• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    公众号

Python game.new_session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.new_session函数的典型用法代码示例。如果您正苦于以下问题:Python new_session函数的具体用法?Python new_session怎么用?Python new_session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new_session函数的6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_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2: 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3: 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4: 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


示例5: test_combat_save_load

def test_combat_save_load():
    """
	create a savegame with combat units and actual combat, then save/load it
	"""

    session, player = new_session()
    (p0, s0), (p1, s1) = setup_combat(session, UNITS.FRIGATE)

    s0_worldid, s1_worldid = s0.worldid, s1.worldid

    session.run(seconds=1)

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

    s0 = WorldObject.get_object_by_id(s0_worldid)
    s1 = WorldObject.get_object_by_id(s1_worldid)

    # fight

    AddEnemyPair(p0, p1).execute(session)

    Attack(s0, s1).execute(session)
    Attack(s1, s0).execute(session)

    session.run(seconds=20)

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

    assert one_dead(s0_worldid, s1_worldid)

    session.end()
开发者ID:ChrisOelmueller,项目名称:unknown-horizons,代码行数:41,代码来源:test_combat.py


示例6: test_settler_level_save_load

def test_settler_level_save_load(s, p):
	"""
	Verify that settler level up with save/load works
	"""
	for test_level in xrange(3): # test upgrade 0->1, 1->2 and 2->3
		session, player = new_session()
		settlement, island = settle(s)

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

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

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

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

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

		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:asarbs,项目名称:unknown-horizons,代码行数:40,代码来源:test_load_save.py



注:本文中的tests.game.new_session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。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
Python game.settle函数代码示例发布时间:2022-05-27
下一篇:
Python game.load_session函数代码示例发布时间:2022-05-27
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap