Add render/room.py with structured room display functions

This commit is contained in:
Jared Miller 2026-02-13 22:08:45 -05:00
parent 1f7db3a205
commit d7d4fff701
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C
2 changed files with 310 additions and 0 deletions

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src/mudlib/render/room.py Normal file
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"""Pure functions for structured room display."""
from __future__ import annotations
def render_where(zone_name: str) -> str:
"""Render the zone description line.
Args:
zone_name: The zone's description/name to display
Returns:
Formatted string like "Where: The Overworld"
"""
return f"Where: {zone_name}"
def render_location(zone, x: int, y: int) -> str:
"""Render location with quadrant and coordinates.
Args:
zone: The zone object (needs width and height attributes)
x: X coordinate
y: Y coordinate
Returns:
Formatted string like "Location: northeast 47, 53"
"""
# Calculate quadrant based on zone thirds
third_w = zone.width / 3
third_h = zone.height / 3
# Determine horizontal component (west/center/east)
if x < third_w:
h_part = "west"
elif x < 2 * third_w:
h_part = "center"
else:
h_part = "east"
# Determine vertical component (north/center/south)
if y < third_h:
v_part = "north"
elif y < 2 * third_h:
v_part = "center"
else:
v_part = "south"
# Combine into quadrant name
if h_part == "center" and v_part == "center":
quadrant = "center"
elif h_part == "center":
quadrant = v_part
elif v_part == "center":
quadrant = h_part
else:
quadrant = f"{v_part}{h_part}"
return f"Location: {quadrant} {x}, {y}"
def render_nearby(entities: list, viewer) -> str:
"""Render nearby entities line.
Args:
entities: List of entities in viewport but not on viewer's tile
viewer: The viewing entity (unused for now)
Returns:
Formatted string like "Nearby: (3) saibaman / Master Roshi / Goku"
or empty string if no nearby entities
"""
if not entities:
return ""
count = len(entities)
names = " / ".join(entity.name for entity in entities)
return f"Nearby: ({count}) {names}"
def render_exits(zone, x: int, y: int) -> str:
"""Render available exits from current position.
Args:
zone: The zone object (needs is_passable method)
x: Current X coordinate
y: Current Y coordinate
Returns:
Formatted string like "Exits: north south east west"
"""
exits = []
# Check cardinal directions
# NOTE: up/down exits deferred until z-axis movement is implemented
if zone.is_passable(x, y - 1): # north (y decreases going up)
exits.append("north")
if zone.is_passable(x, y + 1): # south
exits.append("south")
if zone.is_passable(x + 1, y): # east
exits.append("east")
if zone.is_passable(x - 1, y): # west
exits.append("west")
if exits:
return f"Exits: {' '.join(exits)}"
return "Exits:"
_POSTURE_MESSAGES = {
"standing": "is standing here.",
"resting": "is resting here.",
"flying": "is flying above.",
"fighting": "is fighting here.",
"unconscious": "is unconscious.",
}
def render_entity_lines(entities: list, viewer) -> str:
"""Render entity descriptions based on posture.
Args:
entities: List of entities on viewer's tile (excluding viewer)
viewer: The viewing entity (unused for now)
Returns:
Newline-separated entity descriptions, or empty string if none
"""
if not entities:
return ""
lines = []
for entity in entities:
# Get posture with fallback to "standing"
posture = getattr(entity, "posture", "standing")
msg = _POSTURE_MESSAGES.get(posture, "is standing here.")
lines.append(f"{entity.name} {msg}")
return "\n".join(lines)

