Tileable Perlin noise: each octave wraps its integer grid coordinates with modulo at the octave's frequency, so gradients at opposite edges match and the noise field is continuous across the boundary. Coarse elevation grid interpolation wraps instead of padding boundary cells. Rivers can flow across world edges. All coordinate access (get_tile, is_passable, get_viewport) wraps via modulo. Movement, spawn search, nearby-player detection, and viewport relative positions all handle the toroidal topology.
269 lines
7.6 KiB
Python
269 lines
7.6 KiB
Python
"""Tests for the command system."""
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from unittest.mock import AsyncMock, MagicMock
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import pytest
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from mudlib import commands
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from mudlib.commands import look, movement
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from mudlib.player import Player
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@pytest.fixture
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def mock_writer():
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writer = MagicMock()
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writer.write = MagicMock()
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writer.drain = AsyncMock()
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return writer
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@pytest.fixture
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def mock_reader():
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return MagicMock()
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@pytest.fixture
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def mock_world():
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world = MagicMock()
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world.width = 100
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world.height = 100
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world.is_passable = MagicMock(return_value=True)
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world.wrap = MagicMock(side_effect=lambda x, y: (x % 100, y % 100))
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# Create a 21x11 viewport filled with "."
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viewport = [["." for _ in range(21)] for _ in range(11)]
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world.get_viewport = MagicMock(return_value=viewport)
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return world
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@pytest.fixture
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def player(mock_reader, mock_writer):
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return Player(name="TestPlayer", x=5, y=5, reader=mock_reader, writer=mock_writer)
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# Test command registration
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def test_register_command():
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"""Test that commands can be registered."""
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async def test_handler(player, args):
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pass
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commands.register("test", test_handler)
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assert "test" in commands._registry
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def test_register_command_with_aliases():
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"""Test that command aliases work."""
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async def test_handler(player, args):
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pass
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commands.register("testcmd", test_handler, aliases=["tc", "t"])
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assert "testcmd" in commands._registry
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assert "tc" in commands._registry
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assert "t" in commands._registry
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assert commands._registry["testcmd"] == commands._registry["tc"]
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assert commands._registry["testcmd"] == commands._registry["t"]
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@pytest.mark.asyncio
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async def test_dispatch_routes_to_handler(player):
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"""Test that dispatch routes input to the correct handler."""
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called = False
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received_args = None
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async def test_handler(p, args):
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nonlocal called, received_args
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called = True
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received_args = args
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commands.register("testcmd", test_handler)
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await commands.dispatch(player, "testcmd arg1 arg2")
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assert called
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assert received_args == "arg1 arg2"
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@pytest.mark.asyncio
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async def test_dispatch_handles_unknown_command(player, mock_writer):
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"""Test that unknown commands give feedback."""
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await commands.dispatch(player, "unknowncommand")
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# Should have written some kind of error message
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assert mock_writer.write.called
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error_msg = mock_writer.write.call_args[0][0]
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assert "unknown" in error_msg.lower() or "not found" in error_msg.lower()
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@pytest.mark.asyncio
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async def test_dispatch_handles_empty_input(player):
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"""Test that empty input doesn't crash."""
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await commands.dispatch(player, "")
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await commands.dispatch(player, " ")
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# Test movement direction parsing
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@pytest.mark.parametrize(
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"direction,expected_delta",
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[
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("n", (0, -1)),
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("north", (0, -1)),
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("s", (0, 1)),
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("south", (0, 1)),
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("e", (1, 0)),
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("east", (1, 0)),
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("w", (-1, 0)),
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("west", (-1, 0)),
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("ne", (1, -1)),
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("northeast", (1, -1)),
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("nw", (-1, -1)),
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("northwest", (-1, -1)),
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("se", (1, 1)),
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("southeast", (1, 1)),
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("sw", (-1, 1)),
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("southwest", (-1, 1)),
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],
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)
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def test_direction_deltas(direction, expected_delta):
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"""Test that all direction commands map to correct deltas."""
