Finish tests for combathandler

This commit is contained in:
Griatch 2023-03-06 21:50:20 +01:00
parent 4a08a6ae94
commit f42f4bf23e
3 changed files with 66 additions and 400 deletions

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@ -95,7 +95,6 @@ class EvAdventureCombatHandlerTest(BaseEvenniaTest):
"use": combat.CombatActionUseItem,
"wield": combat.CombatActionWield,
"flee": combat.CombatActionFlee,
"hinder": combat.CombatActionHinder,
},
)
self.assertEqual(chandler.flee_timeout, 1)
@ -213,12 +212,6 @@ class EvAdventureCombatHandlerTest(BaseEvenniaTest):
self.assertFalse(action.has_advantage(combatant, target))
self.assertFalse(action.has_disadvantage(combatant, target))
action.flee(combatant)
self.assertIn(combatant, self.combathandler.fleeing_combatants)
action.unflee(combatant)
self.assertNotIn(combatant, self.combathandler.fleeing_combatants)
action.msg(f"$You() attack $You({target.key}).")
combatant.msg.assert_called_with(text=("You attack testmonster.", {}), from_obj=combatant)
@ -382,330 +375,32 @@ class EvAdventureCombatHandlerTest(BaseEvenniaTest):
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.
# def test_flee__success(self):
# """
# Test fleeing twice, leading to leaving combat.
#
# """
# # first flee records the fleeing state
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# # second flee should remove combatant
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertIsNone(self.combathandler.pk)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_flee__blocked(self, mock_randint):
# """ """
# mock_randint.return_value = 11 # means block will succeed
#
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# # other combatant blocks in the same turn
# self.combathandler.register_action(
# self.combatant, combat_turnbased.CombatActionFlee.key, None
# )
# self.combathandler.register_action(
# self.target, combat_turnbased.CombatActionBlock.key, self.combatant
# )
# self.combathandler._end_turn()
# # the fleeing combatant should remain now
# self.assertTrue(self.combatant not in self.combathandler.fleeing_combatants)
# self.assertTrue(self.combatant in self.combathandler.combatants)
"""
self.assertEqual(self.combathandler.turn, 0)
action_dict = {"key": "flee"}
# class EvAdventureTurnbasedCombatHandlerTest(EvAdventureMixin, BaseEvenniaTest):
# """
# Test methods on the turn-based combat handler.
#
# """
#
# maxDiff = None
#
# # make sure to mock away all time-keeping elements
# @patch(
# "evennia.contrib.tutorials.evadventure.combat_turnbased"
# ".EvAdventureCombatHandler.interval",
# new=-1,
# )
# @patch(
# "evennia.contrib.tutorials.evadventure.combat_turnbased.delay",
# new=MagicMock(return_value=None),
# )
# def setUp(self):
# super().setUp()
# self.location.allow_combat = True
# self.location.allow_death = True
# self.combatant = self.character
# self.target = create.create_object(
# EvAdventureMob,
# key="testmonster",
# location=self.location,
# attributes=(("is_idle", True),),
# )
#
# # this already starts turn 1
# self.combathandler = combat_turnbased.join_combat(self.combatant, self.target)
#
# def tearDown(self):
# self.combathandler.delete()
# self.target.delete()
#
# def test_remove_combatant(self):
# self.assertTrue(bool(self.combatant.db.combathandler))
# self.combathandler.remove_combatant(self.combatant)
# self.assertFalse(self.combatant in self.combathandler.combatants)
# self.assertFalse(bool(self.combatant.db.combathandler))
#
# def test_start_turn(self):
# self.combathandler._start_turn()
# self.assertEqual(self.combathandler.turn, 2)
# self.combathandler._start_turn()
# self.assertEqual(self.combathandler.turn, 3)
#
# def test_end_of_turn__empty(self):
# self.combathandler._end_turn()
#
# def test_add_combatant(self):
# self.combathandler._init_menu = MagicMock()
# combatant3 = create.create_object(EvAdventureCharacter, key="testcharacter3")
# self.combathandler.add_combatant(combatant3)
