Fixing tests for turnbased combat

This commit is contained in:
Griatch 2023-04-10 13:12:41 +02:00
parent e88e6d1b1b
commit b1c765b50f
4 changed files with 290 additions and 159 deletions

View file

@ -12,7 +12,7 @@ This establishes the basic building blocks for combat:
"""
from evennia import create_script
from evennia import Command, create_script
from evennia.scripts.scripts import DefaultScript
from evennia.typeclasses.attributes import AttributeProperty
from evennia.utils import evtable
@ -27,9 +27,6 @@ class CombatFailure(RuntimeError):
"""
# Combaw action classes
class CombatAction:
"""
Parent class for all actions.
@ -130,7 +127,9 @@ class CombatActionAttack(CombatAction):
target = self.target
if weapon.at_pre_use(attacker, target):
weapon.use(attacker, target, advantage=self.has_advantage(attacker, target))
weapon.use(
attacker, target, advantage=self.combathandler.has_advantage(attacker, target)
)
weapon.at_post_use(attacker, target)
@ -204,7 +203,7 @@ class CombatActionStunt(CombatAction):
"|yHaving succeeded, you hold back to plan your next move.|n [hold]",
broadcast=False,
)
combathandler.queue_action(attacker, combathandler.default_action_dict)
combathandler.queue_action(attacker, combathandler.fallback_action_dict)
else:
self.msg(f"$You({defender.key}) $conj(resist)! $You() $conj(fail) the stunt.")
@ -235,8 +234,8 @@ class CombatActionUseItem(CombatAction):
item.use(
user,
target,
advantage=self.has_advantage(user, target),
disadvantage=self.has_disadvantage(user, target),
advantage=self.combathandler.has_advantage(user, target),
disadvantage=self.combathandler.has_disadvantage(user, target),
)
item.at_post_use(user, target)
# to back to idle after this
@ -365,11 +364,11 @@ class EvAdventureCombatHandlerBase(DefaultScript):
Example:
::
Goblin shaman (Perfect)[attack]
Gregor (Hurt)[attack] Goblin brawler(Hurt)[attack]
Bob (Perfect)[stunt] vs Goblin grunt 1 (Hurt)[attack]
Goblin grunt 2 (Perfect)[hold]
Goblin grunt 3 (Wounded)[flee]
Goblin shaman (Perfect)
Gregor (Hurt) Goblin brawler(Hurt)
Bob (Perfect) vs Goblin grunt 1 (Hurt)
Goblin grunt 2 (Perfect)
Goblin grunt 3 (Wounded)
"""
allies, enemies = self.get_sides(combatant)
@ -378,14 +377,8 @@ class EvAdventureCombatHandlerBase(DefaultScript):
nallies, nenemies = len(allies), len(enemies)
# prepare colors and hurt-levels
allies = [
f"{ally} ({ally.hurt_level})[{self.get_next_action_dict(ally)['key']}]"
for ally in allies
]
enemies = [
f"{enemy} ({enemy.hurt_level})[{self.get_next_action_dict(enemy)['key']}]"
for enemy in enemies
]
allies = [f"{ally} ({ally.hurt_level})" for ally in allies]
enemies = [f"{enemy} ({enemy.hurt_level})" for enemy in enemies]
# the center column with the 'vs'
vs_column = ["" for _ in range(max(nallies, nenemies))]
@ -523,13 +516,11 @@ class EvAdventureCombatHandlerBase(DefaultScript):
Check if this combat should be aborted, whatever this means for the particular
the particular combat type.
Stop the combat immediately. This should also do all needed cleanup.
Keyword Args:
kwargs: Any extra keyword args used.
Returns:
bool: If `True`, the `stop_combat` method sho
bool: If `True`, the `stop_combat` method should be called.
"""
raise NotImplementedError