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tests/test_room_render.py Normal file
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"""Tests for room rendering functions."""
from mudlib.entity import Mob
from mudlib.render.room import (
render_entity_lines,
render_exits,
render_location,
render_nearby,
render_where,
)
from mudlib.zone import Zone
def test_render_where():
"""render_where returns 'Where: {zone description}'."""
zone = Zone(name="overworld", description="The Overworld")
assert render_where(zone.description) == "Where: The Overworld"
zone2 = Zone(name="cave", description="Dark Cave")
assert render_where(zone2.description) == "Where: Dark Cave"
def test_render_location_center():
"""render_location shows 'center' for positions near zone center."""
zone = Zone(name="test", width=50, height=50, terrain=[])
# Center should be around 25, 25 (middle third of both axes)
assert render_location(zone, 25, 25) == "Location: center 25, 25"
assert render_location(zone, 20, 20) == "Location: center 20, 20"
assert render_location(zone, 30, 30) == "Location: center 30, 30"
def test_render_location_quadrants():
"""render_location shows correct quadrants based on position."""
zone = Zone(name="test", width=60, height=60, terrain=[])
# Thirds: 0-19 west/north, 20-39 center, 40-59 east/south
# Northwest
assert render_location(zone, 5, 5) == "Location: northwest 5, 5"
assert render_location(zone, 10, 10) == "Location: northwest 10, 10"
# North (center horizontally, north vertically)
assert render_location(zone, 30, 5) == "Location: north 30, 5"
# Northeast
assert render_location(zone, 50, 5) == "Location: northeast 50, 5"
# West (west horizontally, center vertically)
assert render_location(zone, 5, 30) == "Location: west 5, 30"
# East
assert render_location(zone, 50, 30) == "Location: east 50, 30"
# Southwest
assert render_location(zone, 5, 50) == "Location: southwest 5, 50"
# South
assert render_location(zone, 30, 50) == "Location: south 30, 50"
# Southeast
assert render_location(zone, 50, 50) == "Location: southeast 50, 50"
def test_render_nearby_empty():
"""render_nearby returns empty string when no nearby entities."""
assert render_nearby([], None) == ""
def test_render_nearby_single():
"""render_nearby shows count and single entity name."""
mob = Mob(name="saibaman", x=10, y=10)
result = render_nearby([mob], None)
assert result == "Nearby: (1) saibaman"
def test_render_nearby_multiple():
"""render_nearby shows count and names separated by '/'."""
mobs = [
Mob(name="saibaman", x=10, y=10),
Mob(name="Master Roshi", x=11, y=10),
Mob(name="Goku", x=10, y=11),
]
result = render_nearby(mobs, None)
assert result == "Nearby: (3) saibaman / Master Roshi / Goku"
def test_render_exits_all_directions():
"""render_exits shows all passable cardinal directions."""
# Create zone with all passable terrain (grass)
terrain = [["." for _ in range(10)] for _ in range(10)]
zone = Zone(
name="test", width=10, height=10, terrain=terrain, impassable={"^", "~"}
)
result = render_exits(zone, 5, 5)
assert result == "Exits: north south east west"
def test_render_exits_blocked_directions():
"""render_exits only shows passable directions."""
# Create zone with mountains (^) blocking some directions
terrain = [
[".", ".", ".", ".", "."],
[".", ".", "^", ".", "."], # mountain north
[".", "^", ".", "^", "."], # mountains west and east
[".", ".", "^", ".", "."], # mountain south
[".", ".", ".", ".", "."],
]
zone = Zone(name="test", width=5, height=5, terrain=terrain, impassable={"^", "~"})
# Position at center (2, 2) — surrounded by mountains
result = render_exits(zone, 2, 2)
assert result == "Exits:" # no passable exits
def test_render_exits_partial():
"""render_exits shows only available exits."""
terrain = [
[".", ".", "."],
["^", ".", "."], # mountain to west
[".", "^", "."], # mountain to south
]
zone = Zone(name="test", width=3, height=3, terrain=terrain, impassable={"^"})
# Position at (1, 1) — north and east are passable
result = render_exits(zone, 1, 1)
assert result == "Exits: north east"
def test_render_entity_lines_empty():
"""render_entity_lines returns empty string when no entities."""
assert render_entity_lines([], None) == ""
def test_render_entity_lines_single():
"""render_entity_lines shows single entity with posture."""
mob = Mob(name="saibaman", x=10, y=10)
# Default posture is "standing" (fallback)
result = render_entity_lines([mob], None)
assert result == "saibaman is standing here."
def test_render_entity_lines_multiple():
"""render_entity_lines shows multiple entities, each on own line."""
# Create entities with different states that affect posture
mob1 = Mob(name="saibaman", x=10, y=10) # standing by default
mob2 = Mob(name="Master Roshi", x=10, y=10, resting=True) # resting
result = render_entity_lines([mob1, mob2], None)
lines = result.split("\n")
assert len(lines) == 2
assert lines[0] == "saibaman is standing here."
assert lines[1] == "Master Roshi is resting here."
def test_render_entity_lines_postures():
"""render_entity_lines handles different posture types based on entity state."""
# Standing (default state)
mob = Mob(name="Goku", x=10, y=10)
assert render_entity_lines([mob], None) == "Goku is standing here."
# Resting (resting=True)
mob_resting = Mob(name="Goku", x=10, y=10, resting=True)
assert render_entity_lines([mob_resting], None) == "Goku is resting here."
# Unconscious (pl <= 0)
mob_unconscious = Mob(name="Goku", x=10, y=10, pl=0)
assert render_entity_lines([mob_unconscious], None) == "Goku is unconscious."
# Unconscious (stamina <= 0)
mob_exhausted = Mob(name="Goku", x=10, y=10, stamina=0)
assert render_entity_lines([mob_exhausted], None) == "Goku is unconscious."