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Fixing tests for turnbased combat
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commit
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4 changed files with 290 additions and 159 deletions
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@ -12,7 +12,7 @@ This establishes the basic building blocks for combat:
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"""
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from evennia import create_script
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from evennia import Command, create_script
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from evennia.scripts.scripts import DefaultScript
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from evennia.typeclasses.attributes import AttributeProperty
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from evennia.utils import evtable
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@ -27,9 +27,6 @@ class CombatFailure(RuntimeError):
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"""
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# Combaw action classes
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class CombatAction:
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"""
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Parent class for all actions.
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@ -130,7 +127,9 @@ class CombatActionAttack(CombatAction):
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target = self.target
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if weapon.at_pre_use(attacker, target):
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weapon.use(attacker, target, advantage=self.has_advantage(attacker, target))
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weapon.use(
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attacker, target, advantage=self.combathandler.has_advantage(attacker, target)
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)
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weapon.at_post_use(attacker, target)
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@ -204,7 +203,7 @@ class CombatActionStunt(CombatAction):
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"|yHaving succeeded, you hold back to plan your next move.|n [hold]",
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broadcast=False,
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)
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combathandler.queue_action(attacker, combathandler.default_action_dict)
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combathandler.queue_action(attacker, combathandler.fallback_action_dict)
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else:
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self.msg(f"$You({defender.key}) $conj(resist)! $You() $conj(fail) the stunt.")
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@ -235,8 +234,8 @@ class CombatActionUseItem(CombatAction):
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item.use(
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user,
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target,
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advantage=self.has_advantage(user, target),
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disadvantage=self.has_disadvantage(user, target),
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advantage=self.combathandler.has_advantage(user, target),
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disadvantage=self.combathandler.has_disadvantage(user, target),
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)
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item.at_post_use(user, target)
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# to back to idle after this
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@ -365,11 +364,11 @@ class EvAdventureCombatHandlerBase(DefaultScript):
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Example:
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::
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Goblin shaman (Perfect)[attack]
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Gregor (Hurt)[attack] Goblin brawler(Hurt)[attack]
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Bob (Perfect)[stunt] vs Goblin grunt 1 (Hurt)[attack]
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Goblin grunt 2 (Perfect)[hold]
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Goblin grunt 3 (Wounded)[flee]
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Goblin shaman (Perfect)
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Gregor (Hurt) Goblin brawler(Hurt)
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Bob (Perfect) vs Goblin grunt 1 (Hurt)
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Goblin grunt 2 (Perfect)
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Goblin grunt 3 (Wounded)
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"""
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allies, enemies = self.get_sides(combatant)
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@ -378,14 +377,8 @@ class EvAdventureCombatHandlerBase(DefaultScript):
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nallies, nenemies = len(allies), len(enemies)
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# prepare colors and hurt-levels
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allies = [
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f"{ally} ({ally.hurt_level})[{self.get_next_action_dict(ally)['key']}]"
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for ally in allies
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]
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enemies = [
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f"{enemy} ({enemy.hurt_level})[{self.get_next_action_dict(enemy)['key']}]"
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for enemy in enemies
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]
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allies = [f"{ally} ({ally.hurt_level})" for ally in allies]
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enemies = [f"{enemy} ({enemy.hurt_level})" for enemy in enemies]
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# the center column with the 'vs'
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vs_column = ["" for _ in range(max(nallies, nenemies))]
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@ -523,13 +516,11 @@ class EvAdventureCombatHandlerBase(DefaultScript):
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Check if this combat should be aborted, whatever this means for the particular
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the particular combat type.
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Stop the combat immediately. This should also do all needed cleanup.
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Keyword Args:
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kwargs: Any extra keyword args used.
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Returns:
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bool: If `True`, the `stop_combat` method sho
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bool: If `True`, the `stop_combat` method should be called.
