idle,
	  Collector.states.waiting_for_animal_to_stop,
	  Collector.states.moving_to_target,
	  Collector.states.working,
	  Collector.states.moving_home,
	  Collector.states.idle
	  ]

	# do full run without saveload
	collector = get_hunter_collector(session)
	for i in xrange(len(sequence)-1):
		await_transition(session, collector, sequence[i], sequence[i+1])

	# do full run with saveload
	for i in xrange(len(sequence)-1):
		collector = get_hunter_collector(session)
		await_transition(session, collector, sequence[i], sequence[i+1])
		session = saveload(session)
开发者ID:ranjithtanj,项目名称:unknown-horizons,代码行数:59,代码来源:test_load_save.py


示例9: test_ticket_1427

def test_ticket_1427():
	"""Boatbuilder production progress should be saved properly"""

	session, player = new_session()
	settlement, island = settle(session)

	boat_builder = Build(BUILDINGS.BOATBUILDER_CLASS, 35, 20, island, settlement=settlement)(player)
	worldid = boat_builder.worldid

	# Make sure no boards are available
	settlement.get_component(StorageComponent).inventory.alter(RES.BOARDS_ID, -1000)

	bb_storage = boat_builder.get_component(StorageComponent)

	# Add production to use resources
	bb_producer =  boat_builder.get_component(Producer)
	bb_producer.add_production_by_id(PRODUCTIONLINES.HUKER)
	production = bb_producer._productions[PRODUCTIONLINES.HUKER]

	assert production.progress == 0.0

	bb_storage.inventory.alter(RES.TEXTILE_ID, 10)
	bb_storage.inventory.alter(RES.BOARDS_ID, 6)

	production_line = production._prod_line

	# Make sure the boatbuilder consumes everything in his inventory
	session.run(seconds=10)

	# Check if correctly consumed wood
	assert production_line.consumed_res[RES.BOARDS_ID] == -2

	# Save all production process for later
	expected_consumed_res = production_line.consumed_res
	expected_produced_res = production_line.produced_res
	expected_production = production_line.production
	expected_progress = production.progress

	# Make sure the producer used the boards
	assert bb_storage.inventory[RES.BOARDS_ID] == 0

	fd, filename = tempfile.mkstemp()
	os.close(fd)
	assert session.save(savegamename=filename)
	session.end(keep_map=True)

	# Load game
	session = load_session(filename)
	loadedbb = WorldObject.get_object_by_id(worldid)

	production_loaded = loadedbb.get_component(Producer)._productions[PRODUCTIONLINES.HUKER]
	production_line_loaded = production_loaded._prod_line

	# Make sure everything is loaded correctly
	assert expected_consumed_res == production_line_loaded.consumed_res
	assert expected_produced_res == production_line_loaded.produced_res
	assert expected_production == production_line_loaded.production
	assert expected_progress == production_loaded.progress
开发者ID:perher,项目名称:unknown-horizons,代码行数:58,代码来源:test_bugs.py


示例10: test_ticket_1427

def test_ticket_1427():
	"""Boatbuilder production progress should be saved properly"""

	session, player = new_session()
	settlement, island = settle(session)

	boat_builder = Build(BUILDINGS.BOAT_BUILDER, 35, 20, island, settlement=settlement)(player)
	worldid = boat_builder.worldid

	# Make sure no boards are available
	settlement.get_component(StorageComponent).inventory.alter(RES.BOARDS, -1000)

	bb_storage = boat_builder.get_component(StorageComponent)

	# Add production to use resources
	bb_producer = boat_builder.get_component(Producer)
	bb_producer.add_production_by_id(PRODUCTIONLINES.HUKER)
	production = bb_producer._productions[PRODUCTIONLINES.HUKER]

	assert production.progress == 0.0

	bb_storage.inventory.alter(RES.TEXTILE, 10)
	bb_storage.inventory.alter(RES.BOARDS, 6)

	production_line = production._prod_line

	# Make sure the boatbuilder consumes everything in its inventory
	session.run(seconds=10)

	# Check if correctly consumed wood
	assert production_line.consumed_res[RES.BOARDS] == -2

	# Save all production process for later
	expected_consumed_res = production_line.consumed_res
	expected_produced_res = production_line.produced_res
	expected_production = production_line.production
	expected_progress = production.progress

