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Made several tutorial doc pages
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@ -361,30 +361,21 @@ class EvAdventureRollEngine:
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# ...
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def heal(character, amount):
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"""
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Heal a certain amount of health, but not more
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than character's `hp_max`.
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"""
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hp = character.hp
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hp_max = character.hp_max
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damage = hp_max - hp
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character.hp += min(damage, amount)
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def heal_from_rest(self, character):
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"""
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A night's rest retains 1d8 + CON HP
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"""
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con_bonus = getattr(character, Ability.CON.value, 1)
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self.heal(character, self.roll("1d8") + con_bonus)
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character.heal(self.roll("1d8") + con_bonus)
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```
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By splitting this into two methods, we get a free convenient `heal` method we can use for healing
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also outside of sleeping.
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We make another assumption here - that `character.heal()` is a thing. We tell this function how
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much the character should heal, and it will do so, making sure to not heal more than its max
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number of HPs
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> Knowing what is available on the character and what rule rolls we need is a bit of a chicken-and-egg
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> problem. We will make sure to implement the matching _Character_ class next lesson.
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### Rolling on a table
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@ -568,11 +559,71 @@ We don't yet know what 'killing the character' technically means, so we mark thi
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return to it in a later lesson. We just know that we need to do _something_ here to kill off the
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character!
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## Testing
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> Make a new module `mygame/evadventure/tests/test_rules.py`
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Testing the `rules` module will also showcase some very useful tools when testing.
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```python
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# mygame/evadventure/tests/test_rules.py
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from unittest.mock import patch
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from evennia.utils.test_resources import BaseEvenniaTest
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from .. import rules
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class TestEvAdventureRuleEngine(BaseEvenniaTest):
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def setUp(self):
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"""Called before every test method"""
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super().setUp()
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self.roll_engine = rules.EvAdventureRollEngine()
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@patch("evadventure.rules.randint")
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def test_roll(self, mock_randint):
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mock_randint.return_value = 4
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self.assertEqual(self.roll_engine.roll("1d6", 4)
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self.assertEqual(self.roll_engine.roll("2d6", 2 * 4)
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# test of the other rule methods below ...
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```
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As before, run the specific test with
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evennia test --settings settings.py .evadventure.tests.test_rules
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### Mocking and patching
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```{sidebar}
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In [evennia/contrib/tutorials/evadventure/tests/test_rules.py](evennia.contrib.tutorials.evadventure.tests.test_rules)
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has a complete example of rule testing.
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```
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The `setUp` method is a special method of the testing class. It will be run before every
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test method. We use `super().setUp()` to make sure the parent class' version of this method
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always fire. Then we create a fresh `EvAdventureRollEngine` we can test with.
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In our test, we import `patch` from the `unittest.mock` library. This is a very useful tool for testing.
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Normally the `randint` function we imported in `rules` will return a random value. That's very hard to
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test for, since the value will be different every test.
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With `@patch` (this is called a _decorator_), we temporarily replace `rules.randint` with a 'mock' - a
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dummy entity. This mock is passed into the testing method. We then take this `mock_randint` and set
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`.return_value = 4` on it.
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Adding `return_value` to the mock means that every time this mock is called, it will return 4. For the
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duration of the test we can now check with `self.assertEqual` that our `roll` method always returns a
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result as-if the random result was 4.
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There are [many resources for understanding mock](https://realpython.com/python-mock-library/), refer to
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them for further help.
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> The `EvAdventureRollEngine` have many methods to test. We leave this as an extra exercise!
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## Summary
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This concludes all the core rule mechanics of _Knave_ - the rules used during play. We noticed here
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that we are going to soon need to establish how our _Character_ actually stores data. So we will
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address that next, before we get to the character generation itself.
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address that next.
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