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"""
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raise NotImplementedError
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@ -87,13 +87,10 @@ class EvAdventureTurnbasedCombatHandler(EvAdventureCombatHandlerBase):
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}
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# how many turns you must be fleeing before escaping
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flee_timeout = AttributeProperty(3, autocreate=False)
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# how many turns you must be fleeing before escaping
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flee_timeout = AttributeProperty(3, autocreate=False)
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flee_timeout = AttributeProperty(1, autocreate=False)
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# fallback action if not selecting anything
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fallback_action_dict = AttributeProperty({"key": "attack"}, autocreate=False)
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fallback_action_dict = AttributeProperty({"key": "hold"}, autocreate=False)
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# persistent storage
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@ -137,7 +134,6 @@ class EvAdventureTurnbasedCombatHandler(EvAdventureCombatHandlerBase):
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"""
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self.disadvantage_matrix[combatant][target] = True
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self.combathandler.advantage_matrix[combatant][target] = False
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def has_advantage(self, combatant, target, **kwargs):
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"""
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@ -148,8 +144,8 @@ class EvAdventureTurnbasedCombatHandler(EvAdventureCombatHandlerBase):
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target (Character or NPC): The target to check advantage against.
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"""
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return bool(self.combathandler.advantage_matrix[combatant].pop(target, False)) or (
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target in self.combathandler.fleeing_combatants
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return bool(self.advantage_matrix[combatant].pop(target, False)) or (
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target in self.fleeing_combatants
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)
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def has_disadvantage(self, combatant, target):
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@ -161,8 +157,8 @@ class EvAdventureTurnbasedCombatHandler(EvAdventureCombatHandlerBase):
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target (Character or NPC): The target to check disadvantage against.
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"""
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return bool(self.combathandler.disadvantage_matrix[combatant].pop(target, False)) or (
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combatant in self.combathandler.fleeing_combatants
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return bool(self.disadvantage_matrix[combatant].pop(target, False)) or (
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combatant in self.fleeing_combatants
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)
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def add_combatant(self, combatant):
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@ -156,11 +156,11 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
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unrepeat(self.current_ticker_ref)
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if dt <= 0:
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# no repeat
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self.tickerhandler_ref = None
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self.current_ticker_ref = None
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else:
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# always schedule the task to be repeating, cancel later otherwise. We store
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# the tickerhandler's ref to make sure we can remove it later
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self.tickerhandler_ref = repeat(dt, self.execute_next_action, id_string="combat")
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self.current_ticker_ref = repeat(dt, self.execute_next_action, id_string="combat")
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def execute_next_action(self):
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"""
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@ -178,15 +178,21 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
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if not action_dict.get("repeat", True):
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# not a repeating action, use the fallback (normally the original attack)
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self.action_dict = self.fallback_action_dict
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self.queue_action(self.fallback_action_dict.get("dt", 0))
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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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allies, enemies = self.get_sides()
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allies.append(self.obj)
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# remove all dead combatants
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allies = [comb for comb in allies if comb.hp > 0]
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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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txt = "Noone stands after the dust settles."
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self.msg(txt)
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self.msg("Noone stands after the dust settles.")
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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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@ -3,7 +3,6 @@ Test EvAdventure combat.
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"""
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from collections import deque
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from unittest.mock import Mock, call, patch
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from evennia.utils import create
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@ -82,25 +81,207 @@ class TestEvAdventureCombatHandlerBase(_CombatTestBase):
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def test_get_combat_summary(self):
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"""Test combat summary"""
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self.combathandler.get_sides = Mock(return_value=(self.combatant, self.target))
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self.combathandler.get_sides = Mock(return_value=([], [self.target]))
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# as seen from one side
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result = str(self.combathandler.get_combat_summary(self.combatant))
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self.assertEqual(
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strip_ansi(result),
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" testchar (Perfect) vs testmonster (Perfect) ",
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" testchar (Perfect) vs testmonster (Perfect) ",
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)
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# as seen from other side
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self.combathandler.get_sides = Mock(return_value=([], [self.combatant]))
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result = str(self.combathandler.get_combat_summary(self.target))
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self.assertEqual(
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strip_ansi(result),
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" testmonster (Perfect) vs testchar (Perfect) ",
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" testmonster (Perfect) vs testchar (Perfect) ",
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)
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class TestCombatActionsBase(_CombatTestBase):
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"""
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A class for testing all subclasses of CombatAction in combat_base.py
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"""
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def setUp(self):
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super().setUp()
