Add power up/down commands

Implements power level management system with tick-based power-up loop.
Players can raise PL toward max_pl (costs stamina per tick), lower PL
instantly, set exact PL targets, and cancel ongoing power-ups.
This commit is contained in:
Jared Miller 2026-02-13 23:01:33 -05:00
parent 72b877c5d1
commit 292557e5fd
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C
4 changed files with 523 additions and 0 deletions

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@ -0,0 +1,211 @@
"""Power commands for raising and lowering PL."""
import asyncio
from mudlib.combat.engine import get_encounter
from mudlib.commands import CommandDefinition, register
from mudlib.commands.movement import send_nearby_message
from mudlib.gmcp import send_char_vitals
from mudlib.player import Player
# Power-up mechanics
POWER_UP_TICK_INTERVAL = 0.05 # seconds between ticks
POWER_UP_PL_PER_TICK = 5.0 # PL increase per tick
POWER_UP_STAMINA_COST_PER_TICK = 2.0 # stamina cost per tick
POWER_DOWN_MIN_PL = 1.0 # minimum PL when powering down
async def power_up_loop(player: Player, target_pl: float | None = None) -> None:
"""Background task that powers up the player over time.
Args:
player: The player powering up
target_pl: Optional target PL to stop at (defaults to max_pl)
"""
target = target_pl if target_pl is not None else player.max_pl
try:
while player.pl < target and player.stamina > 0:
await asyncio.sleep(POWER_UP_TICK_INTERVAL)
# Deduct stamina
player.stamina -= POWER_UP_STAMINA_COST_PER_TICK
if player.stamina < 0:
player.stamina = 0.0
# Increase PL
old_pl = player.pl
player.pl = min(player.pl + POWER_UP_PL_PER_TICK, target)
# Send GMCP update
send_char_vitals(player)
# Send periodic aura message (every ~0.2s)
if int(old_pl / 20) != int(player.pl / 20):
await player.send("Your aura flares!\r\n")
await send_nearby_message(
player, player.x, player.y, f"{player.name}'s aura flares!\r\n"
)
# Check if we've run out of stamina
if player.stamina <= 0:
await player.send("You run out of stamina and stop powering up.\r\n")
await send_nearby_message(
player,
player.x,
player.y,
f"{player.name} stops powering up.\r\n",
)
break
# Reached target
if player.pl >= target:
await player.send(f"You reach your target power level of {target}.\r\n")
await send_nearby_message(
player,
player.x,
player.y,
f"{player.name} reaches their target power level.\r\n",
)
finally:
# Clean up the task reference
player._power_task = None
async def cmd_power(player: Player, args: str) -> None:
"""Manage power level.
Usage:
power up - raise PL toward max_pl
power down - lower PL to minimum
power <number> - set PL to exact value
power stop - cancel ongoing power-up
"""
if not args:
await player.send("Usage: power up|down|stop|<number>\r\n")
return
args = args.strip().lower()
# Handle power stop
if args == "stop":
if player._power_task is None or player._power_task.done():
await player.send("You're not powering up.\r\n")
return
player._power_task.cancel()
player._power_task = None
await player.send("You stop powering up.\r\n")
await send_nearby_message(
player, player.x, player.y, f"{player.name} stops powering up.\r\n"
)
return
# Handle power down
if args == "down":
# Cancel any ongoing power-up
if player._power_task is not None and not player._power_task.done():
player._power_task.cancel()
player._power_task = None
player.pl = POWER_DOWN_MIN_PL
send_char_vitals(player)
await player.send(f"You power down to PL {POWER_DOWN_MIN_PL}.\r\n")
await send_nearby_message(
player, player.x, player.y, f"{player.name} powers down.\r\n"
)
return
# Handle power up
if args == "up":
# Check if already powering up
if player._power_task is not None and not player._power_task.done():
await player.send("You're already powering up!\r\n")
return
# Check for combat
if get_encounter(player) is not None:
await player.send("You can't power up during combat!\r\n")
return
# Check stamina
if player.stamina <= 0:
await player.send("You don't have enough stamina to power up!\r\n")
return
# Check if already at max
if player.pl >= player.max_pl:
await player.send("You're already at maximum power!\r\n")
return
# Start power-up loop
await player.send("You begin powering up...\r\n")
await send_nearby_message(
player, player.x, player.y, f"{player.name} begins powering up!\r\n"
)
player._power_task = asyncio.create_task(power_up_loop(player))
return
# Handle power <number>
try:
target = float(args)
except ValueError:
await player.send(f"Invalid power level: {args}\r\n")
return
# Validate target
if target <= 0:
await player.send("Power level must be greater than 0.\r\n")
return
if target > player.max_pl:
await player.send(
f"Power level cannot exceed your maximum of {player.max_pl}.\r\n"
)
return
# If target is lower than current, instant change
if target < player.pl:
# Cancel any ongoing power-up
if player._power_task is not None and not player._power_task.done():
player._power_task.cancel()
player._power_task = None
player.pl = target
send_char_vitals(player)
await player.send(f"You lower your power to {target}.\r\n")
await send_nearby_message(
player, player.x, player.y, f"{player.name} lowers their power.\r\n"
)
return
# If target is higher, start power-up loop to that target
if target > player.pl:
# Check if already powering up
if player._power_task is not None and not player._power_task.done():
await player.send("You're already powering up!\r\n")
return
# Check for combat
if get_encounter(player) is not None:
await player.send("You can't power up during combat!\r\n")
return
# Check stamina
if player.stamina <= 0:
await player.send("You don't have enough stamina to power up!\r\n")
return
# Start power-up loop to target
await player.send(f"You begin powering up to {target}...\r\n")
await send_nearby_message(
player, player.x, player.y, f"{player.name} begins powering up!\r\n"
)
player._power_task = asyncio.create_task(power_up_loop(player, target))
return
# Target equals current PL
await player.send(f"You're already at PL {target}.\r\n")
register(CommandDefinition("power", cmd_power, aliases=["pow"]))

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@ -2,6 +2,7 @@
from __future__ import annotations
import asyncio
from dataclasses import dataclass, field
from typing import TYPE_CHECKING, Any
@ -32,6 +33,7 @@ class Player(Entity):
paint_brush: str = "."
prompt_template: str | None = None
_last_msdp: dict = field(default_factory=dict, repr=False)
_power_task: asyncio.Task | None = None
@property
def mode(self) -> str:

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@ -24,6 +24,7 @@ import mudlib.commands.look
import mudlib.commands.movement
import mudlib.commands.play
import mudlib.commands.portals
import mudlib.commands.power
import mudlib.commands.quit
import mudlib.commands.reload
import mudlib.commands.spawn

309
tests/test_power.py Normal file
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@ -0,0 +1,309 @@
"""Tests for power commands."""
import asyncio
import time
from unittest.mock import AsyncMock, MagicMock
import pytest
from mudlib.combat.encounter import CombatEncounter
from mudlib.combat.engine import active_encounters
from mudlib.commands.power import cmd_power
from mudlib.player import Player, players
from mudlib.zone import Zone
@pytest.fixture(autouse=True)
def clear_state():
"""Clear players and encounters before and after each test."""
players.clear()
active_encounters.clear()
yield
players.clear()
active_encounters.clear()
@pytest.fixture
def test_zone():
"""Create a test zone for players."""
terrain = [["." for _ in range(256)] for _ in range(256)]
zone = Zone(
name="testzone",
width=256,
height=256,
toroidal=True,
terrain=terrain,
impassable=set(),
)
return zone
@pytest.fixture
def mock_writer():
writer = MagicMock()
writer.write = MagicMock()
writer.drain = AsyncMock()
return writer
@pytest.fixture
def mock_reader():
return MagicMock()
@pytest.fixture
def player(mock_reader, mock_writer, test_zone):
p = Player(name="Goku", x=0, y=0, reader=mock_reader, writer=mock_writer)
p.location = test_zone
test_zone._contents.append(p)
players[p.name] = p
return p
@pytest.fixture
def nearby_player(mock_reader, mock_writer, test_zone):
p = Player(name="Vegeta", x=0, y=0, reader=mock_reader, writer=mock_writer)
p.location = test_zone
test_zone._contents.append(p)
players[p.name] = p
return p
@pytest.mark.asyncio
async def test_power_down_instantly_lowers_pl(player):
"""Test power down instantly lowers PL to minimum."""
player.pl = 100.0
player.max_pl = 100.0
await cmd_power(player, "down")
assert player.pl == 1.0
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("power down" in msg.lower() for msg in messages)
@pytest.mark.asyncio
async def test_power_to_number_lowers_instantly(player):
"""Test power <number> instantly lowers when target < current."""
player.pl = 100.0
player.max_pl = 100.0
await cmd_power(player, "50")
assert player.pl == 50.0
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("50" in msg for msg in messages)
@pytest.mark.asyncio
async def test_power_to_number_rejects_zero(player):
"""Test power <number> rejects 0 or negative values."""
player.pl = 100.0
await cmd_power(player, "0")
assert player.pl == 100.0 # unchanged
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("must be greater than 0" in msg.lower() for msg in messages)
@pytest.mark.asyncio
async def test_power_to_number_rejects_above_max(player):
"""Test power <number> rejects values above max_pl."""
player.pl = 100.0
player.max_pl = 100.0
await cmd_power(player, "150")
assert player.pl == 100.0 # unchanged
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("maximum" in msg.lower() for msg in messages)
@pytest.mark.asyncio
async def test_power_up_starts_increasing_pl(player):
"""Test power up starts a loop that increases PL over time."""
player.pl = 10.0
player.max_pl = 100.0
player.stamina = 100.0
await cmd_power(player, "up")
# Give it a moment to run a few ticks
await asyncio.sleep(0.15)
assert player.pl > 10.0
assert player.pl < player.max_pl
@pytest.mark.asyncio
async def test_power_up_deducts_stamina(player):
"""Test power up deducts stamina per tick."""
player.pl = 10.0
player.max_pl = 100.0
player.stamina = 100.0
await cmd_power(player, "up")
# Give it a moment to run a few ticks
await asyncio.sleep(0.15)
assert player.stamina < 100.0
@pytest.mark.asyncio
async def test_power_up_stops_at_max_pl(player):
"""Test power up stops when PL reaches max_pl."""
player.pl = 95.0
player.max_pl = 100.0
player.stamina = 100.0
await cmd_power(player, "up")
# Wait for it to complete
await asyncio.sleep(0.3)
assert player.pl == 100.0
assert player._power_task is None or player._power_task.done()
@pytest.mark.asyncio
async def test_power_up_stops_when_stamina_depleted(player):
"""Test power up stops when stamina runs out."""
player.pl = 10.0
player.max_pl = 100.0
player.stamina = 5.0 # Very low stamina
await cmd_power(player, "up")
# Wait for stamina to deplete
await asyncio.sleep(0.3)
# PL should have increased a little, but stopped
assert player.pl > 10.0
assert player.pl < 100.0
assert player.stamina <= 0.0
assert player._power_task is None or player._power_task.done()
@pytest.mark.asyncio
async def test_power_stop_cancels_power_up(player):
"""Test power stop cancels an ongoing power-up."""
player.pl = 10.0
player.max_pl = 100.0
player.stamina = 100.0
await cmd_power(player, "up")
await asyncio.sleep(0.05) # Let it start
await cmd_power(player, "stop")
pl_at_stop = player.pl
await asyncio.sleep(0.1) # Wait a bit more
# PL should not have increased after stop
assert player.pl == pl_at_stop
assert player._power_task is None or player._power_task.done()
@pytest.mark.asyncio
async def test_power_up_rejects_during_combat(player, nearby_player):
"""Test power up is rejected when player is in combat."""
player.pl = 50.0
player.stamina = 100.0
# Put player in combat
encounter = CombatEncounter(
attacker=player, defender=nearby_player, last_action_at=time.monotonic()
)
active_encounters.append(encounter)
await cmd_power(player, "up")
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("combat" in msg.lower() for msg in messages)
assert player.pl == 50.0 # unchanged
@pytest.mark.asyncio
async def test_power_up_rejects_with_no_stamina(player):
"""Test power up is rejected when stamina is 0."""
player.pl = 50.0
player.stamina = 0.0
await cmd_power(player, "up")
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("stamina" in msg.lower() for msg in messages)
assert player.pl == 50.0 # unchanged
@pytest.mark.asyncio
async def test_power_up_sends_feedback_messages(player):
"""Test power up sends feedback to player."""
player.pl = 10.0
player.max_pl = 100.0
player.stamina = 100.0
await cmd_power(player, "up")
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("powering up" in msg.lower() for msg in messages)
@pytest.mark.asyncio
async def test_power_up_broadcasts_to_nearby(player, nearby_player):
"""Test power up broadcasts to nearby players."""
player.pl = 10.0
player.max_pl = 100.0
player.stamina = 100.0
await cmd_power(player, "up")
nearby_messages = [call[0][0] for call in nearby_player.writer.write.call_args_list]
assert any("Goku" in msg and "power" in msg.lower() for msg in nearby_messages)
@pytest.mark.asyncio
async def test_power_up_when_already_powering_up(player):
"""Test power up when already powering up sends message."""
player.pl = 10.0
player.max_pl = 100.0
player.stamina = 100.0
await cmd_power(player, "up")
await asyncio.sleep(0.05)
# Try to power up again
await cmd_power(player, "up")
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("already" in msg.lower() for msg in messages)
@pytest.mark.asyncio
async def test_power_down_broadcasts_to_nearby(player, nearby_player):
"""Test power down broadcasts to nearby players."""
player.pl = 100.0
await cmd_power(player, "down")
nearby_messages = [call[0][0] for call in nearby_player.writer.write.call_args_list]
assert any("Goku" in msg and "power" in msg.lower() for msg in nearby_messages)
@pytest.mark.asyncio
async def test_power_to_number_raises_with_loop(player):
"""Test power <number> starts power-up loop when target > current."""
player.pl = 10.0
player.max_pl = 100.0
player.stamina = 100.0
await cmd_power(player, "80")
# Give it a moment to run
await asyncio.sleep(0.15)
# Should be increasing toward 80
assert player.pl > 10.0
assert player.stamina < 100.0 # deducting stamina