Finish tests for combathandler

This commit is contained in:
Griatch 2023-03-06 21:50:20 +01:00
parent 5dff42096c
commit 52cbf08474
3 changed files with 66 additions and 400 deletions

View file

@ -28,8 +28,7 @@ nothing. Available actions:
3. Make [S]tunt <target/yourself> (gain/give advantage/disadvantage for future attacks)
4. S[W]ap weapon / spell rune
5. [U]se <item>
6. [F]lee/disengage (takes two turns)
7. [B]lock <target> from fleeing
6. [F]lee/disengage (takes one turn, during which attacks have advantage against you)
8. [H]esitate/Do nothing
You can also use say/emote between rounds.
@ -118,8 +117,6 @@ from .objects import EvAdventureObject
COMBAT_HANDLER_KEY = "evadventure_turnbased_combathandler"
COMBAT_HANDLER_INTERVAL = 30
COMBAT_ACTION_DICT_DONOTHING = {"key": "nothing", "desc": "Do nothing"}
class CombatFailure(RuntimeError):
"""
@ -168,10 +165,14 @@ class CombatAction:
self.combathandler.disadvantage_matrix[recipient][target] = True
def has_advantage(self, recipient, target):
return bool(self.combathandler.advantage_matrix[recipient].pop(target, False))
return bool(self.combathandler.advantage_matrix[recipient].pop(target, False)) or (
target in self.combathandler.fleeing_combatants
)
def has_disadvantage(self, recipient, target):
return bool(self.combathandler.disadvantage_matrix[recipient].pop(target, False))
return bool(self.combathandler.disadvantage_matrix[recipient].pop(target, False)) or (
recipient in self.combathandler.fleeing_combatants
)
def lose_advantage(self, recipient, target):
self.combathandler.advantage_matrix[recipient][target] = False
@ -179,14 +180,6 @@ class CombatAction:
def lose_disadvantage(self, recipient, target):
self.combathandler.disadvantage_matrix[recipient][target] = False
def flee(self, fleer):
if fleer not in self.combathandler.fleeing_combatants:
# we record the turn on which we started fleeing
self.combathandler.fleeing_combatants[fleer] = self.combathandler.turn
def unflee(self, fleer):
self.combathandler.fleeing_combatants.pop(fleer, None)
def msg(self, message, broadcast=True):
"""
Convenience route to the combathandler msg-sender mechanism.
@ -217,6 +210,13 @@ class CombatAction:
"""
pass
def post_execute(self):
"""
Called after execution.
"""
# most actions abort ongoing fleeing actions.
self.combathandler.fleeing_combatants.pop(self.combatant, None)
class CombatActionDoNothing(CombatAction):
"""
@ -392,52 +392,22 @@ class CombatActionFlee(CombatAction):
"""
def execute(self):
if self.combatant not in self.combathandler.fleeing_combatants:
# we record the turn on which we started fleeing
self.combathandler.fleeing_combatants[self.combatant] = self.combathandler.turn
flee_timeout = self.combathandler.flee_timeout
self.msg(
"$You() $conj(retreat), and will leave combat next round unless someone successfully "
"blocks the escape."
)
self.flee(self.combatant)
class CombatActionHinder(CombatAction):
"""
Hinder a fleeing opponent from fleeing/disengaging from combat.
action_dict = {
"key": "hinder",
"target": Character/NPC
}
Note:
Refer to as 'hinder'
"""
def execute(self):
hinderer = self.combatant
target = self.target
is_success, _, txt = rules.dice.opposed_saving_throw(
hinderer,
target,
attack_type=Ability.DEX,
defense_type=Ability.DEX,
advantage=self.has_advantage(hinderer, target),
disadvantage=self.has_disadvantage(hinderer, target),
"$You() $conj(retreat), leaving yourself exposed while doing so (will escape in "
f"{flee_timeout} $pluralize(turn, {flee_timeout}))."
