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8 commits

Author SHA1 Message Date
f418805b78
Fix portal type narrowing in zone tests 2026-02-11 23:17:50 -05:00
64c25b1025
Send Char.Vitals on combat stamina spend 2026-02-11 23:13:21 -05:00
3d386fbf99
Fix GMCP and MSDP support for rich clients 2026-02-11 23:13:14 -05:00
ca282851e3
Update test_char_vitals_sent_on_rest_complete to expect both Status and Vitals 2026-02-11 23:13:14 -05:00
6ed71873b5
Fix line length in test_gmcp.py 2026-02-11 23:13:14 -05:00
e247d70612
Send Char.Status on combat end and rest state changes 2026-02-11 23:13:14 -05:00
e9f70ebd2f
Send Char.Vitals on combat resolution and rest completion 2026-02-11 23:13:14 -05:00
d253012122
Add GMCP and MSDP support for rich clients
Implements Phase 7 foundation:
- gmcp.py module with package builders for Char.Vitals, Char.Status,
  Room.Info, Room.Map, and MSDP vitals
- Player helper methods send_gmcp() and send_msdp() for convenience
- Full test coverage for all GMCP/MSDP functions and edge cases
2026-02-11 22:52:16 -05:00
15 changed files with 708 additions and 13 deletions

View file

@ -80,8 +80,14 @@ async def do_attack(player: Player, target_args: str, move: CombatMove) -> None:
CombatState.WINDOW,
)
# Execute the attack
# Execute the attack (deducts stamina)
encounter.attack(move)
# Send vitals update immediately after stamina deduction
from mudlib.gmcp import send_char_vitals
send_char_vitals(player)
if switching:
await player.send(f"You switch to {move.name}!\r\n")
else:
@ -106,6 +112,11 @@ async def do_defend(player: Player, _args: str, move: CombatMove) -> None:
player.stamina -= move.stamina_cost
# Send vitals update immediately after stamina deduction
from mudlib.gmcp import send_char_vitals
send_char_vitals(player)
# If in combat, queue the defense on the encounter
encounter = get_encounter(player)
if encounter is not None:

View file

@ -4,6 +4,7 @@ import time
from mudlib.combat.encounter import IDLE_TIMEOUT, CombatEncounter, CombatState
from mudlib.entity import Entity, Mob
from mudlib.gmcp import send_char_status, send_char_vitals
# Global list of active combat encounters
active_encounters: list[CombatEncounter] = []
@ -85,6 +86,7 @@ async def process_combat() -> None:
for entity in (encounter.attacker, encounter.defender):
if isinstance(entity, Player) and entity.mode == "combat":
entity.mode_stack.pop()
send_char_status(entity)
end_encounter(encounter)
continue
@ -100,6 +102,13 @@ async def process_combat() -> None:
await encounter.attacker.send(result.attacker_msg + "\r\n")
await encounter.defender.send(result.defender_msg + "\r\n")
# Send vitals update after damage resolution
from mudlib.player import Player
for entity in (encounter.attacker, encounter.defender):
if isinstance(entity, Player):
send_char_vitals(entity)
if result.combat_ended:
# Determine winner/loser
if encounter.defender.pl <= 0:
@ -126,10 +135,12 @@ async def process_combat() -> None:
attacker = encounter.attacker
if isinstance(attacker, Player) and attacker.mode == "combat":
attacker.mode_stack.pop()
send_char_status(attacker)
defender = encounter.defender
if isinstance(defender, Player) and defender.mode == "combat":
defender.mode_stack.pop()
send_char_status(defender)
# Remove encounter from active list
end_encounter(encounter)

View file

@ -2,6 +2,7 @@
from mudlib.commands import CommandDefinition, register
from mudlib.entity import Entity
from mudlib.gmcp import send_map_data, send_room_info
from mudlib.player import Player
from mudlib.portal import Portal
from mudlib.zone import Zone
@ -106,6 +107,8 @@ async def move_player(player: Player, dx: int, dy: int, direction_name: str) ->
from mudlib.commands.look import cmd_look
await cmd_look(player, "")
send_room_info(player)
send_map_data(player)
return # Don't do normal arrival+look
else:
await player.send("The portal doesn't lead anywhere.\r\n")
@ -124,6 +127,8 @@ async def move_player(player: Player, dx: int, dy: int, direction_name: str) ->
from mudlib.commands.look import cmd_look
await cmd_look(player, "")
send_room_info(player)
send_map_data(player)
async def send_nearby_message(entity: Entity, x: int, y: int, message: str) -> None:

