Made first version of ticker-based combat mechanism

This commit is contained in:
Griatch 2023-01-28 22:30:33 +01:00
parent 052683fce8
commit 890cee5c91
3 changed files with 1903 additions and 1572 deletions

File diff suppressed because it is too large Load diff

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@ -40,6 +40,16 @@ class Ability(Enum):
ALLEGIANCE_FRIENDLY = "friendly"
ABILITY_REVERSE_MAP = {
"str": Ability.STR,
"dex": Ability.DEX,
"con": Ability.CON,
"int": Ability.INT,
"wis": Ability.WIS,
"cha": Ability.CHA,
}
class WieldLocation(Enum):
"""
Wield (or wear) locations.

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@ -15,296 +15,295 @@ from ..npcs import EvAdventureMob
from ..objects import EvAdventureConsumable, EvAdventureRunestone, EvAdventureWeapon
from .mixins import EvAdventureMixin
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)
# 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)