)
# handle result
self.msg(
f"$You() $conj(try) to block the retreat of $You({target.key}). {txt}",
)
if is_success:
# managed to stop the target from fleeing/disengaging
self.unflee(target)
self.msg(f"$You() $conj(block) the retreat of $You({target.key})")
else:
# failed to hinder the target
self.msg(f"$You({target.key}) $conj(dodge) away from you $You()!")
def post_execute(self):
"""
We override the default since we don't want to cancel fleeing here.
"""
pass
class EvAdventureCombatHandler(DefaultScript):
@ -447,9 +417,6 @@ class EvAdventureCombatHandler(DefaultScript):
"""
# how many actions can be queued at a time (per combatant)
max_action_queue_size = 1
# available actions in combat
action_classes = {
"nothing": CombatActionDoNothing,
@ -458,18 +425,20 @@ class EvAdventureCombatHandler(DefaultScript):
"use": CombatActionUseItem,
"wield": CombatActionWield,
"flee": CombatActionFlee,
"hinder": CombatActionHinder,
}
# how many actions can be queued at a time (per combatant)
max_action_queue_size = 1
# fallback action if not selecting anything
fallback_action = "attack"
fallback_action_dict = {"key": "nothing"}
# how many turns you must be fleeing before escaping
flee_timeout = 1
# persistent storage
turn = AttributeProperty(0)
# how many turns you must be fleeing before escaping
flee_timeout = AttributeProperty(1)
# who is involved in combat, and their action queue,
# as {combatant: [actiondict, actiondict,...]}
combatants = AttributeProperty(dict)
@ -617,7 +586,7 @@ class EvAdventureCombatHandler(DefaultScript):
"""
action_queue = self.combatants[combatant]
action_dict = action_queue[0] if action_queue else COMBAT_ACTION_DICT_DONOTHING
action_dict = action_queue[0] if action_queue else self.fallback_action_dict
# rotate the queue to the left so that the first element is now the last one
action_queue.rotate(-1)
@ -626,6 +595,7 @@ class EvAdventureCombatHandler(DefaultScript):
action = action_class(self, combatant, action_dict)
action.execute()
action.post_execute()
def execute_full_turn(self):
"""
@ -653,9 +623,9 @@ class EvAdventureCombatHandler(DefaultScript):
# check if anyone managed to flee
flee_timeout = self.flee_timeout
for combatant, started_fleeing in dict(self.fleeing_combatants):
if self.turn - started_fleeing > flee_timeout:
# if they are still alive/fleeing and started fleeing >1 round ago, they succeed
for combatant, started_fleeing in self.fleeing_combatants.items():
if self.turn - started_fleeing >= flee_timeout:
# if they are still alive/fleeing and have been fleeing long enough, escape
self.msg("|y$You() successfully $conj(flee) from combat.|n", combatant=combatant)
self.remove_combatant(combatant)

View file

@ -95,7 +95,6 @@ class EvAdventureCombatHandlerTest(BaseEvenniaTest):
"use": combat.CombatActionUseItem,
"wield": combat.CombatActionWield,
"flee": combat.CombatActionFlee,
"hinder": combat.CombatActionHinder,
},
)
self.assertEqual(chandler.flee_timeout, 1)
@ -213,12 +212,6 @@ class EvAdventureCombatHandlerTest(BaseEvenniaTest):
self.assertFalse(action.has_advantage(combatant, target))
self.assertFalse(action.has_disadvantage(combatant, target))
action.flee(combatant)
self.assertIn(combatant, self.combathandler.fleeing_combatants)
action.unflee(combatant)
self.assertNotIn(combatant, self.combathandler.fleeing_combatants)
action.msg(f"$You() attack $You({target.key}).")
combatant.msg.assert_called_with(text=("You attack testmonster.", {}), from_obj=combatant)
@ -382,330 +375,32 @@ class EvAdventureCombatHandlerTest(BaseEvenniaTest):
self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], sword)
self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], None)
def test_flee__success(self):
"""
Test fleeing twice, leading to leaving combat.