View file

@ -87,13 +87,10 @@ class EvAdventureTurnbasedCombatHandler(EvAdventureCombatHandlerBase):
}
# how many turns you must be fleeing before escaping
flee_timeout = AttributeProperty(3, autocreate=False)
# how many turns you must be fleeing before escaping
flee_timeout = AttributeProperty(3, autocreate=False)
flee_timeout = AttributeProperty(1, autocreate=False)
# fallback action if not selecting anything
fallback_action_dict = AttributeProperty({"key": "attack"}, autocreate=False)
fallback_action_dict = AttributeProperty({"key": "hold"}, autocreate=False)
# persistent storage
@ -137,7 +134,6 @@ class EvAdventureTurnbasedCombatHandler(EvAdventureCombatHandlerBase):
"""
self.disadvantage_matrix[combatant][target] = True
self.combathandler.advantage_matrix[combatant][target] = False
def has_advantage(self, combatant, target, **kwargs):
"""
@ -148,8 +144,8 @@ class EvAdventureTurnbasedCombatHandler(EvAdventureCombatHandlerBase):
target (Character or NPC): The target to check advantage against.
"""
return bool(self.combathandler.advantage_matrix[combatant].pop(target, False)) or (
target in self.combathandler.fleeing_combatants
return bool(self.advantage_matrix[combatant].pop(target, False)) or (
target in self.fleeing_combatants
)
def has_disadvantage(self, combatant, target):
@ -161,8 +157,8 @@ class EvAdventureTurnbasedCombatHandler(EvAdventureCombatHandlerBase):
target (Character or NPC): The target to check disadvantage against.
"""
return bool(self.combathandler.disadvantage_matrix[combatant].pop(target, False)) or (
combatant in self.combathandler.fleeing_combatants
return bool(self.disadvantage_matrix[combatant].pop(target, False)) or (
combatant in self.fleeing_combatants
)
def add_combatant(self, combatant):

View file

@ -156,11 +156,11 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
unrepeat(self.current_ticker_ref)
if dt <= 0:
# no repeat
self.tickerhandler_ref = None
self.current_ticker_ref = None
else:
# always schedule the task to be repeating, cancel later otherwise. We store
# the tickerhandler's ref to make sure we can remove it later
self.tickerhandler_ref = repeat(dt, self.execute_next_action, id_string="combat")
self.current_ticker_ref = repeat(dt, self.execute_next_action, id_string="combat")
def execute_next_action(self):
"""
@ -178,15 +178,21 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatHandlerBase):
if not action_dict.get("repeat", True):
# not a repeating action, use the fallback (normally the original attack)
self.action_dict = self.fallback_action_dict
self.queue_action(self.fallback_action_dict.get("dt", 0))
self.queue_action(self.fallback_action_dict)
def check_stop_combat(self):
# check if one side won the battle.
allies, enemies = self.get_sides()
allies.append(self.obj)
# remove all dead combatants
allies = [comb for comb in allies if comb.hp > 0]
enemies = [comb for comb in enemies if comb.hp > 0]
if not allies and not enemies:
txt = "Noone stands after the dust settles."
self.msg(txt)
self.msg("Noone stands after the dust settles.")
self.stop_combat()
return
if not allies or not enemies:

View file

@ -3,7 +3,6 @@ Test EvAdventure combat.
"""
from collections import deque
from unittest.mock import Mock, call, patch
from evennia.utils import create
@ -82,25 +81,207 @@ class TestEvAdventureCombatHandlerBase(_CombatTestBase):
def test_get_combat_summary(self):
"""Test combat summary"""
self.combathandler.get_sides = Mock(return_value=(self.combatant, self.target))
self.combathandler.get_sides = Mock(return_value=([], [self.target]))
# as seen from one side
result = str(self.combathandler.get_combat_summary(self.combatant))
self.assertEqual(
strip_ansi(result),
" testchar (Perfect) vs testmonster (Perfect) ",
" testchar (Perfect) vs testmonster (Perfect) ",
)
# as seen from other side
self.combathandler.get_sides = Mock(return_value=([], [self.combatant]))
result = str(self.combathandler.get_combat_summary(self.target))
self.assertEqual(
strip_ansi(result),
" testmonster (Perfect) vs testchar (Perfect) ",
" testmonster (Perfect) vs testchar (Perfect) ",
)
class TestCombatActionsBase(_CombatTestBase):
"""
A class for testing all subclasses of CombatAction in combat_base.py
"""
def setUp(self):
super().setUp()
self.combathandler = combat_base.EvAdventureCombatHandlerBase.get_or_create_combathandler(
self.location, key="combathandler"
)
# we need to mock all NotImplemented methods
self.combathandler.get_sides = Mock(return_value=([], [self.target]))
self.combathandler.give_advantage = Mock()
self.combathandler.give_disadvantage = Mock()
self.combathandler.remove_advantage = Mock()
self.combathandler.remove_disadvantage = Mock()
self.combathandler.get_advantage = Mock()
self.combathandler.get_disadvantage = Mock()
self.combathandler.has_advantage = Mock()
self.combathandler.has_disadvantage = Mock()
self.combathandler.queue_action = Mock()
def test_base_action(self):
action = combat_base.CombatAction(
self.combathandler, self.combatant, {"key": "hold", "foo": "bar"}
)
self.assertEqual(action.key, "hold")
self.assertEqual(action.foo, "bar")
self.assertEqual(action.combathandler, self.combathandler)
self.assertEqual(action.combatant, self.combatant)
@patch("evennia.contrib.tutorials.evadventure.combat_base.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
action = combat_base.CombatActionAttack(self.combathandler, self.combatant, actiondict)
action.execute()
self.assertEqual(self.target.hp, 4)
@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
def test_attack__success(self, mock_randint):
actiondict = {"key": "attack", "target": self.target}
mock_randint.return_value = 11 # 11 + 1 str will hit beat armor 11
self.target.hp = 20
action = combat_base.CombatActionAttack(self.combathandler, self.combatant, actiondict)
action.execute()
self.assertEqual(self.target.hp, 9)
@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
def test_stunt_fail(self, mock_randint):
action_dict = {
"key": "stunt",
"recipient": self.combatant,
"target": self.target,
"advantage": True,
"stunt_type": Ability.STR,
"defense_type": Ability.DEX,
}
mock_randint.return_value = 8 # fails 8+1 dex vs DEX 11 defence
action = combat_base.CombatActionStunt(self.combathandler, self.combatant, action_dict)
action.execute()
self.combathandler.give_advantage.assert_not_called()
@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
def test_stunt_advantage__success(self, mock_randint):
action_dict = {
"key": "stunt",
"recipient": self.combatant,
"target": self.target,
"advantage": True,
"stunt_type": Ability.STR,
"defense_type": Ability.DEX,
}
mock_randint.return_value = 11 # 11+1 dex vs DEX 11 defence is success
action = combat_base.CombatActionStunt(self.combathandler, self.combatant, action_dict)
action.execute()
self.combathandler.give_advantage.assert_called_with(self.combatant, self.target)
@patch("evennia.contrib.tutorials.evadventure.combat_base.rules.randint")
def test_stunt_disadvantage__success(self, mock_randint):
action_dict = {
"key": "stunt",
"recipient": self.target,
"target": self.combatant,
"advantage": False,
"stunt_type": Ability.STR,
"defense_type": Ability.DEX,
}
mock_randint.return_value = 11 # 11+1 dex vs DEX 11 defence is success
action = combat_base.CombatActionStunt(self.combathandler, self.combatant, action_dict)
action.execute()
self.combathandler.give_disadvantage.assert_called_with(self.target, self.combatant)
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)
action = combat_base.CombatActionUseItem(self.combathandler, self.combatant, action_dict)
action.execute()
self.assertEqual(item.uses, 1)
action.execute()
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}
action = combat_base.CombatActionWield(self.combathandler, self.combatant, actiondict)
action.execute()
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
action = combat_base.CombatActionWield(self.combathandler, self.combatant, actiondict)
action.execute()
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
action = combat_base.CombatActionWield(self.combathandler, self.combatant, actiondict)
action.execute()
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
action = combat_base.CombatActionWield(self.combathandler, self.combatant, actiondict)
action.execute()
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)
class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
"""
Test methods on the turn-based combat handler and actions
@ -111,18 +292,17 @@ class EvAdventureTurnbasedCombatHandlerTest(_CombatTestBase):
# make sure to mock away all time-keeping elements
@patch(
"evennia.contrib.tutorials.evadventure.combat_turnbased.EvAdventureTurnbasedCombatHandler.interval", # noqa
(
"evennia.contrib.tutorials.evadventure."
"combat_turnbased.EvAdventureTurnbasedCombatHandler.interval"
),
new=-1,
)
@patch(
"evennia.contrib.tutorials.evadventure.combat_turnbased.delay",
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()