View file

@ -1,6 +1,7 @@
"""Rest command for restoring stamina."""
from mudlib.commands.movement import send_nearby_message
from mudlib.gmcp import send_char_status
from mudlib.player import Player
@ -20,6 +21,7 @@ async def cmd_rest(player: Player, args: str) -> None:
if player.resting:
# Stop resting
player.resting = False
send_char_status(player)
await player.send("You stop resting.\r\n")
await send_nearby_message(
player, player.x, player.y, f"{player.name} stops resting.\r\n"
@ -27,6 +29,7 @@ async def cmd_rest(player: Player, args: str) -> None:
else:
# Start resting
player.resting = True
send_char_status(player)
await player.send("You begin to rest.\r\n")
await send_nearby_message(
player, player.x, player.y, f"{player.name} begins to rest.\r\n"

View file

@ -20,6 +20,7 @@ class Entity(Object):
y: int = 0
# Combat stats
pl: float = 100.0 # power level (health and damage multiplier)
max_pl: float = 100.0 # maximum power level
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

118
src/mudlib/gmcp.py Normal file
View file

@ -0,0 +1,118 @@
"""GMCP and MSDP package support for rich MUD clients."""
from __future__ import annotations
import logging
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from mudlib.player import Player
log = logging.getLogger(__name__)
def send_char_vitals(player: Player) -> None:
"""Send Char.Vitals — pl, max_pl, stamina, max_stamina."""
player.send_gmcp(
"Char.Vitals",
{
"pl": round(player.pl, 1),
"max_pl": round(player.max_pl, 1),
"stamina": round(player.stamina, 1),
"max_stamina": round(player.max_stamina, 1),
},
)
def send_char_status(player: Player) -> None:
"""Send Char.Status — flying, resting, mode, in_combat."""
player.send_gmcp(
"Char.Status",
{
"flying": player.flying,
"resting": player.resting,
"mode": player.mode,
"in_combat": player.mode == "combat",
},
)
def send_room_info(player: Player) -> None:
"""Send Room.Info — zone, coordinates, terrain, exits."""
from mudlib.zone import Zone
zone = player.location
if not isinstance(zone, Zone):
return
terrain = zone.get_tile(player.x, player.y)
# Build exits list from passable adjacent tiles
exits = []
directions = [
("north", 0, -1),
("south", 0, 1),
("east", 1, 0),
("west", -1, 0),
("northeast", 1, -1),
("northwest", -1, -1),
("southeast", 1, 1),
("southwest", -1, 1),
]
for name, dx, dy in directions:
nx, ny = player.x + dx, player.y + dy
if zone.is_passable(nx, ny):
exits.append(name)
player.send_gmcp(
"Room.Info",
{
"zone": zone.name,
"x": player.x,
"y": player.y,
"terrain": terrain,
"exits": exits,
},
)
def send_map_data(player: Player) -> None:
"""Send Room.Map — terrain viewport around player for client rendering."""
from mudlib.zone import Zone
zone = player.location
if not isinstance(zone, Zone):
return
radius = 10
rows = []
for dy in range(-radius, radius + 1):
row = []
for dx in range(-radius, radius + 1):
tx = player.x + dx
ty = player.y + dy
wx, wy = zone.wrap(tx, ty)
row.append(zone.terrain[wy][wx])
rows.append(row)
player.send_gmcp(
"Room.Map",
{
"x": player.x,
"y": player.y,
"radius": radius,
"terrain": rows,
},
)
def send_msdp_vitals(player: Player) -> None:
"""Send MSDP variable updates for real-time gauges."""
player.send_msdp(
{
"HEALTH": str(round(player.pl, 1)),
"HEALTH_MAX": str(round(player.max_pl, 1)),
"STAMINA": str(round(player.stamina, 1)),
"STAMINA_MAX": str(round(player.max_stamina, 1)),
}
)

