615 lines
29 KiB
Python
615 lines
29 KiB
Python
"""
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Turnbattle tests.
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"""
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from mock import patch, MagicMock
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from evennia.commands.default.tests import BaseEvenniaCommandTest
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from evennia.utils.create import create_object
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from evennia.utils.test_resources import BaseEvenniaTest
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from evennia.objects.objects import DefaultRoom
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from . import tb_basic, tb_equip, tb_range, tb_items, tb_magic
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class TestTurnBattleBasicCmd(BaseEvenniaCommandTest):
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# Test basic combat commands
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def test_turnbattlecmd(self):
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self.call(tb_basic.CmdFight(), "", "You can't start a fight if you've been defeated!")
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self.call(tb_basic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_basic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_basic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_basic.CmdRest(), "", "Char rests to recover HP.")
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class TestTurnBattleEquipCmd(BaseEvenniaCommandTest):
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def setUp(self):
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super().setUp()
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self.testweapon = create_object(tb_equip.TBEWeapon, key="test weapon")
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self.testarmor = create_object(tb_equip.TBEArmor, key="test armor")
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self.testweapon.move_to(self.char1)
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self.testarmor.move_to(self.char1)
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# Test equipment commands
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def test_turnbattleequipcmd(self):
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# Start with equip module specific commands.
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self.call(tb_equip.CmdWield(), "weapon", "Char wields test weapon.")
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self.call(tb_equip.CmdUnwield(), "", "Char lowers test weapon.")
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self.call(tb_equip.CmdDon(), "armor", "Char dons test armor.")
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self.call(tb_equip.CmdDoff(), "", "Char removes test armor.")
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# Also test the commands that are the same in the basic module
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self.call(tb_equip.CmdFight(), "", "You can't start a fight if you've been defeated!")
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self.call(tb_equip.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_equip.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_equip.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_equip.CmdRest(), "", "Char rests to recover HP.")
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class TestTurnBattleRangeCmd(BaseEvenniaCommandTest):
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# Test range commands
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def test_turnbattlerangecmd(self):
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# Start with range module specific commands.
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self.call(tb_range.CmdShoot(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_range.CmdApproach(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_range.CmdWithdraw(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_range.CmdStatus(), "", "HP Remaining: 100 / 100")
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# Also test the commands that are the same in the basic module
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self.call(tb_range.CmdFight(), "", "There's nobody here to fight!")
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self.call(tb_range.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_range.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_range.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_range.CmdRest(), "", "Char rests to recover HP.")
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class TestTurnBattleItemsCmd(BaseEvenniaCommandTest):
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def setUp(self):
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super().setUp()
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self.testitem = create_object(key="test item")
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self.testitem.move_to(self.char1)
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# Test item commands
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def test_turnbattleitemcmd(self):
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self.call(tb_items.CmdUse(), "item", "'Test item' is not a usable item.")
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# Also test the commands that are the same in the basic module
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self.call(tb_items.CmdFight(), "", "You can't start a fight if you've been defeated!")
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self.call(tb_items.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_items.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_items.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_items.CmdRest(), "", "Char rests to recover HP.")
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class TestTurnBattleMagicCmd(BaseEvenniaCommandTest):
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# Test magic commands
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def test_turnbattlemagiccmd(self):
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self.call(tb_magic.CmdStatus(), "", "You have 100 / 100 HP and 20 / 20 MP.")
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self.call(tb_magic.CmdLearnSpell(), "test spell", "There is no spell with that name.")
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self.call(tb_magic.CmdCast(), "", "Usage: cast <spell name> = <target>, <target2>")
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# Also test the commands that are the same in the basic module
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self.call(tb_magic.CmdFight(), "", "There's nobody here to fight!")
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self.call(tb_magic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_magic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_magic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
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self.call(tb_magic.CmdRest(), "", "Char rests to recover HP and MP.")