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self.combathandler = combat_base.EvAdventureCombatHandlerBase.get_or_create_combathandler(
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self.location, key="combathandler"
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)
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# we need to mock all NotImplemented methods
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self.combathandler.get_sides = Mock(return_value=([], [self.target]))
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self.combathandler.give_advantage = Mock()
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self.combathandler.give_disadvantage = Mock()
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self.combathandler.remove_advantage = Mock()
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self.combathandler.remove_disadvantage = Mock()
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self.combathandler.get_advantage = Mock()
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self.combathandler.get_disadvantage = Mock()
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self.combathandler.has_advantage = Mock()
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self.combathandler.has_disadvantage = Mock()
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self.combathandler.queue_action = Mock()
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def test_base_action(self):
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action = combat_base.CombatAction(
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self.combathandler, self.combatant, {"key": "hold", "foo": "bar"}
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)
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self.assertEqual(action.key, "hold")
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self.assertEqual(action.foo, "bar")
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self.assertEqual(action.combathandler, self.combathandler)
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self.assertEqual(action.combatant, self.combatant)
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@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
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def test_attack__miss(self, mock_randint):
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actiondict = {"key": "attack", "target": self.target}
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mock_randint.return_value = 8 # target has default armor 11, so 8+1 str will miss
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action = combat_base.CombatActionAttack(self.combathandler, self.combatant, actiondict)
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action.execute()
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self.assertEqual(self.target.hp, 4)
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@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
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def test_attack__success(self, mock_randint):
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actiondict = {"key": "attack", "target": self.target}
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mock_randint.return_value = 11 # 11 + 1 str will hit beat armor 11
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self.target.hp = 20
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action = combat_base.CombatActionAttack(self.combathandler, self.combatant, actiondict)
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action.execute()
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self.assertEqual(self.target.hp, 9)
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@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
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def test_stunt_fail(self, mock_randint):
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action_dict = {
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"key": "stunt",
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"recipient": self.combatant,
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"target": self.target,
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"advantage": True,
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"stunt_type": Ability.STR,
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"defense_type": Ability.DEX,
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}
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mock_randint.return_value = 8 # fails 8+1 dex vs DEX 11 defence
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action = combat_base.CombatActionStunt(self.combathandler, self.combatant, action_dict)
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action.execute()
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self.combathandler.give_advantage.assert_not_called()
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@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
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def test_stunt_advantage__success(self, mock_randint):
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action_dict = {
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"key": "stunt",
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"recipient": self.combatant,
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"target": self.target,
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"advantage": True,
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"stunt_type": Ability.STR,
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"defense_type": Ability.DEX,
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}
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mock_randint.return_value = 11 # 11+1 dex vs DEX 11 defence is success
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action = combat_base.CombatActionStunt(self.combathandler, self.combatant, action_dict)
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action.execute()
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self.combathandler.give_advantage.assert_called_with(self.combatant, self.target)
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@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
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def test_stunt_disadvantage__success(self, mock_randint):
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action_dict = {
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"key": "stunt",
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"recipient": self.target,
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"target": self.combatant,
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"advantage": False,
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"stunt_type": Ability.STR,
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"defense_type": Ability.DEX,
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}
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mock_randint.return_value = 11 # 11+1 dex vs DEX 11 defence is success
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action = combat_base.CombatActionStunt(self.combathandler, self.combatant, action_dict)
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action.execute()
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self.combathandler.give_disadvantage.assert_called_with(self.target, self.combatant)
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def test_use_item(self):
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"""
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Use up a potion during combat.
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"""
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item = create.create_object(
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EvAdventureConsumable, key="Healing potion", attributes=[("uses", 2)]
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)
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item.use = Mock()
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action_dict = {
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"key": "use",
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"item": item,
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"target": self.target,
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}
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self.assertEqual(item.uses, 2)
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action = combat_base.CombatActionUseItem(self.combathandler, self.combatant, action_dict)
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action.execute()
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self.assertEqual(item.uses, 1)
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action.execute()
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self.assertEqual(item.pk, None) # deleted, it was used up
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def test_swap_wielded_weapon_or_spell(self):
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"""
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First draw a weapon (from empty fists), then swap that out to another weapon, then
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swap to a spell rune.
