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import random
from typing import Dict, List, Optional, Tuple
from engine import (
AMMO_RESTORE,
BULLET_DAMAGE,
HEALTH_RESTORE,
HP_CAP,
MAX_TURNS,
STARTING_AMMO,
STARTING_HP,
MoveAction,
PassAction,
ShootAction,
apply_actions,
is_valid_action,
make_snapshot,
parse_map,
render_board,
run_match,
)
def create_custom_map(p0_pos: Tuple[int, int], p1_pos: Tuple[int, int], powerups: Optional[Dict[Tuple[int, int], str]] = None, walls: Optional[List[Tuple[int, int]]] = None) -> str:
grid = [["." for _ in range(15)] for _ in range(15)]
for r, c in walls or []: grid[r][c] = "#"
for (r, c), powerup_type in (powerups or {}).items(): grid[r][c] = powerup_type
grid[p0_pos[0]][p0_pos[1]] = "1"
grid[p1_pos[0]][p1_pos[1]] = "2"
return "\n".join("".join(row) for row in grid)
def assert_tank(state, player_id: int, *, hp=None, ammo=None, pos=None, facing=None) -> None:
tank = state.tanks[player_id]
if hp is not None:
assert tank.hp == hp, f"P{player_id} HP: expected {hp}, got {tank.hp}"
if ammo is not None:
assert tank.ammo == ammo, f"P{player_id} ammo: expected {ammo}, got {tank.ammo}"
if pos is not None:
assert tank.pos == pos, f"P{player_id} position: expected {pos}, got {tank.pos}"
if facing is not None:
assert tank.facing == facing, f"P{player_id} facing: expected {facing}, got {tank.facing}"
def assert_value_error(function, message: str) -> None:
try:
function()
except ValueError:
return
raise AssertionError(message)
def test_action_validation() -> None:
# 1.1 PASS is always valid
state = parse_map(create_custom_map((7, 7), (0, 0)))
assert is_valid_action(state, 0, PassAction())
# 1.2 Moving into a wall counts as PASS
state = parse_map(create_custom_map((7, 7), (0, 0), walls=[(7, 8)]))
updated, _ = apply_actions(
state, MoveAction("right"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, pos=(7, 7))
# 1.3 Moving outside the map counts as PASS
state = parse_map(create_custom_map((0, 0), (14, 14)))
updated, _ = apply_actions(
state, MoveAction("up"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, pos=(0, 0))
# 1.4 Moving into enenmy tile counts as PASS
state = parse_map(create_custom_map((7, 7), (7, 8)))
updated, _ = apply_actions(
state, MoveAction("right"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, pos=(7, 7))
# 1.5 Garbage input results in PASS
state = parse_map(create_custom_map((7, 7), (0, 0)))
updated, _ = apply_actions(
state, MoveAction("diagonal"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, pos=(7, 7))
state = parse_map(create_custom_map((7, 0), (7, 7)))
updated, _ = apply_actions(
state, ShootAction("diagonal"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, ammo=STARTING_AMMO)
assert_tank(updated, 1, hp=STARTING_HP)
# 1.6 Shooting with zero ammo results in PASS
state = parse_map(create_custom_map((7, 0), (7, 7)))
state.tanks[0].ammo = 0
updated, _ = apply_actions(
state, ShootAction("right"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, ammo=0)
assert_tank(updated, 1, hp=STARTING_HP)
def test_movement_resolution() -> None:
# 2.1 P0 vacates tile, and P1 enters tile (P0 resolved first)
state = parse_map(create_custom_map((7, 7), (7, 8)))
updated, _ = apply_actions(
state, MoveAction("left"), MoveAction("left"), resolution_order=(0, 1)
)
assert_tank(updated, 0, pos=(7, 6), facing="left")
assert_tank(updated, 1, pos=(7, 7), facing="left")
# 2.2 P0 and P1 try to move to same tile, first resolved player succeeds
# 2.2.0 P0 first resolved.
state = parse_map(create_custom_map((7, 6), (7, 8)))
updated, _ = apply_actions(
state, MoveAction("right"), MoveAction("left"), resolution_order=(0, 1)
)
assert_tank(updated, 0, pos=(7, 7))
assert_tank(updated, 1, pos=(7, 8))