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class TestTurnBattleBasicFunc(BaseEvenniaTest):
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def setUp(self):
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super().setUp()
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self.testroom = create_object(DefaultRoom, key="Test Room")
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self.attacker = create_object(
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tb_basic.TBBasicCharacter, key="Attacker", location=self.testroom
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)
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self.defender = create_object(
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tb_basic.TBBasicCharacter, key="Defender", location=self.testroom
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)
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self.joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner", location=None)
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def tearDown(self):
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super().tearDown()
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self.turnhandler.stop()
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self.attacker.delete()
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self.defender.delete()
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self.joiner.delete()
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self.testroom.delete()
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# Test combat functions
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def test_tbbasicfunc(self):
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# Initiative roll
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initiative = tb_basic.COMBAT_RULES.roll_init(self.attacker)
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self.assertTrue(initiative >= 0 and initiative <= 1000)
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# Attack roll
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attack_roll = tb_basic.COMBAT_RULES.get_attack(self.attacker, self.defender)
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self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
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# Defense roll
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defense_roll = tb_basic.COMBAT_RULES.get_defense(self.attacker, self.defender)
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self.assertTrue(defense_roll == 50)
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# Damage roll
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damage_roll = tb_basic.COMBAT_RULES.get_damage(self.attacker, self.defender)
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self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
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# Apply damage
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self.defender.db.hp = 10
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tb_basic.COMBAT_RULES.apply_damage(self.defender, 3)
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self.assertTrue(self.defender.db.hp == 7)
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# Resolve attack
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self.defender.db.hp = 40
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tb_basic.COMBAT_RULES.resolve_attack(
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self.attacker, self.defender, attack_value=20, defense_value=10
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)
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self.assertTrue(self.defender.db.hp < 40)
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# Combat cleanup
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self.attacker.db.Combat_attribute = True
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tb_basic.COMBAT_RULES.combat_cleanup(self.attacker)
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self.assertFalse(self.attacker.db.combat_attribute)
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# Is in combat
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self.assertFalse(tb_basic.COMBAT_RULES.is_in_combat(self.attacker))
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# Set up turn handler script for further tests
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self.attacker.location.scripts.add(tb_basic.TBBasicTurnHandler)
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self.turnhandler = self.attacker.db.combat_turnHandler
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self.assertTrue(self.attacker.db.combat_turnHandler)
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# Set the turn handler's interval very high to keep it from repeating during tests.
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self.turnhandler.interval = 10000
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# Force turn order
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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# Test is turn
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self.assertTrue(tb_basic.COMBAT_RULES.is_turn(self.attacker))
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# Spend actions
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self.attacker.db.Combat_ActionsLeft = 1
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tb_basic.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
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self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
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# Initialize for combat
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self.attacker.db.Combat_ActionsLeft = 983
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self.turnhandler.initialize_for_combat(self.attacker)
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self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(self.attacker.db.Combat_LastAction == "null")
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# Start turn
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self.defender.db.Combat_ActionsLeft = 0
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self.turnhandler.start_turn(self.defender)
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self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
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# Next turn
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.turnhandler.next_turn()
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self.assertTrue(self.turnhandler.db.turn == 1)
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# Turn end check
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.attacker.db.Combat_ActionsLeft = 0
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self.turnhandler.turn_end_check(self.attacker)
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self.assertTrue(self.turnhandler.db.turn == 1)
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# Join fight
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self.joiner.location = self.testroom
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.turnhandler.join_fight(self.joiner)
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self.assertTrue(self.turnhandler.db.turn == 1)
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self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
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class TestTurnBattleEquipFunc(BaseEvenniaTest):
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def setUp(self):
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super().setUp()
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self.testroom = create_object(DefaultRoom, key="Test Room")
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self.attacker = create_object(
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tb_equip.TBEquipCharacter, key="Attacker", location=self.testroom
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)
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self.defender = create_object(
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tb_equip.TBEquipCharacter, key="Defender", location=self.testroom
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)
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self.joiner = create_object(tb_equip.TBEquipCharacter, key="Joiner", location=None)
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def tearDown(self):
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super().tearDown()
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self.turnhandler.stop()
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self.attacker.delete()
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self.defender.delete()
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self.joiner.delete()
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self.testroom.delete()
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# Test the combat functions in tb_equip too. They work mostly the same.
