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Implemented EvAdventure quest code+tutorial lesson
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@ -16,7 +16,7 @@ We will design a base combat system that supports both styles.
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> Create a new module `evadventure/combat_base.py`
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```{sidebar}
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In [evennia/contrib/tutorials/evadventure/combat_base.py](evennia.contrib.tutorials.evadventure.combat_base) you'll find a complete implementation of the base combat module.
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Under `evennia/contrib/tutorials/evadventure/`, in [combat_base.py](evennia.contrib.tutorials.evadventure.combat_base) you'll find a complete implementation of the base combat module.
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```
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Our "Combat Handler" will handle the administration around combat. It needs to be _persistent_ (even is we reload the server your combat should keep going).
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@ -718,7 +718,7 @@ We rely on the [Equipment handler](./Beginner-Tutorial-Equipment.md) we created
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> Create a module `evadventure/tests/test_combat.py`.
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```{sidebar}
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See [evennia/contrib/tutorials/evadventure/tests/test_combat.py](evennia.contrib.tutorials.evadventure.tests.test_combat) for ready-made combat unit tests.
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Look under `evennia/contrib/tutorials/evadventure/`, in [tests/test_combat.py](evennia.contrib.tutorials.evadventure.tests.test_combat) for ready-made combat unit tests.
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```
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Unit testing the combat base classes can seem impossible because we have not yet implemented most of it. We can however get very far by the use of [Mocks](https://docs.python.org/3/library/unittest.mock.html). The idea of a Mock is that you _replace_ a piece of code with a dummy object (a 'mock') that can be called to return some specific value.
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