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"""
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sword = create.create_object(EvAdventureWeapon, key="sword")
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zweihander = create.create_object(
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EvAdventureWeapon,
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key="zweihander",
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attributes=(("inventory_use_slot", WieldLocation.TWO_HANDS),),
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)
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runestone = create.create_object(EvAdventureRunestone, key="ice rune")
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# check hands are empty
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self.assertEqual(self.combatant.weapon.key, "Empty Fists")
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], None)
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], None)
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# swap to sword
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actiondict = {"key": "wield", "item": sword}
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action = combat_base.CombatActionWield(self.combathandler, self.combatant, actiondict)
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action.execute()
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self.assertEqual(self.combatant.weapon, sword)
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], sword)
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], None)
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# swap to zweihander (two-handed sword)
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actiondict["item"] = zweihander
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action = combat_base.CombatActionWield(self.combathandler, self.combatant, actiondict)
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action.execute()
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self.assertEqual(self.combatant.weapon, zweihander)
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], None)
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], zweihander)
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# swap to runestone (also using two hands)
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actiondict["item"] = runestone
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action = combat_base.CombatActionWield(self.combathandler, self.combatant, actiondict)
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action.execute()
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self.assertEqual(self.combatant.weapon, runestone)
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], None)
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], runestone)
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# swap back to normal one-handed sword
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actiondict["item"] = sword
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action = combat_base.CombatActionWield(self.combathandler, self.combatant, actiondict)
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action.execute()
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self.assertEqual(self.combatant.weapon, sword)
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.WEAPON_HAND], sword)
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self.assertEqual(self.combatant.equipment.slots[WieldLocation.TWO_HANDS], None)
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class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
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"""
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Test methods on the turn-based combat handler and actions
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@ -111,18 +292,17 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
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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.EvAdventureTurnbasedCombatHandler.interval", # noqa
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(
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"evennia.contrib.tutorials.evadventure."
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"combat_turnbased.EvAdventureTurnbasedCombatHandler.interval"
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),
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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=Mock(return_value=None),
|
||||
)
|
||||
def setUp(self):
|
||||
super().setUp()
|
||||
# add target to combat
|
||||
self.combathandler = (
|
||||
combat_turnbased.EvAdventureTurnebasedCombatHandler.get_or_create_combathandler(
|
||||
combat_turnbased.EvAdventureTurnbasedCombatHandler.get_or_create_combathandler(
|
||||
self.location, key="combathandler"
|
||||
)
|
||||
)
|
||||
|
|
@ -141,7 +321,7 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
"""
|
||||
self.combathandler.queue_action(self.combatant, action_dict)
|
||||
self.combathandler.queue_action(self.target, action_dict2)
|
||||
self.combathandler.execute_full_turn()
|
||||
self.combathandler.at_repeat()
|
||||
if combatant_msg is not None:
|
||||
# this works because we mock combatant.msg in SetUp
|
||||
self.combatant.msg.assert_called_with(combatant_msg)
|
||||
|
|
@ -153,7 +333,10 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
"""Testing all is set up correctly in the combathandler"""
|
||||
|
||||
chandler = self.combathandler
|
||||
self.assertEqual(dict(chandler.combatants), {self.combatant: {}, self.target: {}})
|
||||
self.assertEqual(
|
||||
dict(chandler.combatants),
|
||||
{self.combatant: {"key": "hold"}, self.target: {"key": "hold"}},
|
||||
)
|
||||
self.assertEqual(
|
||||
dict(chandler.action_classes),
|
||||
{
|
||||
|
|
@ -175,8 +358,7 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
"""Remove a combatant."""
|
||||
|
||||
self.combathandler.remove_combatant(self.target)
|
||||
|
||||
self.assertEqual(dict(self.combathandler.combatants), {self.combatant: deque()})
|
||||
self.assertEqual(dict(self.combathandler.combatants), {self.combatant: {"key": "hold"}})
|
||||
|
||||
def test_stop_combat(self):
|
||||
"""Stopping combat, making sure combathandler is deleted."""