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def test_tbequipfunc(self):
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# Initiative roll
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initiative = tb_equip.COMBAT_RULES.roll_init(self.attacker)
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self.assertTrue(initiative >= 0 and initiative <= 1000)
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# Attack roll
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attack_roll = tb_equip.COMBAT_RULES.get_attack(self.attacker, self.defender)
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self.assertTrue(attack_roll >= -50 and attack_roll <= 150)
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# Defense roll
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defense_roll = tb_equip.COMBAT_RULES.get_defense(self.attacker, self.defender)
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self.assertTrue(defense_roll == 50)
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# Damage roll
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damage_roll = tb_equip.COMBAT_RULES.get_damage(self.attacker, self.defender)
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self.assertTrue(damage_roll >= 0 and damage_roll <= 50)
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# Apply damage
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self.defender.db.hp = 10
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tb_equip.COMBAT_RULES.apply_damage(self.defender, 3)
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self.assertTrue(self.defender.db.hp == 7)
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# Resolve attack
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self.defender.db.hp = 40
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tb_equip.COMBAT_RULES.resolve_attack(
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self.attacker, self.defender, attack_value=20, defense_value=10
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)
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self.assertTrue(self.defender.db.hp < 40)
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# Combat cleanup
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self.attacker.db.Combat_attribute = True
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tb_equip.COMBAT_RULES.combat_cleanup(self.attacker)
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self.assertFalse(self.attacker.db.combat_attribute)
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# Is in combat
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self.assertFalse(tb_equip.COMBAT_RULES.is_in_combat(self.attacker))
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# Set up turn handler script for further tests
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self.attacker.location.scripts.add(tb_equip.TBEquipTurnHandler)
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self.turnhandler = self.attacker.db.combat_turnHandler
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self.assertTrue(self.attacker.db.combat_turnHandler)
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# Set the turn handler's interval very high to keep it from repeating during tests.
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self.turnhandler.interval = 10000
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# Force turn order
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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# Test is turn
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self.assertTrue(tb_equip.COMBAT_RULES.is_turn(self.attacker))
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# Spend actions
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self.attacker.db.Combat_ActionsLeft = 1
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tb_equip.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
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self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
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# Initialize for combat
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self.attacker.db.Combat_ActionsLeft = 983
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self.turnhandler.initialize_for_combat(self.attacker)
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self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(self.attacker.db.Combat_LastAction == "null")
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# Start turn
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self.defender.db.Combat_ActionsLeft = 0
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self.turnhandler.start_turn(self.defender)
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self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
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# Next turn
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.turnhandler.next_turn()
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self.assertTrue(self.turnhandler.db.turn == 1)
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# Turn end check
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.attacker.db.Combat_ActionsLeft = 0
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self.turnhandler.turn_end_check(self.attacker)
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self.assertTrue(self.turnhandler.db.turn == 1)
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# Join fight
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.turnhandler.join_fight(self.joiner)
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self.assertTrue(self.turnhandler.db.turn == 1)
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self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
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class TestTurnBattleRangeFunc(BaseEvenniaTest):
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def setUp(self):
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super().setUp()
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self.testroom = create_object(DefaultRoom, key="Test Room")
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self.attacker = create_object(
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tb_range.TBRangeCharacter, key="Attacker", location=self.testroom
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)
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self.defender = create_object(
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tb_range.TBRangeCharacter, key="Defender", location=self.testroom
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)
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self.joiner = create_object(tb_range.TBRangeCharacter, key="Joiner", location=self.testroom)
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def tearDown(self):
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super().tearDown()
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self.turnhandler.stop()
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self.attacker.delete()
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self.defender.delete()
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self.joiner.delete()
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self.testroom.delete()
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# Test combat functions in tb_range too.
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def test_tbrangefunc(self):
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# Initiative roll
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initiative = tb_range.COMBAT_RULES.roll_init(self.attacker)
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self.assertTrue(initiative >= 0 and initiative <= 1000)
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# Attack roll
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attack_roll = tb_range.COMBAT_RULES.get_attack(
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self.attacker, self.defender, attack_type="test"
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)
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self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
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# Defense roll
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defense_roll = tb_range.COMBAT_RULES.get_defense(
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self.attacker, self.defender, attack_type="test"
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)
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self.assertTrue(defense_roll == 50)
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# Damage roll
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damage_roll = tb_range.COMBAT_RULES.get_damage(self.attacker, self.defender)
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self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
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# Apply damage
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self.defender.db.hp = 10
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tb_range.COMBAT_RULES.apply_damage(self.defender, 3)
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self.assertTrue(self.defender.db.hp == 7)
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# Resolve attack
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self.defender.db.hp = 40
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tb_range.COMBAT_RULES.resolve_attack(
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self.attacker, self.defender, attack_type="test", attack_value=20, defense_value=10
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)
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self.assertTrue(self.defender.db.hp < 40)
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# Combat cleanup
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self.attacker.db.Combat_attribute = True
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tb_range.COMBAT_RULES.combat_cleanup(self.attacker)
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self.assertFalse(self.attacker.db.combat_attribute)
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# Is in combat
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self.assertFalse(tb_range.COMBAT_RULES.is_in_combat(self.attacker))
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# Set up turn handler script for further tests
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self.attacker.location.scripts.add(tb_range.TBRangeTurnHandler)
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self.turnhandler = self.attacker.db.combat_turnHandler
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self.assertTrue(self.attacker.db.combat_turnHandler)
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# Set the turn handler's interval very high to keep it from repeating during tests.
