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Start combat unit testing
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890cee5c91
commit
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2 changed files with 36 additions and 2 deletions
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@ -785,8 +785,8 @@ class _CmdCombatBase(Command):
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self.args = self.args.strip()
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if not self.caller.location:
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self.caller.msg("Can't fight here!")
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if not self.caller.location or not self.callerlocation.allow_combat:
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self.msg("Can't fight here!")
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raise InterruptCommand()
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@ -15,6 +15,40 @@ from ..npcs import EvAdventureMob
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from ..objects import EvAdventureConsumable, EvAdventureRunestone, EvAdventureWeapon
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from .mixins import EvAdventureMixin
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class EvAdventureCombatHandlerTest(EvAdventureMixin, BaseEvenniaTest):
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"""
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Test methods on the turn-based combat handler
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"""
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maxDiff = None
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# make sure to mock away all time-keeping elements
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@patch(
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"evennia.contrib.tutorials.evadventure.combat_turnbased.EvAdventureCombatHandler.interval",
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new=-1,
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)
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@patch(
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"evennia.contrib.tutorials.evadventure.combat_turnbased.delay",
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new=MagicMock(return_value=None),
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)
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def setUp(self):
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super().setUp()
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self.location.allow_combat = True
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self.location.allow_death = True
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self.combatant = self.character
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self.target = create.create_object(
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EvAdventureMob,
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key="testmonster",
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location=self.location,
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attributes=(("is_idle", True),),
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)
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# this already starts turn 1
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self.combathandler = combat_turnbased.join_combat(self.combatant, self.target)
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# class EvAdventureTurnbasedCombatHandlerTest(EvAdventureMixin, BaseEvenniaTest):
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# """
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# Test methods on the turn-based combat handler.
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