Add defense commitment lock and defense-everywhere support

Defenses now work outside combat mode with stamina cost, recovery lock
(based on timing_window_ms), and broadcast to nearby players. Lock
prevents spamming defenses — you commit to the move. Stamina deduction
moved from encounter.defend() to do_defend command layer. Defense
commands registered with mode="*" instead of "combat".
This commit is contained in:
Jared Miller 2026-02-08 11:37:09 -05:00
parent cf423fb22b
commit e368ed1843
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C
6 changed files with 138 additions and 35 deletions

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@ -1,5 +1,6 @@
"""Combat command handlers."""
import time
from collections import defaultdict
from pathlib import Path
@ -81,15 +82,19 @@ async def do_attack(player: Player, target_args: str, move: CombatMove) -> None:
async def do_defend(player: Player, _args: str, move: CombatMove) -> None:
"""Core defense logic with a resolved move.
Works both in and outside combat. Applies a recovery lock
(based on timing_window_ms) so defenses have commitment.
Args:
player: The defending player
_args: Unused (defense moves don't take a target)
move: The resolved combat move
"""
# Check if in combat
encounter = get_encounter(player)
if encounter is None:
await player.send("You're not in combat.\r\n")
now = time.monotonic()
# Commitment check: locked from previous defense
if player.defense_locked_until > now:
await player.send("You're still recovering!\r\n")
return
# Check stamina
@ -97,9 +102,26 @@ async def do_defend(player: Player, _args: str, move: CombatMove) -> None:
await player.send("You don't have enough stamina for that move.\r\n")
return
# Queue the defense
encounter.defend(move)
await player.send(f"You attempt to {move.name}!\r\n")
# Apply lock and stamina cost
player.defense_locked_until = now + (move.timing_window_ms / 1000.0)
player.stamina -= move.stamina_cost
# If in combat, queue the defense on the encounter
encounter = get_encounter(player)
if encounter is not None:
encounter.defend(move)
# Broadcast to nearby players
from mudlib.commands.movement import send_nearby_message
await send_nearby_message(
player,
player.x,
player.y,
f"{player.name} {move.name}s!\r\n",
)
await player.send(f"You {move.name}!\r\n")
def _make_direct_handler(move: CombatMove, handler_fn):
@ -174,7 +196,7 @@ def register_combat_commands(content_dir: Path) -> None:
# Register simple moves (roundhouse, sweep, duck, jump)
for move in simple_moves:
handler_fn = do_attack if move.move_type == "attack" else do_defend
mode = "*" if move.move_type == "attack" else "combat"
mode = "*"
action = "Attack" if move.move_type == "attack" else "Defend"
register(
CommandDefinition(

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@ -69,16 +69,15 @@ class CombatEncounter:
self.state = CombatState.TELEGRAPH
def defend(self, move: CombatMove) -> None:
"""Queue a defense move.
"""Queue a defense move on the encounter.
Stamina cost and lock are handled by the command layer (do_defend).
Args:
move: The defense move to attempt
"""
self.pending_defense = move
# Apply stamina cost
self.defender.stamina -= move.stamina_cost
def tick(self, now: float) -> None:
"""Advance the state machine based on current time.

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@ -14,6 +14,7 @@ class Entity:
pl: float = 100.0 # power level (health and damage multiplier)
stamina: float = 100.0 # current stamina
max_stamina: float = 100.0 # stamina ceiling
defense_locked_until: float = 0.0 # monotonic time when defense recovery ends
async def send(self, message: str) -> None:
"""Send a message to this entity. Base implementation is a no-op."""