#
# self.assertTrue(combatant3 in self.combathandler.combatants)
# self.combathandler._init_menu.assert_called_once()
#
# def test_start_combat(self):
# self.combathandler._start_turn = MagicMock()
# self.combathandler.start = MagicMock()
# self.combathandler.start_combat()
# self.combathandler._start_turn.assert_called_once()
# self.combathandler.start.assert_called_once()
#
# def test_combat_summary(self):
# result = self.combathandler.get_combat_summary(self.combatant)
# self.assertTrue("You (4 / 4 health)" in result)
# self.assertTrue("testmonster" in result)
#
# def test_msg(self):
# self.location.msg_contents = MagicMock()
# self.combathandler.msg("You hurt the target", combatant=self.combatant)
# self.location.msg_contents.assert_called_with(
# "You hurt the target",
# from_obj=self.combatant,
# exclude=[],
# mapping={"testchar": self.combatant, "testmonster": self.target},
# )
#
# def test_gain_advantage(self):
# self.combathandler.gain_advantage(self.combatant, self.target)
# self.assertTrue(bool(self.combathandler.advantage_matrix[self.combatant][self.target]))
#
# def test_gain_disadvantage(self):
# self.combathandler.gain_disadvantage(self.combatant, self.target)
# self.assertTrue(bool(self.combathandler.disadvantage_matrix[self.combatant][self.target]))
#
# def test_flee(self):
# self.combathandler.flee(self.combatant)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# def test_unflee(self):
# self.combathandler.unflee(self.combatant)
# self.assertFalse(self.combatant in self.combathandler.fleeing_combatants)
#
# def test_register_and_run_action(self):
# action_class = combat_turnbased.CombatActionAttack
# action = self.combathandler.combatant_actions[self.combatant][action_class.key]
#
# self.combathandler.register_action(self.combatant, action.key)
#
# self.assertEqual(self.combathandler.action_queue[self.combatant], (action, (), {}))
#
# action.use = MagicMock()
#
# self.combathandler._end_turn()
# action.use.assert_called_once()
#
# def test_get_available_actions(self):
# result = self.combathandler.get_available_actions(self.combatant)
# self.assertTrue(len(result), 7)
#
#
# class EvAdventureTurnbasedCombatActionTest(EvAdventureMixin, BaseEvenniaTest):
# """
# Test actions in turn_based combat.
# """
#
# @patch(
# "evennia.contrib.tutorials.evadventure.combat_turnbased"
# ".EvAdventureCombatHandler.interval",
# new=-1,
# )
# @patch(
# "evennia.contrib.tutorials.evadventure.combat_turnbased.delay",
# new=MagicMock(return_value=None),
# )
# def setUp(self):
# super().setUp()
# self.location.allow_combat = True
# self.location.allow_death = True
# self.combatant = self.character
# self.combatant2 = create.create_object(EvAdventureCharacter, key="testcharacter2")
# self.target = create.create_object(
# EvAdventureMob, key="testmonster", attributes=(("is_idle", True),)
# )
# self.target.hp = 4
#
# # this already starts turn 1
# self.combathandler = combat_turnbased.join_combat(self.combatant, self.target)
#
# def _run_action(self, action, *args, **kwargs):
# self.combathandler.register_action(self.combatant, action.key, *args, **kwargs)
# self.combathandler._end_turn()
#
# def test_do_nothing(self):
# self.combathandler.msg = MagicMock()
# self._run_action(combat_turnbased.CombatActionDoNothing, None)
# self.combathandler.msg.assert_called()
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_attack__miss(self, mock_randint):