View file

@ -44,6 +44,16 @@ class Player(Entity):
self.writer.write(message)
await self.writer.drain()
def send_gmcp(self, package: str, data: Any = None) -> None:
"""Send a GMCP message to the client (no-op if unsupported)."""
if self.writer is not None:
self.writer.send_gmcp(package, data)
def send_msdp(self, variables: dict) -> None:
"""Send MSDP variables to the client (no-op if unsupported)."""
if self.writer is not None:
self.writer.send_msdp(variables)
# Global registry of connected players
players: dict[str, Player] = {}

View file

@ -1,6 +1,7 @@
"""Resting system for stamina regeneration."""
from mudlib.commands.movement import send_nearby_message
from mudlib.gmcp import send_char_status, send_char_vitals
from mudlib.player import players
# Stamina regeneration rate: 2.0 per second
@ -25,6 +26,8 @@ async def process_resting() -> None:
# Check if we reached max stamina
if player.stamina >= player.max_stamina:
player.resting = False
send_char_status(player)
send_char_vitals(player)
await player.send("You feel fully rested.\r\n")
await send_nearby_message(
player, player.x, player.y, f"{player.name} stops resting.\r\n"

View file

@ -32,6 +32,13 @@ from mudlib.combat.commands import register_combat_commands
from mudlib.combat.engine import process_combat
from mudlib.content import load_commands
from mudlib.effects import clear_expired
from mudlib.gmcp import (
send_char_status,
send_char_vitals,
send_map_data,
send_msdp_vitals,
send_room_info,
)
from mudlib.if_session import broadcast_to_spectators
from mudlib.mob_ai import process_mobs
from mudlib.mobs import load_mob_templates, mob_templates
@ -77,14 +84,21 @@ async def game_loop() -> None:
"""Run periodic game tasks at TICK_RATE ticks per second."""
log.info("game loop started (%d ticks/sec)", TICK_RATE)
last_save_time = time.monotonic()
tick_count = 0
while True:
t0 = asyncio.get_event_loop().time()
tick_count += 1
clear_expired()
await process_combat()
await process_mobs(mudlib.combat.commands.combat_moves)
await process_resting()
# MSDP updates once per second (every TICK_RATE ticks)
if tick_count % TICK_RATE == 0:
for p in list(players.values()):
send_msdp_vitals(p)
# Periodic auto-save (every 60 seconds)
current_time = time.monotonic()
if current_time - last_save_time >= AUTOSAVE_INTERVAL:
@ -347,6 +361,12 @@ async def shell(
# Show initial map
await mudlib.commands.look.cmd_look(player, "")
# Send initial GMCP data to rich clients
send_char_vitals(player)
send_char_status(player)
send_room_info(player)
send_map_data(player)
# Command loop
try:
while not _writer.is_closing():