	# Make sure the producer used the boards
	assert bb_storage.inventory[RES.BOARDS] == 0

	# Save and reload game
	session = saveload(session)
	loadedbb = WorldObject.get_object_by_id(worldid)

	production_loaded = loadedbb.get_component(Producer)._productions[PRODUCTIONLINES.HUKER]
	production_line_loaded = production_loaded._prod_line

	# Make sure everything is loaded correctly
	assert expected_consumed_res == production_line_loaded.consumed_res
	assert expected_produced_res == production_line_loaded.produced_res
	assert expected_production == production_line_loaded.production
	assert expected_progress == production_loaded.progress

	# if you don't let the session run for a bit then collectors won't be fully initialized and can't be killed => another test will fail in session.end()
	session.run(seconds=1)
	session.end()
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:57,代码来源:test_bugs.py


示例11: test_pavilion_production

def test_pavilion_production(s, p):
	"""
	Check whether the pavilion produces faith
	"""
	settlement, island = settle(s)
	pavilion = Build(BUILDINGS.PAVILION, 30, 30, island, settlement=settlement)(p)

	assert pavilion
	assert pavilion.get_component(StorageComponent).inventory[RES.FAITH] == 0
	s.run(seconds=30)
	assert pavilion.get_component(StorageComponent).inventory[RES.FAITH]
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:11,代码来源:test_buildings.py


示例12: test_ticket_1847

def test_ticket_1847(s, p):
	"""Tearing down MineProducer (clay pit, mine) crashes game"""
	settlement, island = settle(s)

	assert Build(BUILDINGS.CLAY_DEPOSIT, 30, 30, island, ownerless=True)(None)
	claypit = Build(BUILDINGS.CLAY_PIT, 30, 30, island, settlement=settlement)(p)
	assert claypit

	Tear(claypit)(p)

	s.run(seconds=5)
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:11,代码来源:test_bugs.py


示例13: test_saltpond_production

def test_saltpond_production(s, p):
	"""
	Check whether saltponds produce salt
	"""
	settlement, island = settle(s)
	saltpond = Build(BUILDINGS.SALT_PONDS, 25, 20, island, settlement=settlement)(p)

	assert saltpond

	assert saltpond.get_component(StorageComponent).inventory[RES.SALT] == 0
	s.run(seconds=60)
	assert saltpond.get_component(StorageComponent).inventory[RES.SALT] >= 2 # ponds produce salt in units of 2
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:12,代码来源:test_buildings.py


示例14: test_school_production

def test_school_production(s, p):
	"""
	Check whether schools produce education
	"""
	settlement, island = settle(s)
	school = Build(BUILDINGS.VILLAGE_SCHOOL, 30, 30, island, settlement=settlement)(p)

	assert school

	assert school.get_component(StorageComponent).inventory[RES.EDUCATION] == 0
	s.run(seconds=30)
	assert school.get_component(StorageComponent).inventory[RES.EDUCATION]
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:12,代码来源:test_buildings.py


示例15: test_ticket_1005

def test_ticket_1005(s, p):
	settlement, island = settle(s)
	assert len(s.world.ships) == 2

	builder = Build(BUILDINGS.BOATBUILDER_CLASS, 35, 20, island, settlement=settlement)(p)
	builder.inventory.alter(RES.TEXTILE_ID, 5)
	builder.inventory.alter(RES.BOARDS_ID, 4)
	builder.add_production_by_id(15)

	s.run(seconds=130)

	assert len(s.world.ships) == 3
开发者ID:mihaibivol,项目名称:unknown-horizons,代码行数:12,代码来源:test_bugs.py


示例16: test_ticket_1005

def test_ticket_1005(s, p):
	settlement, island = settle(s)
	assert len(s.world.ships) == 2

	builder = Build(BUILDINGS.BOAT_BUILDER, 35, 20, island, settlement=settlement)(p)
	builder.get_component(StorageComponent).inventory.alter(RES.TEXTILE, 5)
	builder.get_component(StorageComponent).inventory.alter(RES.BOARDS, 4)
	builder.get_component(Producer).add_production_by_id(15)

	s.run(seconds=130)

	assert len(s.world.ships) == 3
开发者ID:BenjaminHarper,项目名称:unknown-horizons,代码行数:12,代码来源:test_bugs.py


