mud/tests/test_combat_encounter.py
Jared Miller edbad4666f
Rework combat state machine
PENDING phase, defense active/recovery windows
2026-02-16 12:17:34 -05:00

653 lines
19 KiB
Python

"""Tests for combat encounter and state machine."""
import time
import pytest
from mudlib.combat.encounter import CombatEncounter, CombatState, ResolveResult
from mudlib.combat.moves import CombatMove
from mudlib.entity import Entity
@pytest.fixture
def attacker():
return Entity(name="Goku", x=0, y=0, pl=100.0, stamina=50.0)
@pytest.fixture
def defender():
return Entity(name="Vegeta", x=0, y=0, pl=100.0, stamina=50.0)
@pytest.fixture
def punch():
return CombatMove(
name="punch right",
move_type="attack",
stamina_cost=5.0,
hit_time_ms=800,
damage_pct=0.15,
countered_by=["dodge left", "parry high"],
)
@pytest.fixture
def dodge():
return CombatMove(
name="dodge left",
move_type="defense",
stamina_cost=3.0,
active_ms=800,
recovery_ms=2700,
)
@pytest.fixture
def wrong_dodge():
return CombatMove(
name="dodge right",
move_type="defense",
stamina_cost=3.0,
active_ms=800,
recovery_ms=2700,
)
@pytest.fixture
def sweep():
return CombatMove(
name="sweep",
move_type="attack",
stamina_cost=8.0,
hit_time_ms=600,
damage_pct=0.20,
countered_by=["jump"],
)
def test_combat_encounter_initial_state(attacker, defender):
"""Test encounter starts in IDLE state."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
assert encounter.state == CombatState.IDLE
assert encounter.current_move is None
assert encounter.pending_defense is None
assert encounter.move_started_at == 0.0
def test_attack_transitions_to_pending(attacker, defender, punch):
"""Test attacking transitions to PENDING state."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
assert encounter.state == CombatState.PENDING
assert encounter.current_move is punch
assert encounter.move_started_at > 0.0
def test_attack_applies_stamina_cost(attacker, defender, punch):
"""Test attacking costs stamina."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
initial_stamina = attacker.stamina
encounter.attack(punch)
assert attacker.stamina == initial_stamina - punch.stamina_cost
def test_defend_records_pending_defense(attacker, defender, punch, dodge):
"""Test defend records the defense move and activates it."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.defend(dodge)
assert encounter.pending_defense is dodge
assert encounter.defense_activated_at is not None
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
def test_tick_pending_to_resolve(attacker, defender, punch):
"""Test tick advances from PENDING to RESOLVE after hit time."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
# Wait for hit_time_ms (800ms)
time.sleep(0.85)
now = time.monotonic()
encounter.tick(now)
assert encounter.state == CombatState.RESOLVE
def test_resolve_successful_counter(attacker, defender, punch, dodge):
"""Test resolve with successful counter does no damage."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.defend(dodge)
initial_pl = defender.pl
result = encounter.resolve()
assert isinstance(result, ResolveResult)
assert defender.pl == initial_pl
assert result.damage == 0.0
assert result.countered is True
assert "counter" in result.resolve_template.lower()
assert encounter.state == CombatState.IDLE
assert result.combat_ended is False
def test_resolve_failed_counter(attacker, defender, punch, wrong_dodge):
"""Test resolve with wrong defense move deals damage."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.defend(wrong_dodge)
initial_pl = defender.pl
result = encounter.resolve()
expected_damage = attacker.pl * punch.damage_pct
assert defender.pl == initial_pl - expected_damage
assert result.damage == expected_damage
assert result.countered is False
assert "hit" in result.resolve_template.lower()
assert encounter.state == CombatState.IDLE
assert result.combat_ended is False
def test_resolve_no_defense(attacker, defender, punch):
"""Test resolve with no defense deals increased damage."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
initial_pl = defender.pl
result = encounter.resolve()
# No defense = 1.5x damage
expected_damage = attacker.pl * punch.damage_pct * 1.5
assert defender.pl == initial_pl - expected_damage
assert result.damage == expected_damage
assert result.countered is False
# Template should indicate a hit
assert result.resolve_template != ""
assert encounter.state == CombatState.IDLE
assert result.combat_ended is False
def test_resolve_clears_pending_defense(attacker, defender, punch, dodge):
"""Test resolve clears pending defense."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.defend(dodge)
encounter.resolve()
assert encounter.pending_defense is None
assert encounter.current_move is None
def test_full_state_machine_cycle(attacker, defender, punch):
"""Test complete state machine cycle from IDLE to IDLE."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
# IDLE → PENDING
encounter.attack(punch)
assert encounter.state == CombatState.PENDING
# PENDING → RESOLVE (after hit_time_ms)
time.sleep(0.85)
encounter.tick(time.monotonic())
assert encounter.state == CombatState.RESOLVE
# RESOLVE → IDLE
encounter.resolve()
assert encounter.state == CombatState.IDLE
def test_combat_state_enum():
"""Test CombatState enum values."""
