More refactoring of combat

This commit is contained in:
Griatch 2023-04-13 09:41:27 +02:00
parent b1c765b50f
commit 7715ac84b6
3 changed files with 66 additions and 14 deletions

View file

@ -3,13 +3,14 @@ EvAdventure Base combat utilities.
This establishes the basic building blocks for combat:
- `CombatAction` - classes encompassing all the working around an action. They are initialized
from 'action-dicts` - dictionaries with all the relevant data for the particular invocation
- `CombatFailure` - exception for combat-specific errors.
- `CombatAction` (and subclasses) - classes encompassing all the working around an action.
They are initialized from 'action-dicts` - dictionaries with all the relevant data for the
particular invocation
- `CombatHandler` - base class for running a combat. Exactly how this is used depends on the
type of combat intended (twitch- or turn-based) so many details of this will be implemented
in child classes.
"""
from evennia import Command, create_script
@ -318,7 +319,7 @@ class EvAdventureCombatHandlerBase(DefaultScript):
obj.ndb.combathandler = combathandler
return combathandler
def msg(self, message, combatant=None, broadcast=True):
def msg(self, message, combatant=None, broadcast=True, location=None):
"""
Central place for sending messages to combatants. This allows
for adding any combat-specific text-decoration in one place.
@ -329,6 +330,9 @@ class EvAdventureCombatHandlerBase(DefaultScript):
broadcast (bool): If `False`, `combatant` must be included and
will be the only one to see the message. If `True`, send to
everyone in the location.
location (Object, optional): If given, use this as the location to
send broadcast messages to. If not, use `self.obj` as that
location.
Notes:
If `combatant` is given, use `$You/you()` markup to create
@ -336,7 +340,9 @@ class EvAdventureCombatHandlerBase(DefaultScript):
`$You(combatant_key)` to refer to other combatants.
"""
location = self.obj
if not location:
location = self.obj
location_objs = location.contents
exclude = []

View file

@ -48,6 +48,28 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
# stores the current ticker reference, so we can manipulate it later
current_ticker_ref = AttributeProperty(None)
def msg(self, message, broadcast=True):
"""
Central place for sending messages to combatants. This allows
for adding any combat-specific text-decoration in one place.
Args:
message (str): The message to send.
combatant (Object): The 'You' in the message, if any.
broadcast (bool): If `False`, `combatant` must be included and
will be the only one to see the message. If `True`, send to
everyone in the location.
location (Object, optional): If given, use this as the location to
send broadcast messages to. If not, use `self.obj` as that
location.
Notes:
If `combatant` is given, use `$You/you()` markup to create
a message that looks different depending on who sees it. Use
`$You(combatant_key)` to refer to other combatants.
"""
super().msg(message, broadcast=broadcast, location=self.obj.location)
def get_sides(self, combatant):
"""
Get a listing of the two 'sides' of this combat, from the perspective of the provided
@ -181,7 +203,9 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
self.queue_action(self.fallback_action_dict)
def check_stop_combat(self):
# check if one side won the battle.
"""
Check if the combat is over.
"""
allies, enemies = self.get_sides()
allies.append(self.obj)
@ -191,15 +215,19 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
enemies = [comb for comb in enemies if comb.hp > 0]
if not allies and not enemies:
self.msg("Noone stands after the dust settles.")
self.msg("Noone stands after the dust settles.", broadcast=False)
self.stop_combat()
return
if not allies or not enemies:
still_standing = list_to_string(
f"$You({comb.key})" for comb in allies + enemies if comb.hp > 0
still_standing = list_to_string(f"$You({comb.key})" for comb in allies + enemies)
self.msg(
(
f"The combat is over. {still_standing} $pluralize(is, {len(allies + enemies)})"
" are) still standing."
),
broadcast=False,
)
self.msg(f"The combat is over. {still_standing} are still standing.")
self.stop_combat()
def stop_combat(self):
@ -268,7 +296,7 @@ class CmdAttack(_BaseTwitchCombatCommand):
help_category = "combat"
def func(self):
target = self.search(self.lhs)
target = self.caller.search(self.lhs)
if not target:
return

View file

@ -7,7 +7,7 @@ from unittest.mock import Mock, call, patch
from evennia.utils import create
from evennia.utils.ansi import strip_ansi
from evennia.utils.test_resources import EvenniaCommandTestMixin, EvenniaTestCase
from evennia.utils.test_resources import BaseEvenniaTest, EvenniaCommandTestMixin, EvenniaTestCase
from .. import combat_base, combat_turnbased, combat_twitch
from ..characters import EvAdventureCharacter
@ -531,6 +531,10 @@ class TestEvAdventureTwitchCombatHandler(EvenniaCommandTestMixin, _CombatTestBas
def setUp(self):
super().setUp()
# in order to use the EvenniaCommandTestMixin we need these variables defined
self.char1 = self.combatant
self.account = None
self.combatant_combathandler = (
combat_twitch.EvAdventureCombatTwitchHandler.get_or_create_combathandler(
self.combatant, key="combathandler"
@ -578,17 +582,31 @@ class TestEvAdventureTwitchCombatHandler(EvenniaCommandTestMixin, _CombatTestBas
@patch("evennia.contrib.tutorials.evadventure.combat_twitch.unrepeat", new=Mock())
def test_check_stop_combat(self):
"""Test if combat should stop"""
"""Test combat-stop functionality"""
# noone remains
self.combatant_combathandler.get_sides = Mock(return_value=([], []))
self.combatant_combathandler.stop_combat = Mock()
self.combatant.hp = -1
self.target.hp = -1
self.combatant_combathandler.check_stop_combat()
self.combatant.msg.assert_called_with()
self.combatant_combathandler.stop_combat.assert_called()
# one side wiped out
# only one side wiped out
self.combatant = 10
self.combatant_combathandler.get_sides = Mock(return_value=([], []))
self.combatant_combathandler.check_stop_combat()
self.combatant.msg.assert_called_with()
@patch("evennia.contrib.tutorials.evadventure.combat_twitch.unrepeat", new=Mock())
@patch("evennia.contrib.tutorials.evadventure.combat_twitch.repeat", new=Mock())
def test_attack(self):
"""Test attack action in the twitch combathandler"""
self.call(combat_twitch.CmdAttack(), f"{self.target.key}", "")
self.assertEqual(
self.combatant_combathandler.action_dict,
{"key": "attack", "target": self.target, "dt": 3},
)