示例17: test_ticket_1523

def test_ticket_1523(s, p):
    settlement, island = settle(s)

    farm = _build_farm(30, 30, BUILDINGS.POTATO_FIELD, island, settlement, p)

    # Let it work for a bit
    s.run(seconds=60)
    assert farm.get_component(StorageComponent).inventory[RES.FOOD]

    assert isinstance(farm.get_component(Producer)._Producer__utilisation, FieldUtilisation)
    # Should be 0.5
    assert not farm.get_component(Producer).capacity_utilisation_below(0.4)
    assert farm.get_component(Producer).capacity_utilisation > 0.4
开发者ID:MasterofJOKers,项目名称:unknown-horizons,代码行数:13,代码来源:test_bugs.py


示例18: test_decommissioned

def test_decommissioned(session, player):
    settlement, island = settle(session)

    lj = Build(BUILDINGS.LUMBERJACK, 30, 30, island, settlement=settlement)(player)

    cb = mock.Mock()
    AddStatusIcon.subscribe(cb)

    assert not cb.called

    ToggleActive(lj.get_component(Producer))(player)

    assert_called_with_icon(cb, DecommissionedStatus)
开发者ID:kenygia,项目名称:unknown-horizons,代码行数:13,代码来源:test_status_icons.py


示例19: test_potato_field

def test_potato_field(s, p):
	"""
	A farm collects potatoes from the field and produces food.
	"""
	settlement, island = settle(s)

	farm = _build_farm(30, 30, BUILDINGS.POTATO_FIELD_CLASS, island, settlement, p)
	assert farm.inventory[RES.FOOD_ID] == 0
	assert farm.inventory[RES.POTATOES_ID] == 0

	s.run(seconds=60)	# potato field 26s, farm 1s

	assert farm.inventory[RES.FOOD_ID]
开发者ID:mihaibivol,项目名称:unknown-horizons,代码行数:13,代码来源:test_farm.py


示例20: test_settler_level_save_load

def test_settler_level_save_load(s, p):
	"""
	Verify that settler level up with save/load works
	"""
	# test all available upgrades: 0->1, 1->2, 2->3...
	for test_level in range(TIER.CURRENT_MAX):
		session, player = new_session()
		settlement, island = settle(s)

		settler = Build(BUILDINGS.RESIDENTIAL, 22, 22, island, settlement=settlement)(p)
		settler.level += test_level
		settler._update_level_data(True, True)
		settler_worldid = settler.worldid

		settlement.tax_settings[settler.level] = -0.5

		# make it happy
		inv = settler.get_component(StorageComponent).inventory
		to_give = inv.get_free_space_for(RES.HAPPINESS)
		inv.alter(RES.HAPPINESS, to_give)
		settler.inhabitants = settler.inhabitants_max
		level = settler.level

		# wait for it to realize it's supposed to upgrade
		s.run(seconds=GAME.INGAME_TICK_INTERVAL)

		assert settler.level == level

		session = saveload(session)
		settler = WorldObject.get_object_by_id(settler_worldid)
		inv = settler.get_component(StorageComponent).inventory

		assert settler.level == level

		# continue
		s.run(seconds=GAME.INGAME_TICK_INTERVAL)

		assert inv[RES.BOARDS] == 0
		assert inv[RES.BRICKS] == 0
		assert settler.level == level
		# give upgrade res
		inv.alter(RES.BOARDS, 100)
		inv.alter(RES.BRICKS, 100)

		# give it max population
		settler.inhabitants = settler.inhabitants_max

		s.run(seconds=GAME.INGAME_TICK_INTERVAL)

		# should have leveled up
		assert settler.level == level + 1
开发者ID:MarkusHackspacher,项目名称:unknown-horizons,代码行数:51,代码来源:test_load_save.py



注:本文中的tests.game.settle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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