# def test_flee__success(self):
# """
# Test fleeing twice, leading to leaving combat.
#
# """
# # first flee records the fleeing state
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# # second flee should remove combatant
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertIsNone(self.combathandler.pk)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_flee__blocked(self, mock_randint):
# """ """
# mock_randint.return_value = 11 # means block will succeed
#
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# # other combatant blocks in the same turn
# self.combathandler.register_action(
# self.combatant, combat_turnbased.CombatActionFlee.key, None
# )
# self.combathandler.register_action(
# self.target, combat_turnbased.CombatActionBlock.key, self.combatant
# )
# self.combathandler._end_turn()
# # the fleeing combatant should remain now
# self.assertTrue(self.combatant not in self.combathandler.fleeing_combatants)
# self.assertTrue(self.combatant in self.combathandler.combatants)
"""
self.assertEqual(self.combathandler.turn, 0)
action_dict = {"key": "flee"}
# class EvAdventureTurnbasedCombatHandlerTest(EvAdventureMixin, BaseEvenniaTest):
# """
# Test methods on the turn-based combat handler.
#
# """
#
# maxDiff = None
#
# # make sure to mock away all time-keeping elements
# @patch(
# "evennia.contrib.tutorials.evadventure.combat_turnbased"
# ".EvAdventureCombatHandler.interval",
# new=-1,
# )
# @patch(
# "evennia.contrib.tutorials.evadventure.combat_turnbased.delay",
# new=MagicMock(return_value=None),
# )
# def setUp(self):
# super().setUp()
# self.location.allow_combat = True
# self.location.allow_death = True
# self.combatant = self.character
# self.target = create.create_object(
# EvAdventureMob,
# key="testmonster",
# location=self.location,
# attributes=(("is_idle", True),),
# )
#
# # this already starts turn 1
# self.combathandler = combat_turnbased.join_combat(self.combatant, self.target)
#
# def tearDown(self):
# self.combathandler.delete()
# self.target.delete()
#
# def test_remove_combatant(self):
# self.assertTrue(bool(self.combatant.db.combathandler))
# self.combathandler.remove_combatant(self.combatant)
# self.assertFalse(self.combatant in self.combathandler.combatants)
# self.assertFalse(bool(self.combatant.db.combathandler))
#
# def test_start_turn(self):
# self.combathandler._start_turn()
# self.assertEqual(self.combathandler.turn, 2)
# self.combathandler._start_turn()
# self.assertEqual(self.combathandler.turn, 3)
#
# def test_end_of_turn__empty(self):
# self.combathandler._end_turn()
#
# def test_add_combatant(self):
# self.combathandler._init_menu = MagicMock()
# combatant3 = create.create_object(EvAdventureCharacter, key="testcharacter3")
# self.combathandler.add_combatant(combatant3)
#
# self.assertTrue(combatant3 in self.combathandler.combatants)
# self.combathandler._init_menu.assert_called_once()
#
# def test_start_combat(self):
# self.combathandler._start_turn = MagicMock()
# self.combathandler.start = MagicMock()
# self.combathandler.start_combat()
# self.combathandler._start_turn.assert_called_once()
# self.combathandler.start.assert_called_once()
#
# def test_combat_summary(self):
# result = self.combathandler.get_combat_summary(self.combatant)
# self.assertTrue("You (4 / 4 health)" in result)
# self.assertTrue("testmonster" in result)
#
# def test_msg(self):
# self.location.msg_contents = MagicMock()
# self.combathandler.msg("You hurt the target", combatant=self.combatant)
# self.location.msg_contents.assert_called_with(
# "You hurt the target",
# from_obj=self.combatant,
# exclude=[],
# mapping={"testchar": self.combatant, "testmonster": self.target},
# )
#
# def test_gain_advantage(self):
# self.combathandler.gain_advantage(self.combatant, self.target)
# self.assertTrue(bool(self.combathandler.advantage_matrix[self.combatant][self.target]))
#
# def test_gain_disadvantage(self):
# self.combathandler.gain_disadvantage(self.combatant, self.target)