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self.turnhandler.interval = 10000
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# Force turn order
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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# Test is turn
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self.assertTrue(tb_range.COMBAT_RULES.is_turn(self.attacker))
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# Spend actions
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self.attacker.db.Combat_ActionsLeft = 1
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tb_range.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
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self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
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# Initialize for combat
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self.attacker.db.Combat_ActionsLeft = 983
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self.turnhandler.initialize_for_combat(self.attacker)
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self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
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self.assertTrue(self.attacker.db.Combat_LastAction == "null")
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# Set up ranges again, since initialize_for_combat clears them
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self.attacker.db.combat_range = {}
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self.attacker.db.combat_range[self.attacker] = 0
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self.attacker.db.combat_range[self.defender] = 1
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self.defender.db.combat_range = {}
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self.defender.db.combat_range[self.defender] = 0
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self.defender.db.combat_range[self.attacker] = 1
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# Start turn
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self.defender.db.Combat_ActionsLeft = 0
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self.turnhandler.start_turn(self.defender)
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self.assertEqual(self.defender.db.Combat_ActionsLeft, 2)
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# Next turn
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.turnhandler.next_turn()
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self.assertTrue(self.turnhandler.db.turn == 1)
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# Turn end check
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.attacker.db.Combat_ActionsLeft = 0
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self.turnhandler.turn_end_check(self.attacker)
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self.assertTrue(self.turnhandler.db.turn == 1)
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# Join fight
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self.turnhandler.db.fighters = [self.attacker, self.defender]
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self.turnhandler.db.turn = 0
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self.turnhandler.join_fight(self.joiner)
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self.assertTrue(self.turnhandler.db.turn == 1)
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self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
|
|
# Now, test for approach/withdraw functions
|
|
self.assertTrue(tb_range.COMBAT_RULES.get_range(self.attacker, self.defender) == 1)
|
|
# Approach
|
|
tb_range.COMBAT_RULES.approach(self.attacker, self.defender)
|
|
self.assertTrue(tb_range.COMBAT_RULES.get_range(self.attacker, self.defender) == 0)
|
|
# Withdraw
|
|
tb_range.COMBAT_RULES.withdraw(self.attacker, self.defender)
|
|
self.assertTrue(tb_range.COMBAT_RULES.get_range(self.attacker, self.defender) == 1)
|
|
|
|
|
|
class TestTurnBattleItemsFunc(BaseEvenniaTest):
|
|
@patch("evennia.contrib.game_systems.turnbattle.tb_items.tickerhandler", new=MagicMock())
|
|
def setUp(self):
|
|
super().setUp()
|
|
self.testroom = create_object(DefaultRoom, key="Test Room")
|
|
self.attacker = create_object(
|
|
tb_items.TBItemsCharacter, key="Attacker", location=self.testroom
|
|
)
|
|
self.defender = create_object(
|
|
tb_items.TBItemsCharacter, key="Defender", location=self.testroom
|
|
)
|
|
self.joiner = create_object(tb_items.TBItemsCharacter, key="Joiner", location=self.testroom)
|
|
self.user = create_object(tb_items.TBItemsCharacter, key="User", location=self.testroom)
|
|
self.test_healpotion = create_object(key="healing potion")
|
|
self.test_healpotion.db.item_func = "heal"
|
|
self.test_healpotion.db.item_uses = 3
|
|
|
|
def tearDown(self):
|
|
super().tearDown()
|
|
self.turnhandler.stop()
|
|
self.attacker.delete()
|
|
self.defender.delete()
|
|
self.joiner.delete()
|
|
self.user.delete()
|
|
self.testroom.delete()