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@ -1,10 +1,12 @@
"""Tests for combat commands."""
import time
from pathlib import Path
from unittest.mock import AsyncMock, MagicMock
import pytest
import mudlib.commands.movement as movement_mod
from mudlib.combat import commands as combat_commands
from mudlib.combat.engine import active_encounters, get_encounter
from mudlib.combat.moves import load_moves
@ -21,6 +23,18 @@ def clear_state():
players.clear()
@pytest.fixture(autouse=True)
def mock_world():
"""Inject a mock world for send_nearby_message."""
fake_world = MagicMock()
fake_world.width = 256
fake_world.height = 256
old = movement_mod.world
movement_mod.world = fake_world
yield fake_world
movement_mod.world = old
@pytest.fixture
def mock_writer():
writer = MagicMock()
@ -154,25 +168,23 @@ async def test_attack_sends_telegraph_to_defender(player, target, punch_right):
@pytest.mark.asyncio
async def test_defense_only_in_combat(player, dodge_left):
"""Test do_defend only works in combat mode."""
async def test_defense_works_outside_combat(player, dodge_left):
"""Test do_defend works outside combat (costs stamina, applies lock)."""
initial_stamina = player.stamina
await combat_commands.do_defend(player, "", dodge_left)
player.writer.write.assert_called()
message = player.writer.write.call_args[0][0]
assert "not in combat" in message.lower()
assert player.stamina == initial_stamina - dodge_left.stamina_cost
assert player.defense_locked_until > 0
@pytest.mark.asyncio
async def test_defense_records_pending_defense(player, target, punch_right, dodge_left):
"""Test do_defend records the defense move."""
"""Test do_defend queues defense on encounter and costs stamina."""
# Start combat
await combat_commands.do_attack(player, "Vegeta", punch_right)
player.writer.write.reset_mock()
# Switch to defender's perspective
target.writer = player.writer
target.mode_stack = ["combat"]
initial_stamina = target.stamina
# Defend
await combat_commands.do_defend(target, "", dodge_left)
@ -181,23 +193,19 @@ async def test_defense_records_pending_defense(player, target, punch_right, dodg
assert encounter is not None
assert encounter.pending_defense is not None
assert encounter.pending_defense.name == "dodge left"
assert target.stamina == initial_stamina - dodge_left.stamina_cost
@pytest.mark.asyncio
async def test_defense_insufficient_stamina(player, target, punch_right, dodge_left):
async def test_defense_insufficient_stamina(player, dodge_left):
"""Test do_defend with insufficient stamina gives error."""
# Start combat
await combat_commands.do_attack(player, "Vegeta", punch_right)
target.writer = player.writer
target.mode_stack = ["combat"]
target.stamina = 1.0 # Not enough for dodge (costs 3)
player.stamina = 1.0 # Not enough for dodge (costs 3)
player.writer.write.reset_mock()
await combat_commands.do_defend(target, "", dodge_left)
await combat_commands.do_defend(player, "", dodge_left)
target.writer.write.assert_called()
message = target.writer.write.call_args[0][0]
assert "stamina" in message.lower()
player.writer.write.assert_called()
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("stamina" in msg.lower() for msg in messages)
# --- variant handler tests ---
@ -320,3 +328,75 @@ async def test_switch_attack_sends_new_telegraph(
target_msgs = [call[0][0] for call in target.writer.write.call_args_list]
# Defender should get a new telegraph
assert len(target_msgs) > 0
# --- defense commitment tests ---
@pytest.mark.asyncio
async def test_defense_rejected_while_locked(player, dodge_left):
"""Test defense rejected during recovery lock."""
await combat_commands.do_defend(player, "", dodge_left)
player.writer.write.reset_mock()
# Immediately try again — should be locked
await combat_commands.do_defend(player, "", dodge_left)
messages = [call[0][0] for call in player.writer.write.call_args_list]
assert any("still recovering" in msg.lower() for msg in messages)
@pytest.mark.asyncio
async def test_defense_works_after_lock_expires(player, dodge_left):
"""Test defense works after recovery lock expires."""
await combat_commands.do_defend(player, "", dodge_left)
# Fast-forward past the lock
player.defense_locked_until = time.monotonic() - 1.0
player.writer.write.reset_mock()
await combat_commands.do_defend(player, "", dodge_left)
messages = [call[0][0] for call in player.writer.write.call_args_list]
# Should succeed, not say "still recovering"
assert not any("still recovering" in msg.lower() for msg in messages)
assert any("dodge left" in msg.lower() for msg in messages)
@pytest.mark.asyncio
async def test_defense_lock_uses_timing_window(player, dodge_left, moves):
"""Test defense lock duration matches move's timing_window_ms."""
before = time.monotonic()
await combat_commands.do_defend(player, "", dodge_left)
expected_lock = dodge_left.timing_window_ms / 1000.0
# Lock should be roughly now + timing_window
assert player.defense_locked_until >= before + expected_lock - 0.1
assert player.defense_locked_until <= before + expected_lock + 0.5
@pytest.mark.asyncio
async def test_defense_in_combat_queues_on_encounter(
player, target, punch_right, dodge_left
):
"""Test defense in combat queues on encounter AND applies lock."""
await combat_commands.do_attack(player, "Vegeta", punch_right)
await combat_commands.do_defend(target, "", dodge_left)
encounter = get_encounter(target)
assert encounter is not None
assert encounter.pending_defense is dodge_left
assert target.defense_locked_until > 0
@pytest.mark.asyncio
async def test_defense_broadcast_to_nearby(player, target, dodge_left):
"""Test defense broadcasts to nearby players."""
target.writer.write.reset_mock()
await combat_commands.do_defend(player, "", dodge_left)
# Target is at same coords, should get broadcast
target_msgs = [call[0][0] for call in target.writer.write.call_args_list]
assert any(player.name in msg for msg in target_msgs)

View file

@ -100,15 +100,15 @@ def test_defend_records_pending_defense(attacker, defender, punch, dodge):
assert encounter.pending_defense is dodge
def test_defend_applies_stamina_cost(attacker, defender, punch, dodge):
"""Test defending costs stamina."""
def test_defend_does_not_deduct_stamina(attacker, defender, punch, dodge):
"""Test encounter.defend() does not deduct stamina (command layer does)."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
initial_stamina = defender.stamina
encounter.defend(dodge)
assert defender.stamina == initial_stamina - dodge.stamina_cost
assert defender.stamina == initial_stamina
def test_tick_telegraph_to_window(attacker, defender, punch):

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@ -27,6 +27,7 @@ def test_entity_has_combat_stats():
assert entity.pl == 100.0
assert entity.stamina == 100.0
assert entity.max_stamina == 100.0
assert entity.defense_locked_until == 0.0
def test_entity_combat_stats_can_be_customized():