# self.assertTrue(bool(self.combathandler.disadvantage_matrix[self.combatant][self.target]))
#
# def test_flee(self):
# self.combathandler.flee(self.combatant)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# def test_unflee(self):
# self.combathandler.unflee(self.combatant)
# self.assertFalse(self.combatant in self.combathandler.fleeing_combatants)
#
# def test_register_and_run_action(self):
# action_class = combat_turnbased.CombatActionAttack
# action = self.combathandler.combatant_actions[self.combatant][action_class.key]
#
# self.combathandler.register_action(self.combatant, action.key)
#
# self.assertEqual(self.combathandler.action_queue[self.combatant], (action, (), {}))
#
# action.use = MagicMock()
#
# self.combathandler._end_turn()
# action.use.assert_called_once()
#
# def test_get_available_actions(self):
# result = self.combathandler.get_available_actions(self.combatant)
# self.assertTrue(len(result), 7)
#
#
# class EvAdventureTurnbasedCombatActionTest(EvAdventureMixin, BaseEvenniaTest):
# """
# Test actions in turn_based combat.
# """
#
# @patch(
# "evennia.contrib.tutorials.evadventure.combat_turnbased"
# ".EvAdventureCombatHandler.interval",
# new=-1,
# )
# @patch(
# "evennia.contrib.tutorials.evadventure.combat_turnbased.delay",
# new=MagicMock(return_value=None),
# )
# def setUp(self):
# super().setUp()
# self.location.allow_combat = True
# self.location.allow_death = True
# self.combatant = self.character
# self.combatant2 = create.create_object(EvAdventureCharacter, key="testcharacter2")
# self.target = create.create_object(
# EvAdventureMob, key="testmonster", attributes=(("is_idle", True),)
# )
# self.target.hp = 4
#
# # this already starts turn 1
# self.combathandler = combat_turnbased.join_combat(self.combatant, self.target)
#
# def _run_action(self, action, *args, **kwargs):
# self.combathandler.register_action(self.combatant, action.key, *args, **kwargs)
# self.combathandler._end_turn()
#
# def test_do_nothing(self):
# self.combathandler.msg = MagicMock()
# self._run_action(combat_turnbased.CombatActionDoNothing, None)
# self.combathandler.msg.assert_called()
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_attack__miss(self, mock_randint):
# mock_randint.return_value = 8 # target has default armor 11, so 8+1 str will miss
# self._run_action(combat_turnbased.CombatActionAttack, self.target)
# self.assertEqual(self.target.hp, 4)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_attack__success__still_alive(self, mock_randint):
# mock_randint.return_value = 11 # 11 + 1 str will hit beat armor 11
# # make sure target survives
# self.target.hp = 20
# self._run_action(combat_turnbased.CombatActionAttack, self.target)
# self.assertEqual(self.target.hp, 9)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_attack__success__kill(self, mock_randint):
# mock_randint.return_value = 11 # 11 + 1 str will hit beat armor 11
# self._run_action(combat_turnbased.CombatActionAttack, self.target)
# self.assertEqual(self.target.hp, -7)
# # after this the combat is over
# self.assertIsNone(self.combathandler.pk)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_stunt_fail(self, mock_randint):
# mock_randint.return_value = 8 # fails 8+1 dex vs DEX 11 defence
# self._run_action(combat_turnbased.CombatActionStunt, self.target)
# self.assertEqual(self.combathandler.advantage_matrix[self.combatant], {})
# self.assertEqual(self.combathandler.disadvantage_matrix[self.combatant], {})
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_stunt_advantage__success(self, mock_randint):
# mock_randint.return_value = 11 # 11+1 dex vs DEX 11 defence is success
# self._run_action(combat_turnbased.CombatActionStunt, self.target)
# self.assertEqual(
# bool(self.combathandler.advantage_matrix[self.combatant][self.target]), True
# )
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_stunt_disadvantage__success(self, mock_randint):