# 2.2.1 P1 first resolved.
state = parse_map(create_custom_map((7, 6), (7, 8)))
updated, _ = apply_actions(
state, MoveAction("right"), MoveAction("left"), resolution_order=(1, 0)
)
assert_tank(updated, 0, pos=(7, 6))
assert_tank(updated, 1, pos=(7, 7))
# 2.3 Both tanks try to swap position
state = parse_map(create_custom_map((7, 7), (7, 8)))
updated, _ = apply_actions(
state, MoveAction("right"), MoveAction("left"), resolution_order=(0, 1)
)
assert_tank(updated, 0, pos=(7, 7))
assert_tank(updated, 1, pos=(7, 8))
state = parse_map(create_custom_map((7, 7), (7, 8)))
updated, _ = apply_actions(
state, MoveAction("right"), MoveAction("left"), resolution_order=(1, 0)
)
assert_tank(updated, 0, pos=(7, 7))
assert_tank(updated, 1, pos=(7, 8))
def test_bullet_behaviour() -> None:
# 3.1 Bullet is shot, costs one ammo, hits enemy and deals BULLET_DAMAGE
state = parse_map(create_custom_map((7, 0), (7, 7)))
updated, _ = apply_actions(
state, ShootAction("right"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, ammo=STARTING_AMMO-1, facing="right")
assert_tank(updated, 1, hp=STARTING_HP-BULLET_DAMAGE)
# 3.2 Bullet is fired but stopped by wall. Costs 1 ammo
state = parse_map(create_custom_map((7, 0), (7, 7), walls=[(7, 3)]))
updated, _ = apply_actions(
state, ShootAction("right"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, ammo=STARTING_AMMO-1)
assert_tank(updated, 1, hp=STARTING_HP)
def test_dodge_mechanics() -> None:
# 4.1 P1 shoots in old location of P0. Bullet misses
state = parse_map(create_custom_map((7, 7), (7, 10)))
updated, _ = apply_actions(
state, MoveAction("up"), ShootAction("left"), resolution_order=(0, 1)
)
assert_tank(updated, 0, hp=STARTING_HP, pos=(6, 7))
assert_tank(updated, 1, ammo=STARTING_AMMO-1)
state = parse_map(create_custom_map((7, 7), (7, 10)))
updated, _ = apply_actions(
state, MoveAction("up"), ShootAction("left"), resolution_order=(1, 0)
)
assert_tank(updated, 0, hp=STARTING_HP-BULLET_DAMAGE, pos=(6, 7))
# 4.2 P0 shoots before P1 moves. Bullet hits
state = parse_map(create_custom_map((7, 7), (7, 10)))
updated, _ = apply_actions(
state, ShootAction("right"), MoveAction("up"), resolution_order=(0, 1)
)
assert_tank(updated, 1, hp=STARTING_HP-BULLET_DAMAGE, pos=(6, 10))
state = parse_map(create_custom_map((7, 7), (7, 10)))
updated, _ = apply_actions(
state, ShootAction("right"), MoveAction("up"), resolution_order=(1, 0)
)
assert_tank(updated, 0, ammo=STARTING_AMMO-1)
assert_tank(updated, 1, hp=STARTING_HP, pos=(6, 10))
def test_kill_shots() -> None:
# 5.1 P0 shoots P1. P1 dies and its shot is not fired.
state = parse_map(create_custom_map((7, 7), (7, 10)))
state.tanks[1].hp = BULLET_DAMAGE
updated, result = apply_actions(
state, ShootAction("right"), ShootAction("left"), resolution_order=(0, 1)
)
assert result == "PLAYER 0 WINS!"
assert_tank(updated, 0, hp=STARTING_HP, ammo=STARTING_AMMO - 1)
assert_tank(updated, 1, hp=0, ammo=STARTING_AMMO)
# Mirror of 5.1
state = parse_map(create_custom_map((7, 7), (7, 10)))
state.tanks[0].hp = BULLET_DAMAGE
updated, result = apply_actions(
state, ShootAction("right"), ShootAction("left"), resolution_order=(1, 0)
)
assert result == "PLAYER 1 WINS!"
assert_tank(updated, 0, hp=0, ammo=STARTING_AMMO)
assert_tank(updated, 1, hp=STARTING_HP, ammo=STARTING_AMMO - 1)
# 5.2 Killing shot invalidates move onto health pack
state = parse_map(create_custom_map((7, 5), (7, 7), powerups={(6, 7): "H"}))
state.tanks[1].hp = BULLET_DAMAGE
updated, result = apply_actions(
state, ShootAction("right"), MoveAction("up"), resolution_order=(0, 1)
)
assert result == "PLAYER 0 WINS!"