assert CombatState.IDLE.value == "idle"
assert CombatState.PENDING.value == "pending"
assert CombatState.RESOLVE.value == "resolve"
def test_resolve_knockout_does_not_end_combat(attacker, defender, punch):
"""KO should not end combat by itself."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
# Set defender to low PL so attack will knock them out
defender.pl = 10.0
encounter.attack(punch)
result = encounter.resolve()
assert defender.pl <= 0
assert result.combat_ended is False
assert result.damage > 0
def test_resolve_exhaustion_does_not_end_combat(attacker, defender, punch):
"""Exhaustion should not end combat by itself."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
# Set attacker stamina to exactly the cost so attack depletes it
attacker.stamina = punch.stamina_cost
encounter.attack(punch)
result = encounter.resolve()
assert attacker.stamina <= 0
assert result.combat_ended is False
def test_resolve_exhausted_defender_does_not_end_combat(attacker, defender, punch):
"""Exhausted defender still does not auto-end encounter."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
defender.stamina = 0.0
encounter.attack(punch)
result = encounter.resolve()
assert defender.stamina <= 0
assert result.combat_ended is False
def test_resolve_returns_combat_continues_normally(attacker, defender, punch):
"""Test resolve returns combat_ended=False when both have resources."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
result = encounter.resolve()
assert attacker.stamina > 0
assert defender.pl > 0
assert result.combat_ended is False
def test_resolve_template_not_empty(attacker, defender, punch):
"""Test resolve returns a template."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
result = encounter.resolve()
assert result.resolve_template != ""
def test_resolve_template_uses_pov_tags(attacker, defender, punch):
"""Test resolve template uses POV tags."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
result = encounter.resolve()
# Template should contain POV tags like {attacker} or {defender}
assert "{" in result.resolve_template
def test_resolve_counter_template_indicates_counter(attacker, defender, punch, dodge):
"""Test counter template indicates a successful counter."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.defend(dodge)
result = encounter.resolve()
assert "counter" in result.resolve_template.lower()
# --- Attack switching (feint) tests ---
def test_switch_attack_during_pending(attacker, defender, punch, sweep):
"""Test attack during PENDING replaces move and restarts timer."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
original_start = encounter.move_started_at
assert encounter.state == CombatState.PENDING
# Switch to sweep during pending
time.sleep(0.1) # Small delay to ensure timer would differ
encounter.attack(sweep)
assert encounter.current_move is sweep
assert encounter.state == CombatState.PENDING
# Timer should restart on switch
assert encounter.move_started_at > original_start
def test_switch_refunds_old_stamina(attacker, defender, punch, sweep):
"""Test switching refunds old move's cost and charges new."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
initial_stamina = attacker.stamina
encounter.attack(punch)
assert attacker.stamina == initial_stamina - punch.stamina_cost
# Switch to sweep — should refund punch, charge sweep
encounter.attack(sweep)
assert attacker.stamina == initial_stamina - sweep.stamina_cost
def test_switch_stamina_clamped_to_max(attacker, defender, punch, sweep):