504
tests/test_gmcp.py Normal file
View file

@ -0,0 +1,504 @@
"""Tests for GMCP and MSDP support."""
from unittest.mock import AsyncMock, MagicMock
import pytest
from mudlib.gmcp import (
send_char_status,
send_char_vitals,
send_map_data,
send_msdp_vitals,
send_room_info,
)
from mudlib.player import Player, players
from mudlib.zone import Zone
@pytest.fixture(autouse=True)
def clear_state():
"""Clear players before and after each test."""
players.clear()
yield
players.clear()
@pytest.fixture
def test_zone():
"""Create a small test zone with known terrain."""
terrain = [["." for _ in range(25)] for _ in range(25)] # 25x25 simple terrain
# Add some impassable tiles for exit testing
terrain[5][10] = "^" # mountain north of player
zone = Zone(
name="testzone",
width=25,
height=25,
toroidal=True,
terrain=terrain,
impassable={"^", "~"},
)
return zone
@pytest.fixture
def mock_writer():
writer = MagicMock()
writer.write = MagicMock()
writer.drain = AsyncMock()
writer.send_gmcp = MagicMock()
writer.send_msdp = MagicMock()
return writer
@pytest.fixture
def player(mock_writer, test_zone):
p = Player(name="Goku", x=10, y=10, writer=mock_writer)
p.location = test_zone
p.pl = 85.5
p.max_pl = 100.0
p.stamina = 42.3
p.max_stamina = 100.0
players[p.name] = p
return p
def test_send_char_vitals(player):
"""Test Char.Vitals sends correct payload."""
send_char_vitals(player)
player.writer.send_gmcp.assert_called_once_with(
"Char.Vitals",
{
"pl": 85.5,
"max_pl": 100.0,
"stamina": 42.3,
"max_stamina": 100.0,
},
)
def test_send_char_status_normal_mode(player):
"""Test Char.Status sends correct payload in normal mode."""
player.flying = False
player.resting = False
player.mode_stack = ["normal"]
send_char_status(player)
player.writer.send_gmcp.assert_called_once_with(
"Char.Status",
{
"flying": False,
"resting": False,
"mode": "normal",
"in_combat": False,
},
)
def test_send_char_status_in_combat(player):
"""Test Char.Status detects combat mode."""
player.mode_stack = ["normal", "combat"]
send_char_status(player)
args = player.writer.send_gmcp.call_args[0]
assert args[0] == "Char.Status"
assert args[1]["mode"] == "combat"
assert args[1]["in_combat"] is True
def test_send_char_status_flying_and_resting(player):
"""Test Char.Status reflects flying and resting states."""
player.flying = True
player.resting = True
send_char_status(player)
args = player.writer.send_gmcp.call_args[0]
assert args[1]["flying"] is True
assert args[1]["resting"] is True
def test_send_room_info(player):
"""Test Room.Info sends zone, coordinates, terrain, and exits."""
send_room_info(player)
player.writer.send_gmcp.assert_called_once()
args = player.writer.send_gmcp.call_args[0]
assert args[0] == "Room.Info"
data = args[1]
assert data["zone"] == "testzone"
assert data["x"] == 10
assert data["y"] == 10
assert data["terrain"] == "."
# All adjacent tiles should be passable (player at 10,10, all tiles are ".")
assert "north" in data["exits"]
assert "south" in data["exits"]
assert "east" in data["exits"]
assert "west" in data["exits"]
assert "northeast" in data["exits"]
assert "northwest" in data["exits"]
assert "southeast" in data["exits"]
assert "southwest" in data["exits"]
def test_send_room_info_blocked_exit(player, test_zone):
"""Test Room.Info excludes blocked exits."""
# Put player next to mountain at 10,5
player.y = 6
test_zone.terrain[5][10] = "^" # mountain to the north
send_room_info(player)
args = player.writer.send_gmcp.call_args[0]
data = args[1]
# North (y-1=5) should be impassable
assert "north" not in data["exits"]
assert "south" in data["exits"]
def test_send_room_info_no_zone(player):
"""Test Room.Info with no zone does not crash."""
player.location = None
send_room_info(player)
# Should not have called send_gmcp
player.writer.send_gmcp.assert_not_called()
def test_send_map_data(player):
"""Test Room.Map sends terrain grid."""
send_map_data(player)
player.writer.send_gmcp.assert_called_once()
args = player.writer.send_gmcp.call_args[0]
assert args[0] == "Room.Map"
data = args[1]
assert data["x"] == 10
assert data["y"] == 10
assert data["radius"] == 10
# Grid should be 21x21 (radius 10 = -10 to +10 inclusive)
assert len(data["terrain"]) == 21
assert len(data["terrain"][0]) == 21
# Center tile should be "."
assert data["terrain"][10][10] == "."