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assert movement.DIRECTIONS[direction] == expected_delta
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@pytest.mark.asyncio
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async def test_movement_updates_position(player, mock_world):
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"""Test that movement updates player position when passable."""
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# Inject mock world into both movement and look modules
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movement.world = mock_world
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look.world = mock_world
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original_x, original_y = player.x, player.y
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await movement.move_north(player, "")
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assert player.x == original_x
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assert player.y == original_y - 1
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assert mock_world.is_passable.called
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@pytest.mark.asyncio
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async def test_movement_blocked_by_impassable_terrain(player, mock_world, mock_writer):
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"""Test that movement is blocked by impassable terrain."""
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mock_world.is_passable.return_value = False
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movement.world = mock_world
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original_x, original_y = player.x, player.y
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await movement.move_north(player, "")
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# Position should not change
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assert player.x == original_x
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assert player.y == original_y
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# Should send a message to the player
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assert mock_writer.write.called
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error_msg = mock_writer.write.call_args[0][0]
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assert "can't" in error_msg.lower() or "cannot" in error_msg.lower()
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@pytest.mark.asyncio
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async def test_movement_sends_departure_message(player, mock_world):
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"""Test that movement sends departure message to nearby players."""
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movement.world = mock_world
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look.world = mock_world
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# Create another player in the area
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other_writer = MagicMock()
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other_writer.write = MagicMock()
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other_writer.drain = AsyncMock()
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other_player = Player(
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name="OtherPlayer", x=5, y=4, reader=MagicMock(), writer=other_writer
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)
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# Register both players
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from mudlib.player import players
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players.clear()
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players[player.name] = player
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players[other_player.name] = other_player
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await movement.move_north(player, "")
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# Other player should have received a departure message
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# (We'll check this is called, exact message format is implementation detail)
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assert other_player.writer.write.called
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@pytest.mark.asyncio
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async def test_arrival_message_uses_opposite_direction(player, mock_world):
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"""Test that arrival messages use the opposite direction."""
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movement.world = mock_world
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look.world = mock_world
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# Create another player at the destination
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other_writer = MagicMock()
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other_writer.write = MagicMock()
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other_writer.drain = AsyncMock()
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other_player = Player(
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name="OtherPlayer", x=5, y=3, reader=MagicMock(), writer=other_writer
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)
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from mudlib.player import players
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players.clear()
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players[player.name] = player
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players[other_player.name] = other_player
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# Player at (5, 5) moves north to (5, 4)
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await movement.move_north(player, "")
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# Other player at (5, 3) should see arrival "from the south"
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# (Implementation will determine exact message format)
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assert other_player.writer.write.called
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# Test look command
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@pytest.mark.asyncio
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async def test_look_command_sends_viewport(player, mock_world):
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"""Test that look command sends the viewport to the player."""
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look.world = mock_world
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await look.cmd_look(player, "")
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assert mock_world.get_viewport.called
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assert player.writer.write.called
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@pytest.mark.asyncio
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async def test_look_command_shows_player_at_center(player, mock_world):
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"""Test that look command shows player @ at center."""
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look.world = mock_world
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await look.cmd_look(player, "")
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# Check that the output contains the @ symbol for the player
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output = "".join([call[0][0] for call in player.writer.write.call_args_list])
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assert "@" in output
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@pytest.mark.asyncio
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async def test_look_command_shows_other_players(player, mock_world):
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"""Test that look command shows other players as *."""
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look.world = mock_world
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# Create another player in the viewport
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other_player = Player(
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name="OtherPlayer",
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x=6,
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y=5,
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reader=MagicMock(),
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writer=MagicMock(),
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)
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from mudlib.player import players
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players.clear()
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players[player.name] = player
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players[other_player.name] = other_player
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await look.cmd_look(player, "")
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# Check that the output contains * for other players
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output = "".join([call[0][0] for call in player.writer.write.call_args_list])
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assert "*" in output
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