# mock_randint.return_value = 11 # 11+1 dex vs DEX 11 defence is success
# action = combat_turnbased.CombatActionStunt
# action.give_advantage = False
# self._run_action(
# action,
# self.target,
# )
# self.assertEqual(
# bool(self.combathandler.disadvantage_matrix[self.target][self.combatant]), True
# )
#
# def test_use_item(self):
# """
# Use up a potion during combat.
#
# """
# item = create.create_object(
# EvAdventureConsumable, key="Healing potion", attributes=[("uses", 2)]
# )
# self.assertEqual(item.uses, 2)
# self._run_action(combat_turnbased.CombatActionUseItem, item, self.combatant)
# self.assertEqual(item.uses, 1)
# self._run_action(combat_turnbased.CombatActionUseItem, item, self.combatant)
# self.assertEqual(item.pk, None) # deleted, it was used up
#
# def test_swap_wielded_weapon_or_spell(self):
# """
# First draw a weapon (from empty fists), then swap that out to another weapon, then
# swap to a spell rune.
#
# """
# sword = create.create_object(EvAdventureWeapon, key="sword")
# zweihander = create.create_object(
# EvAdventureWeapon,
# key="zweihander",
# attributes=(("inventory_use_slot", WieldLocation.TWO_HANDS),),
# )
# runestone = create.create_object(EvAdventureRunestone, key="ice rune")
#
# # check hands are empty
# self.assertEqual(self.combatant.weapon.key, "Empty Fists")
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], None)
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], None)
#
# # swap to sword
# self._run_action(combat_turnbased.CombatActionSwapWieldedWeaponOrSpell, None, sword)
# self.assertEqual(self.combatant.weapon, sword)
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], sword)
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], None)
#
# # swap to zweihander (two-handed sword)
# self._run_action(combat_turnbased.CombatActionSwapWieldedWeaponOrSpell, None, zweihander)
# self.assertEqual(self.combatant.weapon, zweihander)
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], None)
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], zweihander)
#
# # swap to runestone (also using two hands)
# self._run_action(combat_turnbased.CombatActionSwapWieldedWeaponOrSpell, None, runestone)
# self.assertEqual(self.combatant.weapon, runestone)
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], None)
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], runestone)
#
# # swap back to normal one-handed sword
# self._run_action(combat_turnbased.CombatActionSwapWieldedWeaponOrSpell, None, sword)
# self.assertEqual(self.combatant.weapon, sword)
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], sword)
# self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], None)
#
# def test_flee__success(self):
# """
# Test fleeing twice, leading to leaving combat.
#
# """
# # first flee records the fleeing state
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# # second flee should remove combatant
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertIsNone(self.combathandler.pk)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_flee__blocked(self, mock_randint):
# """ """
# mock_randint.return_value = 11 # means block will succeed
#
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# # other combatant blocks in the same turn
# self.combathandler.register_action(
# self.combatant, combat_turnbased.CombatActionFlee.key, None
# )
# self.combathandler.register_action(
# self.target, combat_turnbased.CombatActionBlock.key, self.combatant
# )
# self.combathandler._end_turn()
# # the fleeing combatant should remain now
# self.assertTrue(self.combatant not in self.combathandler.fleeing_combatants)
# self.assertTrue(self.combatant in self.combathandler.combatants)
# first flee records the fleeing state
self._run_actions(action_dict)
self.assertEqual(self.combathandler.turn, 1)
self.assertEqual(self.combathandler.fleeing_combatants[self.combatant], 1)
self.combatant.msg.assert_called_with(
text=(
"You retreat, leaving yourself exposed while doing so (will escape in 1 turn).",
{},
),
from_obj=self.combatant,
)
# Check that enemies have advantage against you now
action = combat.CombatAction(self.combathandler, self.target, {"key": "nothing"})
self.assertTrue(action.has_advantage(self.target, self.combatant))
# second flee should remove combatant
self._run_actions(action_dict)
# this ends combat, so combathandler should be gone
self.assertIsNone(self.combathandler.pk)

View file

@ -1489,4 +1489,5 @@ ACTOR_STANCE_CALLABLES = {
"conj": funcparser_callable_conjugate,
"pron": funcparser_callable_pronoun,
"Pron": funcparser_callable_pronoun_capitalize,
**FUNCPARSER_CALLABLES,
}