assert_tank(updated, 1, hp=0, pos=(7, 7))
assert (6, 7) in updated.powerups
def test_powerup_mechanics() -> None:
# 6.1 Player picks up health pack
state = parse_map(create_custom_map((7, 7), (0, 0), powerups={(7, 8): "H"}))
state.tanks[0].hp = 50
updated, _ = apply_actions(
state, MoveAction("right"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, hp=50 + HEALTH_RESTORE, pos=(7, 8))
assert (7, 8) not in updated.powerups
# 6.2 HP Cap enforcement
state = parse_map(create_custom_map((7, 7), (0, 0), powerups={(7, 8): "H"}))
state.tanks[0].hp = 90
updated, _ = apply_actions(
state, MoveAction("right"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, hp=HP_CAP)
# 6.3 No Ammo Cap enforcement
state = parse_map(create_custom_map((7, 7), (0, 0), powerups={(7, 8): "A"}))
state.tanks[0].ammo = 15
updated, _ = apply_actions(
state, MoveAction("right"), PassAction(), resolution_order=(0, 1)
)
assert_tank(updated, 0, ammo=15 + AMMO_RESTORE)
assert (7, 8) not in updated.powerups
# 6.4 Contested health pack (resolution order dependent)
state = parse_map(create_custom_map((7, 6), (7, 8), powerups={(7, 7): "H"}))
state.tanks[0].hp = 50
updated, _ = apply_actions(
state, MoveAction("right"), MoveAction("left"), resolution_order=(0, 1)
)
assert_tank(updated, 0, hp=50 + HEALTH_RESTORE, pos=(7, 7))
assert_tank(updated, 1, pos=(7, 8))
assert (7, 7) not in updated.powerups
state = parse_map(create_custom_map((7, 6), (7, 8), powerups={(7, 7): "H"}))
state.tanks[1].hp = 50
updated, _ = apply_actions(
state, MoveAction("right"), MoveAction("left"), resolution_order=(1, 0)
)
assert_tank(updated, 0, pos=(7, 6))
assert_tank(updated, 1, hp=50 + HEALTH_RESTORE, pos=(7, 7))
assert (7, 7) not in updated.powerups
def test_turn_limit_rules() -> None:
# 7.1 Winner after 150 turns decided by greater HP. If same HP, match is drawn
state = parse_map(create_custom_map((0, 0), (14, 14)))
state.turn = MAX_TURNS
state.tanks[0].hp, state.tanks[1].hp = 80, 60
_, result = apply_actions(
state, PassAction(), PassAction(), resolution_order=(0, 1)
)
assert result == "PLAYER 0 WINS!"
state = parse_map(create_custom_map((0, 0), (14, 14)))
state.turn = MAX_TURNS
_, result = apply_actions(
state, PassAction(), PassAction(), resolution_order=(0, 1)
)
assert result == "DRAW"
def test_injection_protection() -> None:
# 8.1 Both bots correctly receive snapshot, and cannot modify the state
state = parse_map(
create_custom_map((7, 1), (7, 13), powerups={(5, 5): "H", (9, 9): "A"})
)
snapshot = make_snapshot(state, 0)
assert snapshot["grid"] == state.grid
assert snapshot["powerups"] == state.powerups
assert snapshot["opponent_pos"] == state.tanks[1].pos
snapshot["my_hp"] = 9999
snapshot["grid"][0][1] = "#"
snapshot["powerups"].clear()
assert state.tanks[0].hp == STARTING_HP
assert state.grid[0][1] == "."
assert state.powerups == {(5, 5): "H", (9, 9): "A"}
original = parse_map(create_custom_map((7, 7), (0, 0), powerups={(7, 8): "A"}))
updated, _ = apply_actions(
original, MoveAction("right"), PassAction(), resolution_order=(0, 1)
)
assert_tank(original, 0, pos=(7, 7), ammo=STARTING_AMMO)
assert original.powerups == {(7, 8): "A"}
assert_tank(updated, 0, pos=(7, 8), ammo=STARTING_AMMO + AMMO_RESTORE)
assert updated.powerups == {}
def test_bot_information() -> None:
observations = []
def p0_bot(snapshot):
observations.append(("p0", snapshot["my_pos"], snapshot["opponent_pos"]))
return MoveAction("left")
def p1_bot(snapshot):
observations.append(("p1", snapshot["my_pos"], snapshot["opponent_pos"]))
return PassAction()
run_match(
p0_bot,
p1_bot,
create_custom_map((7, 7), (7, 8)),
resolution_seed=0,
)
# 9.1 No bot can see the other bot's current turn.
assert observations[0] == ("p0", (7, 7), (7, 8))
assert observations[1] == ("p1", (7, 8), (7, 7))
def test_resolution_rng() -> None:
def pass_bot(_snapshot):
return PassAction()
map_str = create_custom_map((7, 1), (7, 13))
first = run_match(pass_bot, pass_bot, map_str, resolution_seed=69420)
second = run_match(pass_bot, pass_bot, map_str, resolution_seed=69420)
assert first == second
# 10.1 Resolution does not use global RNG
random.seed(676767)
expected_first = random.random()
expected_second = random.random()
random.seed(676767)
actual_first = random.random()
run_match(pass_bot, pass_bot, map_str, resolution_seed=998244353)
actual_second = random.random()
assert actual_first == expected_first
assert actual_second == expected_second
def run_tests() -> None:
test_action_validation()
test_movement_resolution()
test_bullet_behaviour()
test_dodge_mechanics()
test_kill_shots()
test_powerup_mechanics()
test_turn_limit_rules()
test_injection_protection()
test_bot_information()
test_resolution_rng()
print("All tests passed.")
if __name__ == "__main__":
run_tests()