|
||||
|
|
@ -215,7 +397,7 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
self.combathandler.queue_action(self.combatant, hold)
|
||||
self.assertEqual(
|
||||
dict(self.combathandler.combatants),
|
||||
{self.combatant: deque([hold]), self.target: deque()},
|
||||
{self.combatant: {"key": "hold"}, self.target: {"key": "hold"}},
|
||||
)
|
||||
|
||||
mock_action = Mock()
|
||||
|
|
@ -238,14 +420,14 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
|
||||
self.combathandler.execute_next_action = Mock()
|
||||
|
||||
self.combathandler.execute_full_turn()
|
||||
self.combathandler.at_repeat()
|
||||
|
||||
self.combathandler.execute_next_action.assert_has_calls(
|
||||
[call(self.combatant), call(self.target)], any_order=True
|
||||
)
|
||||
|
||||
def test_action__hold(self):
|
||||
"""Hold, doing nothing"""
|
||||
def test_action__action_ticks_turn(self):
|
||||
"""Test that action execution ticks turns"""
|
||||
|
||||
actiondict = {"key": "hold"}
|
||||
self._run_actions(actiondict, actiondict)
|
||||
|
|
@ -253,26 +435,9 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
|
||||
self.combatant.msg.assert_not_called()
|
||||
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat.rules.randint")
|
||||
def test_attack__miss(self, mock_randint):
|
||||
actiondict = {"key": "attack", "target": self.target}
|
||||
|
||||
mock_randint.return_value = 8 # target has default armor 11, so 8+1 str will miss
|
||||
self._run_actions(actiondict)
|
||||
self.assertEqual(self.target.hp, 4)
|
||||
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat.rules.randint")
|
||||
def test_attack__success__still_alive(self, mock_randint):
|
||||
actiondict = {"key": "attack", "target": self.target}
|
||||
|
||||
mock_randint.return_value = 11 # 11 + 1 str will hit beat armor 11
|
||||
# make sure target survives
|
||||
self.target.hp = 20
|
||||
self._run_actions(actiondict)
|
||||
self.assertEqual(self.target.hp, 9)
|
||||
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat.rules.randint")
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
|
||||
def test_attack__success__kill(self, mock_randint):
|
||||
"""Test that the combathandler is deleted once there are no more enemies"""
|
||||
actiondict = {"key": "attack", "target": self.target}
|
||||
|
||||
mock_randint.return_value = 11 # 11 + 1 str will hit beat armor 11
|
||||
|
|
@ -281,7 +446,7 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
# after this the combat is over
|
||||
self.assertIsNone(self.combathandler.pk)
|
||||
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat.rules.randint")
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
|
||||
def test_stunt_fail(self, mock_randint):
|
||||
action_dict = {
|
||||
"key": "stunt",
|
||||
|
|
@ -296,8 +461,9 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
self.assertEqual(self.combathandler.advantage_matrix[self.combatant], {})
|
||||
self.assertEqual(self.combathandler.disadvantage_matrix[self.combatant], {})
|
||||
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat.rules.randint")
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
|
||||
def test_stunt_advantage__success(self, mock_randint):
|
||||
"""Test so the advantage matrix is updated correctly"""
|
||||
action_dict = {
|
||||
"key": "stunt",
|
||||
"recipient": self.combatant,
|
||||
|
|
@ -312,8 +478,9 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
bool(self.combathandler.advantage_matrix[self.combatant][self.target]), True
|
||||
)
|
||||
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat.rules.randint")
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
|
||||
def test_stunt_disadvantage__success(self, mock_randint):
|
||||
"""Test so the disadvantage matrix is updated correctly"""
|
||||
action_dict = {
|
||||
"key": "stunt",
|
||||
"recipient": self.target,
|
||||
|
|
@ -328,81 +495,6 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
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)]
|
||||
)
|
||||
|
||||
item.use = Mock()
|
||||
|
||||
action_dict = {
|
||||
"key": "use",
|
||||
"item": item,
|
||||
"target": self.target,
|
||||
}
|
||||
|
||||
self.assertEqual(item.uses, 2)
|
||||
self._run_actions(action_dict)
|
||||
self.assertEqual(item.uses, 1)
|
||||
self._run_actions(action_dict)
|
||||
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
|
||||
|
||||
actiondict = {"key": "wield", "item": sword}
|
||||
|
||||
self._run_actions(actiondict)
|
||||
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)
|
||||
actiondict["item"] = zweihander
|
||||
|
||||
self._run_actions(actiondict)
|
||||
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)
|
||||
actiondict["item"] = runestone
|
||||
|
||||
self._run_actions(actiondict)
|
||||
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
|
||||
actiondict["item"] = sword
|
||||
|
||||
self._run_actions(actiondict)
|
||||
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.
