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Fix unit tests
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09253dce31
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8 changed files with 29 additions and 86 deletions
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@ -292,7 +292,7 @@ class CombatActionFlee(CombatAction):
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current_turn = combathandler.turn
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started_fleeing = combathandler.fleeing_combatants[self.combatant]
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flee_timeout = combathandler.flee_timeout
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time_left = flee_timeout - (current_turn - started_fleeing)
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time_left = flee_timeout - (current_turn - started_fleeing) - 1
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if time_left > 0:
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self.msg(
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@ -372,7 +372,6 @@ class EvadventureTurnbasedCombatHandler(EvAdventureCombatBaseHandler):
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action.execute()
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action.post_execute()
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self.check_stop_combat()
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def at_repeat(self):
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"""
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@ -406,8 +405,8 @@ For `execute_next_action` :
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The `at_repeat` is called repeatedly every `interval` seconds that the Script fires. This is what we use to track when each round ends.
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- **Lines 29-34**: In this example, we have no internal order between actions. So we simply randomize in which order they fire.
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- **Line 36**: We set this `set` in the `queue_action` to know when everyone submitted a new action. We must make sure to unset it here before the next round.
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- **Lines 28-33**: In this example, we have no internal order between actions. So we simply randomize in which order they fire.
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- **Line 35**: We set this `set` in the `queue_action` to know when everyone submitted a new action. We must make sure to unset it here before the next round.
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### Check and stop combat
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@ -457,7 +456,7 @@ class EvadventureTurnbasedCombatHandler(EvAdventureCombatBaseHandler):
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# check if anyone managed to flee
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flee_timeout = self.flee_timeout
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for combatant, started_fleeing in self.fleeing_combatants.items():
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if self.turn - started_fleeing >= flee_timeout:
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if self.turn - started_fleeing >= flee_timeout - 1:
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# if they are still alive/fleeing and have been fleeing long enough, escape
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self.msg("|y$You() successfully $conj(flee) from combat.|n", combatant=combatant)
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self.remove_combatant(combatant)
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