More combat tests
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4 changed files with 343 additions and 115 deletions
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@ -11,7 +11,7 @@ from evennia.utils.test_resources import BaseEvenniaTest
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from .. import combat_turnbased as combat
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from ..characters import EvAdventureCharacter
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from ..enums import WieldLocation
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from ..enums import Ability, WieldLocation
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from ..npcs import EvAdventureMob
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from ..objects import EvAdventureConsumable, EvAdventureRunestone, EvAdventureWeapon
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from ..rooms import EvAdventureRoom
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@ -53,10 +53,34 @@ class EvAdventureCombatHandlerTest(BaseEvenniaTest):
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attributes=(("is_idle", True),),
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)
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# mock the msg so we can check what they were sent later
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self.combatant.msg = Mock()
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self.target.msg = Mock()
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self.combathandler = combat.get_or_create_combathandler(self.combatant)
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# add target to combat
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self.combathandler.add_combatants(self.target)
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def _get_action(self, action_dict={"key": "nothing"}):
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action_class = self.combathandler.action_classes[action_dict["key"]]
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return action_class(self.combathandler, self.combatant, action_dict)
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def _run_actions(
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self, action_dict, action_dict2={"key": "nothing"}, combatant_msg=None, target_msg=None
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):
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"""
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Helper method to run an action and check so combatant saw the expected message.
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"""
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self.combathandler.queue_action(self.combatant, action_dict)
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self.combathandler.queue_action(self.target, action_dict2)
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self.combathandler.execute_full_turn()
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if combatant_msg is not None:
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# this works because we mock combatant.msg in SetUp
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self.combatant.msg.assert_called_with(combatant_msg)
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if target_msg is not None:
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# this works because we mock target.msg in SetUp
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self.combatant.msg.assert_called_with(target_msg)
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def test_combatanthandler_setup(self):
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"""Testing all is set up correctly in the combathandler"""
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@ -166,30 +190,233 @@ class EvAdventureCombatHandlerTest(BaseEvenniaTest):
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[call(self.combatant), call(self.target)], any_order=True
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)
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def _get_action(self, action_dict, action_dict2={"key": "nothing"}):
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def test_combat_action(self):
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"""General tests of action functionality"""
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self.combathandler.queue_action(self.combatant, action_dict)
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self.combathandler.queue_action(self.target, action_dict2)
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combatant = self.combatant
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target = self.target
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action_cls1 = self.combathandler.action_classes[action_dict["key"]]
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action_cls2 = self.combathandler.action_classes[action_dict2["key"]]
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action = self._get_action({"key": "nothing"})
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return action_cls1, action_cls2
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self.assertTrue(action.can_use())
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action.give_advantage(combatant, target)
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action.give_disadvantage(combatant, target)
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self.assertTrue(action.has_advantage(combatant, target))
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self.assertTrue(action.has_disadvantage(combatant, target))
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action.lose_advantage(combatant, target)
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action.lose_disadvantage(combatant, target)
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self.assertFalse(action.has_advantage(combatant, target))
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self.assertFalse(action.has_disadvantage(combatant, target))
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action.flee(combatant)
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self.assertIn(combatant, self.combathandler.fleeing_combatants)
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action.unflee(combatant)
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self.assertNotIn(combatant, self.combathandler.fleeing_combatants)
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action.msg(f"$You() attack $You({target.key}).")
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combatant.msg.assert_called_with(text=("You attack testmonster.", {}), from_obj=combatant)
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def test_action__do_nothing(self):
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"""Do nothing"""
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actiondict = {"key": "nothing"}
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actioncls1, actioncls2 = self._get_action(actiondict, actiondict)
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self.assertEqual(actioncls1, actioncls2)
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self.combathandler.execute_full_turn()
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self._run_actions(actiondict, actiondict)
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self.assertEqual(self.combathandler.turn, 1)
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# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
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self.combatant.msg.assert_not_called()
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@patch("evennia.contrib.tutorials.evadventure.combat_turnbased.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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self._run_actions(actiondict)
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self.assertEqual(self.target.hp, 4)
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@patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
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def test_attack__success__still_alive(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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# make sure target survives
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self.target.hp = 20
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self._run_actions(actiondict)
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self.assertEqual(self.target.hp, 9)
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@patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
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def test_attack__success__kill(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._run_actions(actiondict)
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self.assertEqual(self.target.hp, -7)
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# after this the combat is over
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self.assertIsNone(self.combathandler.pk)
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@patch("evennia.contrib.tutorials.evadventure.combat_turnbased.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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self._run_actions(action_dict)
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self.assertEqual(self.combathandler.advantage_matrix[self.combatant], {})
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self.assertEqual(self.combathandler.disadvantage_matrix[self.combatant], {})
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@patch("evennia.contrib.tutorials.evadventure.combat_turnbased.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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self._run_actions(action_dict)
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self.assertEqual(
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bool(self.combathandler.advantage_matrix[self.combatant][self.target]), True
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)
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@patch("evennia.contrib.tutorials.evadventure.combat_turnbased.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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self._run_actions(action_dict)
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self.assertEqual(
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bool(self.combathandler.disadvantage_matrix[self.target][self.combatant]), True
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)
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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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self._run_actions(action_dict)
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self.assertEqual(item.uses, 1)
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self._run_actions(action_dict)
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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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self._run_actions(actiondict)
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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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from evennia import set_trace
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set_trace()
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self._run_actions(actiondict)
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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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self._run_actions(actiondict)
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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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self._run_actions(actiondict)
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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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# def test_flee__success(self):
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# """
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# Test fleeing twice, leading to leaving combat.
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#
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# """
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# # first flee records the fleeing state
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# self._run_action(combat_turnbased.CombatActionFlee, None)
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# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
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#
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# # second flee should remove combatant
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# self._run_action(combat_turnbased.CombatActionFlee, None)
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# self.assertIsNone(self.combathandler.pk)
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#
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# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
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# def test_flee__blocked(self, mock_randint):
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# """ """
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# mock_randint.return_value = 11 # means block will succeed
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#
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# self._run_action(combat_turnbased.CombatActionFlee, None)
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# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
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#
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# # other combatant blocks in the same turn
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# self.combathandler.register_action(
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# self.combatant, combat_turnbased.CombatActionFlee.key, None
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# )
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# self.combathandler.register_action(
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# self.target, combat_turnbased.CombatActionBlock.key, self.combatant
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# )
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# self.combathandler._end_turn()
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# # the fleeing combatant should remain now
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# self.assertTrue(self.combatant not in self.combathandler.fleeing_combatants)
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# self.assertTrue(self.combatant in self.combathandler.combatants)
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# class EvAdventureTurnbasedCombatHandlerTest(EvAdventureMixin, BaseEvenniaTest):
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