"""Test stamina refund clamped to max_stamina."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
# Set stamina so refund would exceed max
attacker.stamina = attacker.max_stamina
encounter.attack(punch)
# Manually set stamina high so refund would exceed max
attacker.stamina = attacker.max_stamina - 1
encounter.attack(sweep)
# Refund of punch (5) would push past max, should clamp
assert attacker.stamina <= attacker.max_stamina
def test_resolve_uses_final_move(attacker, defender, punch, sweep):
"""Test resolve uses the switched-to move, not the original."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.attack(sweep) # Switch
initial_pl = defender.pl
result = encounter.resolve()
# Sweep does 0.20 * 1.5 = 0.30 of PL (no defense)
expected_damage = attacker.pl * sweep.damage_pct * 1.5
assert defender.pl == initial_pl - expected_damage
assert result.resolve_template != ""
# --- last_action_at (last landed damage) tracking tests ---
def test_last_action_at_not_updated_on_attack(attacker, defender, punch):
"""Attack startup should not reset timeout until damage lands."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
assert encounter.last_action_at == 0.0
encounter.attack(punch)
assert encounter.last_action_at == 0.0
def test_last_action_at_not_updated_on_defend(attacker, defender, punch, dodge):
"""Defense input should not reset timeout without landed damage."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
assert encounter.last_action_at == 0.0
encounter.defend(dodge)
assert encounter.last_action_at == 0.0
def test_last_action_at_updates_when_damage_lands(attacker, defender, punch):
"""Landed damage should refresh timeout timestamp."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
assert encounter.last_action_at == 0.0
encounter.attack(punch)
before = time.monotonic()
encounter.resolve()
assert encounter.last_action_at >= before
def test_last_action_at_unchanged_when_attack_is_countered(
attacker, defender, punch, dodge
):
"""No damage (successful counter) should not refresh timeout timestamp."""
encounter = CombatEncounter(
attacker=attacker, defender=defender, last_action_at=10.0
)
encounter.attack(punch)
encounter.defend(dodge)
encounter.resolve()
assert encounter.last_action_at == 10.0
# --- Defense active/recovery window tests ---
def test_defense_expired_before_resolve(attacker, defender):
"""Defense activates, active_ms passes, attack resolves.
Defense should NOT counter (hit lands).
"""
# Create attack with 800ms hit time
quick_attack = CombatMove(
name="quick punch",
move_type="attack",
stamina_cost=5.0,
hit_time_ms=800,
damage_pct=0.15,
countered_by=["quick dodge"],
)
# Create defense with short active window (200ms)
quick_dodge = CombatMove(
name="quick dodge",
move_type="defense",
stamina_cost=3.0,
active_ms=200,
recovery_ms=300,
)
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(quick_attack)
encounter.defend(quick_dodge)
# Wait for defense to expire (200ms) but before attack lands (800ms)
time.sleep(0.31)
encounter.tick(time.monotonic())
# Now resolve — defense should be expired
initial_pl = defender.pl
result = encounter.resolve()
# Defense expired, so attack should hit for full damage
expected_damage = attacker.pl * quick_attack.damage_pct * 1.5
assert defender.pl == initial_pl - expected_damage
assert result.damage == expected_damage
assert result.countered is False
def test_defense_active_during_resolve(attacker, defender):
"""Defense activates within active_ms of resolve — defense SHOULD counter."""