def test_send_map_data_toroidal_wrapping(player, test_zone):
"""Test Room.Map wraps correctly in toroidal zones."""
# Put player near edge to test wrapping
player.x = 2
player.y = 2
send_map_data(player)
args = player.writer.send_gmcp.call_args[0]
data = args[1]
# Should still be 21x21 even near edge (wraps around)
assert len(data["terrain"]) == 21
assert len(data["terrain"][0]) == 21
def test_send_map_data_no_zone(player):
"""Test Room.Map with no zone does not crash."""
player.location = None
send_map_data(player)
player.writer.send_gmcp.assert_not_called()
def test_send_msdp_vitals(player):
"""Test MSDP sends vitals with correct variable names."""
send_msdp_vitals(player)
player.writer.send_msdp.assert_called_once_with(
{
"HEALTH": "85.5",
"HEALTH_MAX": "100.0",
"STAMINA": "42.3",
"STAMINA_MAX": "100.0",
}
)
def test_player_send_gmcp(player):
"""Test Player.send_gmcp convenience method."""
player.send_gmcp("Test.Package", {"key": "value"})
player.writer.send_gmcp.assert_called_once_with("Test.Package", {"key": "value"})
def test_player_send_gmcp_no_writer():
"""Test Player.send_gmcp with no writer does not crash."""
p = Player(name="NoWriter", writer=None)
p.send_gmcp("Test.Package", {}) # Should not raise
def test_player_send_msdp(player):
"""Test Player.send_msdp convenience method."""
player.send_msdp({"VAR": "value"})
player.writer.send_msdp.assert_called_once_with({"VAR": "value"})
def test_player_send_msdp_no_writer():
"""Test Player.send_msdp with no writer does not crash."""
p = Player(name="NoWriter", writer=None)
p.send_msdp({}) # Should not raise
@pytest.mark.asyncio
async def test_room_info_sent_on_movement(player, test_zone):
"""Test Room.Info is sent when player moves."""
from mudlib.commands.movement import move_player
await move_player(player, 1, 0, "east")
# Verify send_gmcp was called with Room.Info
gmcp_calls = player.writer.send_gmcp.call_args_list
room_info_calls = [call for call in gmcp_calls if call[0][0] == "Room.Info"]
assert len(room_info_calls) > 0, "Room.Info should be sent on movement"
@pytest.mark.asyncio
async def test_map_data_sent_on_movement(player, test_zone):
"""Test Room.Map is sent when player moves."""
from mudlib.commands.movement import move_player
await move_player(player, 1, 0, "east")
# Verify send_gmcp was called with Room.Map
gmcp_calls = player.writer.send_gmcp.call_args_list
room_map_calls = [call for call in gmcp_calls if call[0][0] == "Room.Map"]
assert len(room_map_calls) > 0, "Room.Map should be sent on movement"
@pytest.mark.asyncio
async def test_char_vitals_sent_on_rest_complete(player):
"""Test Char.Vitals is sent when resting completes."""
from mudlib.resting import process_resting
player.resting = True
player.stamina = player.max_stamina - 0.1 # Almost full
await process_resting()
# Should have called send_gmcp with both Char.Status and Char.Vitals
assert player.writer.send_gmcp.call_count == 2
# First call should be Char.Status
first_call = player.writer.send_gmcp.call_args_list[0]
assert first_call[0][0] == "Char.Status"
# Second call should be Char.Vitals
second_call = player.writer.send_gmcp.call_args_list[1]
assert second_call[0][0] == "Char.Vitals"
assert second_call[0][1] == {
"pl": round(player.pl, 1),
"max_pl": round(player.max_pl, 1),
"stamina": round(player.max_stamina, 1),
"max_stamina": round(player.max_stamina, 1),
}
@pytest.mark.asyncio
async def test_char_vitals_sent_on_combat_resolve():
"""Test Char.Vitals is sent to both players on combat resolution."""
import time
from mudlib.combat.engine import active_encounters, process_combat, start_encounter
from mudlib.combat.moves import CombatMove
# Clear encounters
active_encounters.clear()
# Create two players with mock writers
mock_writer_1 = MagicMock()
mock_writer_1.write = MagicMock()
mock_writer_1.drain = AsyncMock()
mock_writer_1.send_gmcp = MagicMock()
mock_writer_2 = MagicMock()
mock_writer_2.write = MagicMock()
mock_writer_2.drain = AsyncMock()
mock_writer_2.send_gmcp = MagicMock()
attacker = Player(
name="Goku", x=0, y=0, pl=100.0, stamina=50.0, writer=mock_writer_1
)
defender = Player(
name="Vegeta", x=0, y=0, pl=100.0, stamina=50.0, writer=mock_writer_2
)
attacker.mode_stack.append("combat")
defender.mode_stack.append("combat")