# mock_randint.return_value = 8 # target has default armor 11, so 8+1 str will miss
# self._run_action(combat_turnbased.CombatActionAttack, self.target)
# self.assertEqual(self.target.hp, 4)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_attack__success__still_alive(self, mock_randint):
# mock_randint.return_value = 11 # 11 + 1 str will hit beat armor 11
# # make sure target survives
# self.target.hp = 20
# self._run_action(combat_turnbased.CombatActionAttack, self.target)
# self.assertEqual(self.target.hp, 9)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_attack__success__kill(self, mock_randint):
# mock_randint.return_value = 11 # 11 + 1 str will hit beat armor 11
# self._run_action(combat_turnbased.CombatActionAttack, self.target)
# self.assertEqual(self.target.hp, -7)
# # after this the combat is over
# self.assertIsNone(self.combathandler.pk)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_stunt_fail(self, mock_randint):
# mock_randint.return_value = 8 # fails 8+1 dex vs DEX 11 defence
# self._run_action(combat_turnbased.CombatActionStunt, self.target)
# self.assertEqual(self.combathandler.advantage_matrix[self.combatant], {})
# self.assertEqual(self.combathandler.disadvantage_matrix[self.combatant], {})
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_stunt_advantage__success(self, mock_randint):
# mock_randint.return_value = 11 # 11+1 dex vs DEX 11 defence is success
# self._run_action(combat_turnbased.CombatActionStunt, self.target)
# self.assertEqual(
# bool(self.combathandler.advantage_matrix[self.combatant][self.target]), True
# )
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_stunt_disadvantage__success(self, mock_randint):
# mock_randint.return_value = 11 # 11+1 dex vs DEX 11 defence is success
# action = combat_turnbased.CombatActionStunt
# action.give_advantage = False
# self._run_action(
# action,
# self.target,
# )
# self.assertEqual(
# 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)]
# )
# self.assertEqual(item.uses, 2)
# self._run_action(combat_turnbased.CombatActionUseItem, item, self.combatant)
# self.assertEqual(item.uses, 1)
# self._run_action(combat_turnbased.CombatActionUseItem, item, self.combatant)
# 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
# self._run_action(combat_turnbased.CombatActionSwapWieldedWeaponOrSpell, None, sword)
# 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)
# self._run_action(combat_turnbased.CombatActionSwapWieldedWeaponOrSpell, None, zweihander)
# 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)
# self._run_action(combat_turnbased.CombatActionSwapWieldedWeaponOrSpell, None, runestone)
# 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
# self._run_action(combat_turnbased.CombatActionSwapWieldedWeaponOrSpell, None, sword)
# 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.
#
# """
# # first flee records the fleeing state
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# # second flee should remove combatant
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertIsNone(self.combathandler.pk)
#
# @patch("evennia.contrib.tutorials.evadventure.combat_turnbased.rules.randint")
# def test_flee__blocked(self, mock_randint):
# """ """
# mock_randint.return_value = 11 # means block will succeed
#
# self._run_action(combat_turnbased.CombatActionFlee, None)
# self.assertTrue(self.combatant in self.combathandler.fleeing_combatants)
#
# # other combatant blocks in the same turn
# self.combathandler.register_action(
# self.combatant, combat_turnbased.CombatActionFlee.key, None
# )
# self.combathandler.register_action(
# self.target, combat_turnbased.CombatActionBlock.key, self.combatant
# )
# self.combathandler._end_turn()
# # the fleeing combatant should remain now
# self.assertTrue(self.combatant not in self.combathandler.fleeing_combatants)
# self.assertTrue(self.combatant in self.combathandler.combatants)
# first flee records the fleeing state
self._run_actions(action_dict)
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).",
{},
),
from_obj=self.combatant,
)
# Check that enemies have advantage against you now
action = combat.CombatAction(self.combathandler, self.target, {"key": "nothing"})
self.assertTrue(action.has_advantage(self.target, self.combatant))
# second flee should remove combatant
self._run_actions(action_dict)
# this ends combat, so combathandler should be gone
self.assertIsNone(self.combathandler.pk)