|
|
|
|
# Test functions in tb_items.
|
|
def test_tbitemsfunc(self):
|
|
# Initiative roll
|
|
initiative = tb_items.COMBAT_RULES.roll_init(self.attacker)
|
|
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
|
# Attack roll
|
|
attack_roll = tb_items.COMBAT_RULES.get_attack(self.attacker, self.defender)
|
|
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
|
|
# Defense roll
|
|
defense_roll = tb_items.COMBAT_RULES.get_defense(self.attacker, self.defender)
|
|
self.assertTrue(defense_roll == 50)
|
|
# Damage roll
|
|
damage_roll = tb_items.COMBAT_RULES.get_damage(self.attacker, self.defender)
|
|
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
|
# Apply damage
|
|
self.defender.db.hp = 10
|
|
tb_items.COMBAT_RULES.apply_damage(self.defender, 3)
|
|
self.assertTrue(self.defender.db.hp == 7)
|
|
# Resolve attack
|
|
self.defender.db.hp = 40
|
|
tb_items.COMBAT_RULES.resolve_attack(
|
|
self.attacker, self.defender, attack_value=20, defense_value=10
|
|
)
|
|
self.assertTrue(self.defender.db.hp < 40)
|
|
# Combat cleanup
|
|
self.attacker.db.Combat_attribute = True
|
|
tb_items.COMBAT_RULES.combat_cleanup(self.attacker)
|
|
self.assertFalse(self.attacker.db.combat_attribute)
|
|
# Is in combat
|
|
self.assertFalse(tb_items.COMBAT_RULES.is_in_combat(self.attacker))
|
|
# Set up turn handler script for further tests
|
|
self.attacker.location.scripts.add(tb_items.TBItemsTurnHandler)
|
|
self.turnhandler = self.attacker.db.combat_turnHandler
|
|
self.assertTrue(self.attacker.db.combat_turnHandler)
|
|
# Set the turn handler's interval very high to keep it from repeating during tests.
|
|
self.turnhandler.interval = 10000
|
|
# Force turn order
|
|
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
|
self.turnhandler.db.turn = 0
|
|
# Test is turn
|
|
self.assertTrue(tb_items.COMBAT_RULES.is_turn(self.attacker))
|
|
# Spend actions
|
|
self.attacker.db.Combat_ActionsLeft = 1
|
|
tb_items.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
|
|
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
|
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
|
|
# Initialize for combat
|
|
self.attacker.db.Combat_ActionsLeft = 983
|
|
self.turnhandler.initialize_for_combat(self.attacker)
|
|
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
|
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
|
|
# Start turn
|
|
self.defender.db.Combat_ActionsLeft = 0
|
|
self.turnhandler.start_turn(self.defender)
|
|
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
|
|
# Next turn
|
|
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
|
self.turnhandler.db.turn = 0
|
|
self.turnhandler.next_turn()
|
|
self.assertTrue(self.turnhandler.db.turn == 1)
|
|
# Turn end check
|
|
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
|
self.turnhandler.db.turn = 0
|
|
self.attacker.db.Combat_ActionsLeft = 0
|
|
self.turnhandler.turn_end_check(self.attacker)
|
|
self.assertTrue(self.turnhandler.db.turn == 1)
|
|
# Join fight
|
|
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
|
self.turnhandler.db.turn = 0
|
|
self.turnhandler.join_fight(self.joiner)
|
|
self.assertTrue(self.turnhandler.db.turn == 1)
|
|
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
|
|
# Now time to test item stuff.
|
|
# Spend item use
|
|
tb_items.COMBAT_RULES.spend_item_use(self.test_healpotion, self.user)
|
|
self.assertTrue(self.test_healpotion.db.item_uses == 2)
|
|
# Use item
|
|
self.user.db.hp = 2
|
|
tb_items.COMBAT_RULES.use_item(self.user, self.test_healpotion, self.user)
|
|
self.assertTrue(self.user.db.hp > 2)
|
|
# Add contition
|
|
tb_items.COMBAT_RULES.add_condition(self.user, self.user, "Test", 5)
|
|
self.assertTrue(self.user.db.conditions == {"Test": [5, self.user]})
|
|
# Condition tickdown
|
|
tb_items.COMBAT_RULES.condition_tickdown(self.user, self.user)
|
|
self.assertEqual(self.user.db.conditions, {"Test": [4, self.user]})
|
|
# Test item functions now!
|
|
# Item heal
|
|
self.user.db.hp = 2
|
|
tb_items.COMBAT_RULES.itemfunc_heal(self.test_healpotion, self.user, self.user)
|
|
# Item add condition
|
|
self.user.db.conditions = {}
|
|
tb_items.COMBAT_RULES.itemfunc_add_condition(self.test_healpotion, self.user, self.user)
|
|
self.assertTrue(self.user.db.conditions == {"Regeneration": [5, self.user]})
|
|
# Item cure condition
|
|
self.user.db.conditions = {"Poisoned": [5, self.user]}
|
|
tb_items.COMBAT_RULES.itemfunc_cure_condition(self.test_healpotion, self.user, self.user)
|
|
self.assertTrue(self.user.db.conditions == {})
|
|
|
|
|
|
class TestTurnBattleMagicFunc(BaseEvenniaTest):
|
|
def setUp(self):
|
|
super().setUp()
|
|
self.testroom = create_object(DefaultRoom, key="Test Room")
|
|
self.attacker = create_object(
|
|
tb_magic.TBMagicCharacter, key="Attacker", location=self.testroom
|
|
)
|
|
self.defender = create_object(
|
|
tb_magic.TBMagicCharacter, key="Defender", location=self.testroom
|
|
)
|
|
self.joiner = create_object(tb_magic.TBMagicCharacter, key="Joiner", location=self.testroom)
|
|
|
|
def tearDown(self):
|
|
super().tearDown()
|
|
self.turnhandler.stop()
|
|
self.attacker.delete()
|
|
self.defender.delete()
|
|
self.joiner.delete()
|
|
self.testroom.delete()
|
|
|
|
# Test combat functions in tb_magic.
|
|
def test_tbbasicfunc(self):
|
|
# Initiative roll
|
|
initiative = tb_magic.COMBAT_RULES.roll_init(self.attacker)
|
|
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
|
# Attack roll
|
|
attack_roll = tb_magic.COMBAT_RULES.get_attack(self.attacker, self.defender)
|
|
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
|
|
# Defense roll
|
|
defense_roll = tb_magic.COMBAT_RULES.get_defense(self.attacker, self.defender)
|
|
self.assertTrue(defense_roll == 50)
|
|
# Damage roll
|
|
damage_roll = tb_magic.COMBAT_RULES.get_damage(self.attacker, self.defender)
|
|
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
|
# Apply damage
|
|
self.defender.db.hp = 10
|
|
tb_magic.COMBAT_RULES.apply_damage(self.defender, 3)
|
|
self.assertTrue(self.defender.db.hp == 7)
|
|
# Resolve attack
|
|
self.defender.db.hp = 40
|
|
tb_magic.COMBAT_RULES.resolve_attack(
|
|
self.attacker, self.defender, attack_value=20, defense_value=10
|
|
)
|
|
self.assertTrue(self.defender.db.hp < 40)
|
|
# Combat cleanup
|
|
self.attacker.db.Combat_attribute = True
|
|
tb_magic.COMBAT_RULES.combat_cleanup(self.attacker)
|
|
self.assertFalse(self.attacker.db.combat_attribute)
|
|
# Is in combat
|
|
self.assertFalse(tb_magic.COMBAT_RULES.is_in_combat(self.attacker))
|
|
# Set up turn handler script for further tests
|
|
self.attacker.location.scripts.add(tb_magic.TBMagicTurnHandler)
|
|
self.turnhandler = self.attacker.db.combat_turnHandler
|
|
self.assertTrue(self.attacker.db.combat_turnHandler)
|
|
# Set the turn handler's interval very high to keep it from repeating during tests.
|
|
self.turnhandler.interval = 10000
|
|
# Force turn order
|
|
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
|
self.turnhandler.db.turn = 0
|
|
# Test is turn
|
|
self.assertTrue(tb_magic.COMBAT_RULES.is_turn(self.attacker))
|
|
# Spend actions
|
|
self.attacker.db.Combat_ActionsLeft = 1
|
|
tb_magic.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
|
|
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
|
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
|
|
# Initialize for combat
|
|
self.attacker.db.Combat_ActionsLeft = 983
|
|
self.turnhandler.initialize_for_combat(self.attacker)
|
|
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
|
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
|
|
# Start turn
|
|
self.defender.db.Combat_ActionsLeft = 0
|
|
self.turnhandler.start_turn(self.defender)
|
|
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
|
|
# Next turn
|
|
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
|
self.turnhandler.db.turn = 0
|
|
self.turnhandler.next_turn()
|
|
self.assertTrue(self.turnhandler.db.turn == 1)
|
|
# Turn end check
|
|
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
|
self.turnhandler.db.turn = 0
|
|
self.attacker.db.Combat_ActionsLeft = 0
|
|
self.turnhandler.turn_end_check(self.attacker)
|
|
self.assertTrue(self.turnhandler.db.turn == 1)
|
|
# Join fight
|
|
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
|
self.turnhandler.db.turn = 0
|
|
self.turnhandler.join_fight(self.joiner)
|
|
self.assertTrue(self.turnhandler.db.turn == 1)
|
|
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
|