# Create attack with 800ms hit time
quick_attack = CombatMove(
name="quick punch",
move_type="attack",
stamina_cost=5.0,
hit_time_ms=800,
damage_pct=0.15,
countered_by=["quick dodge"],
)
# Create defense with long active window (1000ms)
quick_dodge = CombatMove(
name="quick dodge",
move_type="defense",
stamina_cost=3.0,
active_ms=1000,
recovery_ms=300,
)
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(quick_attack)
encounter.defend(quick_dodge)
# Immediately resolve — defense is still active
initial_pl = defender.pl
result = encounter.resolve()
# Defense is active, should counter successfully
assert defender.pl == initial_pl
assert result.damage == 0.0
assert result.countered is True
def test_defense_queuing_during_recovery(attacker, defender):
"""defend() while in recovery should set queued_defense, not pending_defense."""
quick_dodge = CombatMove(
name="quick dodge",
move_type="defense",
stamina_cost=3.0,
active_ms=200,
recovery_ms=300,
)
encounter = CombatEncounter(attacker=attacker, defender=defender)
# First defend — activates immediately
encounter.defend(quick_dodge)
assert encounter.pending_defense is quick_dodge
assert encounter.defense_activated_at is not None
# Wait for defense to expire and enter recovery
time.sleep(0.31)
encounter.tick(time.monotonic())
assert encounter.pending_defense is None
assert encounter.defense_recovery_until is not None
# Try to defend during recovery — should queue
second_dodge = CombatMove(
name="second dodge",
move_type="defense",
stamina_cost=3.0,
active_ms=200,
recovery_ms=300,
)
encounter.defend(second_dodge)
# Should be queued, not pending
assert encounter.pending_defense is None
assert encounter.queued_defense is second_dodge
def test_queued_defense_activates_after_recovery(attacker, defender):
"""After recovery_ms passes, tick() should activate the queued defense."""
quick_dodge = CombatMove(
name="quick dodge",
move_type="defense",
stamina_cost=3.0,
active_ms=200,
recovery_ms=300,
)
encounter = CombatEncounter(attacker=attacker, defender=defender)
# First defend
encounter.defend(quick_dodge)
# Wait for defense to expire
time.sleep(0.31)
encounter.tick(time.monotonic())
# Queue second defense during recovery
second_dodge = CombatMove(
name="second dodge",
move_type="defense",
stamina_cost=3.0,
active_ms=200,
recovery_ms=300,
)
encounter.defend(second_dodge)
assert encounter.queued_defense is second_dodge
assert encounter.pending_defense is None
# Wait for recovery to finish
time.sleep(0.31)
encounter.tick(time.monotonic())
# Queued defense should now be active
assert encounter.pending_defense is second_dodge
assert encounter.queued_defense is None
assert encounter.defense_activated_at is not None
def test_recovery_persists_after_resolve(attacker, defender):
"""resolve() should NOT clear defense_recovery_until.
Recovery carries across attacks.
"""
quick_attack = CombatMove(
name="quick punch",
move_type="attack",
stamina_cost=5.0,
hit_time_ms=800,
damage_pct=0.15,
countered_by=["quick dodge"],
)
quick_dodge = CombatMove(
name="quick dodge",
move_type="defense",
stamina_cost=3.0,
active_ms=200,
recovery_ms=300,
)
encounter = CombatEncounter(attacker=attacker, defender=defender)
# Defend, then wait for defense to expire and enter recovery
encounter.defend(quick_dodge)
time.sleep(0.31)
encounter.tick(time.monotonic())
recovery_until = encounter.defense_recovery_until
assert recovery_until is not None
# Attack and resolve during recovery period
encounter.attack(quick_attack)
encounter.resolve()
# Recovery should persist after resolve
assert encounter.defense_recovery_until == recovery_until
def test_attack_switch_restarts_timer(attacker, defender):
"""attack(), then attack() again with different move.
move_started_at should reset.
"""
first_attack = CombatMove(
name="first punch",
move_type="attack",
stamina_cost=5.0,
hit_time_ms=800,
damage_pct=0.15,
countered_by=[],
)
second_attack = CombatMove(
name="second punch",
move_type="attack",
stamina_cost=5.0,
hit_time_ms=800,
damage_pct=0.15,
countered_by=[],
)
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(first_attack)
first_start = encounter.move_started_at
# Small delay to ensure time difference
time.sleep(0.1)
# Switch to second attack
encounter.attack(second_attack)
second_start = encounter.move_started_at
# Timer should have restarted
assert second_start > first_start
assert encounter.current_move is second_attack