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More refactoring of combat
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3 changed files with 66 additions and 14 deletions
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@ -3,13 +3,14 @@ EvAdventure Base combat utilities.
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This establishes the basic building blocks for combat:
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- `CombatAction` - classes encompassing all the working around an action. They are initialized
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from 'action-dicts` - dictionaries with all the relevant data for the particular invocation
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- `CombatFailure` - exception for combat-specific errors.
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- `CombatAction` (and subclasses) - classes encompassing all the working around an action.
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They are initialized from 'action-dicts` - dictionaries with all the relevant data for the
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particular invocation
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- `CombatHandler` - base class for running a combat. Exactly how this is used depends on the
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type of combat intended (twitch- or turn-based) so many details of this will be implemented
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in child classes.
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"""
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from evennia import Command, create_script
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@ -318,7 +319,7 @@ class EvAdventureCombatHandlerBase(DefaultScript):
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obj.ndb.combathandler = combathandler
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return combathandler
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def msg(self, message, combatant=None, broadcast=True):
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def msg(self, message, combatant=None, broadcast=True, location=None):
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"""
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Central place for sending messages to combatants. This allows
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for adding any combat-specific text-decoration in one place.
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@ -329,6 +330,9 @@ class EvAdventureCombatHandlerBase(DefaultScript):
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broadcast (bool): If `False`, `combatant` must be included and
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will be the only one to see the message. If `True`, send to
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everyone in the location.
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location (Object, optional): If given, use this as the location to
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send broadcast messages to. If not, use `self.obj` as that
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location.
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Notes:
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If `combatant` is given, use `$You/you()` markup to create
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@ -336,7 +340,9 @@ class EvAdventureCombatHandlerBase(DefaultScript):
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`$You(combatant_key)` to refer to other combatants.
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"""
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location = self.obj
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if not location:
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location = self.obj
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location_objs = location.contents
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exclude = []
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@ -48,6 +48,28 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
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# stores the current ticker reference, so we can manipulate it later
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current_ticker_ref = AttributeProperty(None)
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def msg(self, message, broadcast=True):
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"""
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Central place for sending messages to combatants. This allows
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for adding any combat-specific text-decoration in one place.
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Args:
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message (str): The message to send.
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combatant (Object): The 'You' in the message, if any.
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broadcast (bool): If `False`, `combatant` must be included and
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will be the only one to see the message. If `True`, send to
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everyone in the location.
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location (Object, optional): If given, use this as the location to
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send broadcast messages to. If not, use `self.obj` as that
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location.
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Notes:
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If `combatant` is given, use `$You/you()` markup to create
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a message that looks different depending on who sees it. Use
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`$You(combatant_key)` to refer to other combatants.
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"""
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super().msg(message, broadcast=broadcast, location=self.obj.location)
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def get_sides(self, combatant):
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"""
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Get a listing of the two 'sides' of this combat, from the perspective of the provided
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@ -181,7 +203,9 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
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self.queue_action(self.fallback_action_dict)
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def check_stop_combat(self):
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# check if one side won the battle.
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"""
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Check if the combat is over.
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"""
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allies, enemies = self.get_sides()
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allies.append(self.obj)
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@ -191,15 +215,19 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
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enemies = [comb for comb in enemies if comb.hp > 0]
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if not allies and not enemies:
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self.msg("Noone stands after the dust settles.")
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self.msg("Noone stands after the dust settles.", broadcast=False)
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self.stop_combat()
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return
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if not allies or not enemies:
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still_standing = list_to_string(
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f"$You({comb.key})" for comb in allies + enemies if comb.hp > 0
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still_standing = list_to_string(f"$You({comb.key})" for comb in allies + enemies)
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self.msg(
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(
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f"The combat is over. {still_standing} $pluralize(is, {len(allies + enemies)})"
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" are) still standing."
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),
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broadcast=False,
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)
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self.msg(f"The combat is over. {still_standing} are still standing.")
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self.stop_combat()
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def stop_combat(self):
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@ -268,7 +296,7 @@ class CmdAttack(_BaseTwitchCombatCommand):
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help_category = "combat"
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def func(self):
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target = self.search(self.lhs)
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target = self.caller.search(self.lhs)
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if not target:
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return
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@ -7,7 +7,7 @@ from unittest.mock import Mock, call, patch
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from evennia.utils import create
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from evennia.utils.ansi import strip_ansi
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from evennia.utils.test_resources import EvenniaCommandTestMixin, EvenniaTestCase
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from evennia.utils.test_resources import BaseEvenniaTest, EvenniaCommandTestMixin, EvenniaTestCase
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from .. import combat_base, combat_turnbased, combat_twitch
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from ..characters import EvAdventureCharacter
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@ -531,6 +531,10 @@ class TestEvAdventureTwitchCombatHandler(EvenniaCommandTestMixin, _CombatTestBas
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def setUp(self):
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super().setUp()
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# in order to use the EvenniaCommandTestMixin we need these variables defined
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self.char1 = self.combatant
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self.account = None
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self.combatant_combathandler = (
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combat_twitch.EvAdventureCombatTwitchHandler.get_or_create_combathandler(
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self.combatant, key="combathandler"
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@ -578,17 +582,31 @@ class TestEvAdventureTwitchCombatHandler(EvenniaCommandTestMixin, _CombatTestBas
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@patch("evennia.contrib.tutorials.evadventure.combat_twitch.unrepeat", new=Mock())
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def test_check_stop_combat(self):
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"""Test if combat should stop"""
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"""Test combat-stop functionality"""
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# noone remains
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self.combatant_combathandler.get_sides = Mock(return_value=([], []))
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self.combatant_combathandler.stop_combat = Mock()
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self.combatant.hp = -1
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self.target.hp = -1
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self.combatant_combathandler.check_stop_combat()
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self.combatant.msg.assert_called_with()
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self.combatant_combathandler.stop_combat.assert_called()
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# one side wiped out
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# only one side wiped out
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self.combatant = 10
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self.combatant_combathandler.get_sides = Mock(return_value=([], []))
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self.combatant_combathandler.check_stop_combat()
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self.combatant.msg.assert_called_with()
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@patch("evennia.contrib.tutorials.evadventure.combat_twitch.unrepeat", new=Mock())
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@patch("evennia.contrib.tutorials.evadventure.combat_twitch.repeat", new=Mock())
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def test_attack(self):
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"""Test attack action in the twitch combathandler"""
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self.call(combat_twitch.CmdAttack(), f"{self.target.key}", "")
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self.assertEqual(
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self.combatant_combathandler.action_dict,
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{"key": "attack", "target": self.target, "dt": 3},
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)
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