|
||||
|
|
@ -414,19 +506,20 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
|
|||
|
||||
# first flee records the fleeing state
|
||||
self._run_actions(action_dict)
|
||||
self.combathandler.flee_timeout = 1 # to make sure
|
||||
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).",
|
||||
"You retreat, being exposed to attack while doing so (will escape in 1 turn).",
|
||||
{},
|
||||
),
|
||||
from_obj=self.combatant,
|
||||
)
|
||||
# Check that enemies have advantage against you now
|
||||
action = combat_turnbased.CombatAction(self.combathandler, self.target, {"key": "hold"})
|
||||
self.assertTrue(action.has_advantage(self.target, self.combatant))
|
||||
self.assertTrue(action.combathandler.has_advantage(self.target, self.combatant))
|
||||
|
||||
# second flee should remove combatant
|
||||
self._run_actions(action_dict)
|
||||
|
|
@ -450,7 +543,52 @@ class TestEvAdventureTwitchCombatHandler(EvenniaCommandTestMixin, _CombatTestBas
|
|||
)
|
||||
|
||||
def test_get_sides(self):
|
||||
""" """
|
||||
sides = self.combatant_combathandler.get_sides(self.combatant)
|
||||
self.assertEqual(sides, ([], [self.target]))
|
||||
|
||||
def test_queue_and_execute_action(self):
|
||||
""" """
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat_twitch.unrepeat", new=Mock())
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat_twitch.repeat", new=Mock(return_value=999))
|
||||
def test_queue_action(self):
|
||||
"""Test so the queue action cleans up tickerhandler correctly"""
|
||||
|
||||
actiondict = {"key": "hold"}
|
||||
self.combatant_combathandler.queue_action(actiondict)
|
||||
|
||||
self.assertIsNone(self.combatant_combathandler.current_ticker_ref)
|
||||
|
||||
actiondict = {"key": "hold", "dt": 5}
|
||||
self.combatant_combathandler.queue_action(actiondict)
|
||||
self.assertEqual(self.combatant_combathandler.current_ticker_ref, 999)
|
||||
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat_twitch.unrepeat", new=Mock())
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat_twitch.repeat", new=Mock())
|
||||
def test_execute_next_action(self):
|
||||
self.combatant_combathandler.action_dict = {
|
||||
"key": "hold",
|
||||
"dummy": "foo",
|
||||
"repeat": False,
|
||||
} # to separate from fallback
|
||||
|
||||
self.combatant_combathandler.execute_next_action()
|
||||
# should now be back to fallback
|
||||
self.assertEqual(
|
||||
self.combatant_combathandler.action_dict,
|
||||
self.combatant_combathandler.fallback_action_dict,
|
||||
)
|
||||
|
||||
@patch("evennia.contrib.tutorials.evadventure.combat_twitch.unrepeat", new=Mock())
|
||||
def test_check_stop_combat(self):
|
||||
"""Test if combat should stop"""
|
||||
|
||||
# noone remains
|
||||
self.combatant_combathandler.get_sides = Mock(return_value=([], []))
|
||||
self.combatant_combathandler.stop_combat = Mock()
|
||||
|
||||
self.combatant_combathandler.check_stop_combat()
|
||||
self.combatant.msg.assert_called_with()
|
||||
self.combatant_combathandler.stop_combat.assert_called()
|
||||
|
||||
# one side wiped out
|
||||
self.combatant_combathandler.get_sides = Mock(return_value=([], []))
|
||||
self.combatant_combathandler.check_stop_combat()
|
||||
self.combatant.msg.assert_called_with()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue