Render mobs as * in viewport

Phase 3: look command now collects alive mob positions using the same
wrapping-aware relative position calc as players, and renders them as *
with the same priority as other players (after @ but before effects).
This commit is contained in:
Jared Miller 2026-02-08 22:59:24 -05:00
parent e6bfd77464
commit ca53357730
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C
2 changed files with 132 additions and 1 deletions

View file

@ -4,6 +4,7 @@ from typing import Any
from mudlib.commands import CommandDefinition, register
from mudlib.effects import get_effects_at
from mudlib.mobs import mobs
from mudlib.player import Player, players
from mudlib.render.ansi import RESET, colorize_terrain
@ -53,8 +54,30 @@ async def cmd_look(player: Player, args: str) -> None:
if 0 <= rel_x < VIEWPORT_WIDTH and 0 <= rel_y < VIEWPORT_HEIGHT:
other_player_positions.append((rel_x, rel_y))
# Build a list of (relative_x, relative_y) for alive mobs
mob_positions = []
for mob in mobs:
if not mob.alive:
continue
dx = mob.x - player.x
dy = mob.y - player.y
if dx > world.width // 2:
dx -= world.width
elif dx < -(world.width // 2):
dx += world.width
if dy > world.height // 2:
dy -= world.height
elif dy < -(world.height // 2):
dy += world.height
rel_x = dx + center_x
rel_y = dy + center_y
if 0 <= rel_x < VIEWPORT_WIDTH and 0 <= rel_y < VIEWPORT_HEIGHT:
mob_positions.append((rel_x, rel_y))
# Build the output with ANSI coloring
# priority: player @ > other players * > effects > terrain
# priority: player @ > other players * > mobs * > effects > terrain
half_width = VIEWPORT_WIDTH // 2
half_height = VIEWPORT_HEIGHT // 2
@ -68,6 +91,9 @@ async def cmd_look(player: Player, args: str) -> None:
# Check if this is another player's position
elif (x, y) in other_player_positions:
line.append(colorize_terrain("*", player.color_depth))
# Check if this is a mob's position
elif (x, y) in mob_positions:
line.append(colorize_terrain("*", player.color_depth))
else:
# Check for active effects at this world position
world_x, world_y = world.wrap(

View file

@ -301,3 +301,108 @@ class TestTargetResolution:
assert player.mode == "combat"
# Mob has no mode_stack attribute
assert not hasattr(mob, "mode_stack")
# --- Phase 3: viewport rendering tests ---
class TestViewportRendering:
@pytest.fixture
def look_world(self):
"""A mock world that returns a flat viewport of '.' tiles."""
from mudlib.commands.look import VIEWPORT_HEIGHT, VIEWPORT_WIDTH
w = MagicMock()
w.width = 256
w.height = 256
w.get_viewport = MagicMock(
return_value=[
["." for _ in range(VIEWPORT_WIDTH)]
for _ in range(VIEWPORT_HEIGHT)
]
)
w.wrap = lambda x, y: (x % 256, y % 256)
w.is_passable = MagicMock(return_value=True)
return w
@pytest.mark.asyncio
async def test_mob_renders_as_star(
self, player, goblin_toml, look_world
):
"""Mob within viewport renders as * in look output."""
import mudlib.commands.look as look_mod
old = look_mod.world
look_mod.world = look_world
template = load_mob_template(goblin_toml)
# Place mob 2 tiles to the right of the player
spawn_mob(template, 2, 0)
await look_mod.cmd_look(player, "")
output = "".join(
call[0][0] for call in player.writer.write.call_args_list
)
# The center is at (10, 5), mob at relative (12, 5)
# Output should contain a * character
assert "*" in output
look_mod.world = old
@pytest.mark.asyncio
async def test_mob_outside_viewport_not_rendered(
self, player, goblin_toml, look_world
):
"""Mob outside viewport bounds is not rendered."""
import mudlib.commands.look as look_mod
old = look_mod.world
look_mod.world = look_world
template = load_mob_template(goblin_toml)
# Place mob far away
spawn_mob(template, 100, 100)
await look_mod.cmd_look(player, "")
output = "".join(
call[0][0] for call in player.writer.write.call_args_list
)
# Should only have @ (player) and . (terrain), no *
stripped = output.replace("\033[0m", "").replace("\r\n", "")
# Remove ANSI codes for terrain colors
import re
stripped = re.sub(r"\033\[[0-9;]*m", "", stripped)
assert "*" not in stripped
look_mod.world = old
@pytest.mark.asyncio
async def test_dead_mob_not_rendered(
self, player, goblin_toml, look_world
):
"""Dead mob (alive=False) not rendered in viewport."""
import mudlib.commands.look as look_mod
old = look_mod.world
look_mod.world = look_world
template = load_mob_template(goblin_toml)
mob = spawn_mob(template, 2, 0)
mob.alive = False
await look_mod.cmd_look(player, "")
output = "".join(
call[0][0] for call in player.writer.write.call_args_list
)
import re
stripped = re.sub(r"\033\[[0-9;]*m", "", output).replace(
"\r\n", ""
)
assert "*" not in stripped
look_mod.world = old