# Create encounter and attack
encounter = start_encounter(attacker, defender)
punch = CombatMove(
name="punch right",
move_type="attack",
stamina_cost=5.0,
timing_window_ms=800,
damage_pct=0.15,
countered_by=["dodge left"],
)
encounter.attack(punch)
# Advance past telegraph and window to trigger resolution
time.sleep(0.31)
await process_combat()
time.sleep(0.85)
# Reset mocks before the resolution call
mock_writer_1.send_gmcp.reset_mock()
mock_writer_2.send_gmcp.reset_mock()
await process_combat()
# Both players should have received Char.Vitals
assert mock_writer_1.send_gmcp.call_count == 1
assert mock_writer_2.send_gmcp.call_count == 1
# Check attacker's call
attacker_call = mock_writer_1.send_gmcp.call_args[0]
assert attacker_call[0] == "Char.Vitals"
assert "pl" in attacker_call[1]
assert "max_pl" in attacker_call[1]
assert "stamina" in attacker_call[1]
assert "max_stamina" in attacker_call[1]
# Check defender's call
defender_call = mock_writer_2.send_gmcp.call_args[0]
assert defender_call[0] == "Char.Vitals"
assert "pl" in defender_call[1]
assert "max_pl" in defender_call[1]
assert "stamina" in defender_call[1]
assert "max_stamina" in defender_call[1]
# Cleanup
active_encounters.clear()
@pytest.mark.asyncio
async def test_char_status_sent_on_combat_end():
"""Test Char.Status is sent when combat ends (victory/defeat)."""
import time
from mudlib.combat.engine import active_encounters, process_combat, start_encounter
from mudlib.combat.moves import CombatMove
# Clear encounters
active_encounters.clear()
# Create two players with mock writers
mock_writer_1 = MagicMock()
mock_writer_1.write = MagicMock()
mock_writer_1.drain = AsyncMock()
mock_writer_1.send_gmcp = MagicMock()
mock_writer_2 = MagicMock()
mock_writer_2.write = MagicMock()
mock_writer_2.drain = AsyncMock()
mock_writer_2.send_gmcp = MagicMock()
attacker = Player(
name="Goku", x=0, y=0, pl=100.0, stamina=50.0, writer=mock_writer_1
)
defender = Player(
name="Vegeta", x=0, y=0, pl=1.0, stamina=50.0, writer=mock_writer_2
)
attacker.mode_stack.append("combat")
defender.mode_stack.append("combat")
# Create encounter and attack (will kill defender)
encounter = start_encounter(attacker, defender)
punch = CombatMove(
name="punch right",
move_type="attack",
stamina_cost=5.0,
timing_window_ms=800,
damage_pct=0.15,
countered_by=["dodge left"],
)
encounter.attack(punch)
# Advance past telegraph and window to trigger resolution
time.sleep(0.31)
await process_combat()
time.sleep(0.85)
# Reset mocks before the resolution call
mock_writer_1.send_gmcp.reset_mock()
mock_writer_2.send_gmcp.reset_mock()
await process_combat()
# Both players should have received Char.Status (after Char.Vitals)
# Check that Char.Status was called at least once
attacker_calls = [
call
for call in mock_writer_1.send_gmcp.call_args_list
if call[0][0] == "Char.Status"
]
defender_calls = [
call
for call in mock_writer_2.send_gmcp.call_args_list
if call[0][0] == "Char.Status"
]
assert len(attacker_calls) >= 1, "Attacker should receive Char.Status on combat end"
assert len(defender_calls) >= 1, "Defender should receive Char.Status on combat end"
# Verify mode is back to normal for attacker
assert attacker_calls[0][0][1]["mode"] == "normal"
assert attacker_calls[0][0][1]["in_combat"] is False
# Cleanup
active_encounters.clear()
@pytest.mark.asyncio
async def test_char_status_sent_on_rest_start(player):
"""Test Char.Status is sent when resting begins."""
from mudlib.commands.rest import cmd_rest
player.stamina = 50.0
player.resting = False
await cmd_rest(player, "")
# Check that Char.Status was sent
status_calls = [
call
for call in player.writer.send_gmcp.call_args_list
if call[0][0] == "Char.Status"
]
assert len(status_calls) == 1
assert status_calls[0][0][1]["resting"] is True
@pytest.mark.asyncio
async def test_char_status_sent_on_rest_complete(player):
"""Test Char.Status is sent when resting completes."""
from mudlib.resting import process_resting
player.resting = True
player.stamina = player.max_stamina - 0.1 # Almost full
await process_resting()
# Check that Char.Status was sent
status_calls = [
call
for call in player.writer.send_gmcp.call_args_list
if call[0][0] == "Char.Status"
]
assert len(status_calls) == 1
assert status_calls[0][0][1]["resting"] is False

View file

@ -2,6 +2,7 @@
import pathlib
from mudlib.portal import Portal
from mudlib.zones import load_zone
@ -28,7 +29,7 @@ def test_hub_zone_has_portals():
zone = load_zone(hub_path)
# Find portals in zone contents
portals = [obj for obj in zone._contents if obj.__class__.__name__ == "Portal"]
portals = [obj for obj in zone._contents if isinstance(obj, Portal)]
assert len(portals) == 3
# Check that we have portals to each target zone
@ -43,7 +44,7 @@ def test_hub_zone_portals_at_correct_positions():
zone = load_zone(hub_path)
portals = [obj for obj in zone._contents if obj.__class__.__name__ == "Portal"]
portals = [obj for obj in zone._contents if isinstance(obj, Portal)]
# North portal to overworld at (7, 0)
overworld_portal = [p for p in portals if p.target_zone == "overworld"][0]

View file

@ -42,6 +42,14 @@ class MockWriter:
async def drain(self):
pass
def send_gmcp(self, package: str, data: dict):
"""Mock GMCP send (no-op for paint mode tests)."""
pass
def send_msdp(self, data: dict):
"""Mock MSDP send (no-op for paint mode tests)."""
pass
def get_output(self) -> str:
return "".join(self.messages)

View file

@ -2,6 +2,7 @@
import pathlib
from mudlib.portal import Portal
from mudlib.zones import load_zone
@ -59,7 +60,7 @@ def test_flower_has_portal_to_treehouse():
zone = load_zone(flower_path)
# Find portals in zone contents
portals = [obj for obj in zone._contents if obj.__class__.__name__ == "Portal"]
portals = [obj for obj in zone._contents if isinstance(obj, Portal)]
assert len(portals) == 1
portal = portals[0]
@ -93,7 +94,7 @@ def test_treehouse_has_portal_to_overworld():
zone = load_zone(treehouse_path)
# Find portals
portals = [obj for obj in zone._contents if obj.__class__.__name__ == "Portal"]
portals = [obj for obj in zone._contents if isinstance(obj, Portal)]
# Find the overworld portal
overworld_portals = [p for p in portals if p.target_zone == "overworld"]
@ -113,7 +114,7 @@ def test_treehouse_has_portal_to_hub():
zone = load_zone(treehouse_path)
# Find portals
portals = [obj for obj in zone._contents if obj.__class__.__name__ == "Portal"]
portals = [obj for obj in zone._contents if isinstance(obj, Portal)]
# Find the hub portal
hub_portals = [p for p in portals if p.target_zone == "hub"]

View file

@ -195,9 +195,7 @@ def test_export_zone_with_portals_round_trip():
assert loaded.height == zone.height
# Verify portals were loaded correctly
portals = [
obj for obj in loaded._contents if obj.__class__.__name__ == "Portal"
]
portals = [obj for obj in loaded._contents if isinstance(obj, Portal)]
assert len(portals) == 2
# Sort by y coordinate for consistent ordering

View file

@ -3,6 +3,7 @@
import pathlib
import tempfile
from mudlib.portal import Portal
from mudlib.zones import load_zone, load_zones
@ -254,7 +255,7 @@ label = "forest path"
zone = load_zone(temp_path)
# Find portals in zone contents
portals = [obj for obj in zone._contents if obj.__class__.__name__ == "Portal"]
portals = [obj for obj in zone._contents if isinstance(obj, Portal)]
assert len(portals) == 2
# Check first portal (tavern door at 5,3)
@ -307,7 +308,7 @@ rows = [
zone = load_zone(temp_path)
# Should have no portals
portals = [obj for obj in zone._contents if obj.__class__.__name__ == "Portal"]
portals = [obj for obj in zone._contents if isinstance(obj, Portal)]
assert len(portals) == 0
finally:
temp_path.unlink()
@ -343,7 +344,7 @@ aliases = ["gateway", "gate", "portal"]
try:
zone = load_zone(temp_path)
portals = [obj for obj in zone._contents if obj.__class__.__name__ == "Portal"]
portals = [obj for obj in zone._contents if isinstance(obj, Portal)]
assert len(portals) == 1
portal = portals[0]
@ -361,7 +362,7 @@ def test_tavern_has_portal_to_hub():
zone = load_zone(tavern_path)
# Find portals in zone
portals = [obj for obj in zone._contents if obj.__class__.__name__ == "Portal"]
portals = [obj for obj in zone._contents if isinstance(obj, Portal)]
assert len(portals) == 1
# Check portal is at the door (4, 5) and leads to hub