Moved common test fixtures (mock_writer, mock_reader, test_zone, player, nearby_player, clear_state) from individual test files into a shared conftest.py. This eliminates duplication across test_power.py, test_sleep.py, test_combat_zaxis.py, test_quit.py, test_stamina_cues.py, and test_stamina_cue_wiring.py. Some test files override specific fixtures where they need custom behavior (e.g., test_quit.py adds a close method to mock_writer, stamina tests use smaller zones and custom player positions).
282 lines
8.4 KiB
Python
282 lines
8.4 KiB
Python
"""Tests for stamina cue system wiring and reset behavior."""
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import asyncio
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import contextlib
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from unittest.mock import AsyncMock, MagicMock, patch
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import pytest
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from mudlib.player import Player
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from mudlib.zone import Zone
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@pytest.fixture
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def test_zone():
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"""Override conftest test_zone with smaller zone for stamina tests."""
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return Zone(name="test", width=10, height=10)
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@pytest.fixture
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def player(mock_writer, test_zone):
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"""Override conftest player with custom position and stats for stamina tests."""
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p = Player(
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name="Goku",
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x=5,
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y=5,
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pl=100.0,
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stamina=100.0,
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max_stamina=100.0,
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writer=mock_writer,
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)
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p.move_to(test_zone, x=5, y=5)
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return p
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@pytest.fixture
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def defender(test_zone):
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"""Defender fixture with custom position for stamina tests."""
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w = MagicMock()
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w.write = MagicMock()
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w.drain = AsyncMock()
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p = Player(
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name="Vegeta",
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x=5,
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y=5,
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pl=100.0,
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stamina=100.0,
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max_stamina=100.0,
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writer=w,
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)
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p.move_to(test_zone, x=5, y=5)
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return p
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@pytest.mark.asyncio
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async def test_stamina_cue_after_combat_damage(player, defender):
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"""check_stamina_cues is called after damage in combat resolution."""
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import time
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from mudlib.combat.encounter import CombatState
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from mudlib.combat.engine import active_encounters, start_encounter
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from mudlib.combat.moves import CombatMove
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# Clear encounters
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active_encounters.clear()
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# Create a move that deals damage
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move = CombatMove(
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name="weak punch",
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command="weak",
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move_type="attack",
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damage_pct=0.5,
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stamina_cost=5.0,
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timing_window_ms=100,
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)
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# Start encounter
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encounter = start_encounter(player, defender)
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encounter.attack(move)
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# Fast-forward to RESOLVE state
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encounter.state = CombatState.RESOLVE
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encounter.move_started_at = time.monotonic()
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# Patch check_stamina_cues to verify it's called
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with patch("mudlib.combat.engine.check_stamina_cues") as mock_check:
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from mudlib.combat.engine import process_combat
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await process_combat()
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# Should be called for both entities after damage
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assert mock_check.called
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calls = [call[0][0] for call in mock_check.call_args_list]
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assert player in calls
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assert defender in calls
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@pytest.mark.asyncio
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async def test_stamina_cue_after_power_up_deduction(player):
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"""check_stamina_cues is called during power-up stamina deduction."""
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from mudlib.commands.power import power_up_loop
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player.stamina = 100.0
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player.max_stamina = 100.0
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player.pl = 10.0
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player.max_pl = 50.0
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with patch("mudlib.commands.power.check_stamina_cues") as mock_check:
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# Run power-up for a short time
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task = asyncio.create_task(power_up_loop(player, target_pl=20.0))
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await asyncio.sleep(0.15) # Let a few ticks happen
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task.cancel()
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with contextlib.suppress(asyncio.CancelledError):
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await task
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# check_stamina_cues should have been called at least once
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assert mock_check.called
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# Verify player was the argument
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calls = [call[0][0] for call in mock_check.call_args_list]
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assert player in calls
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@pytest.mark.asyncio
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async def test_stamina_cue_after_attack_cost(player, defender):
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"""check_stamina_cues is called after attack stamina cost deduction."""
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from mudlib.combat.commands import do_attack
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from mudlib.combat.engine import active_encounters
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from mudlib.combat.moves import CombatMove
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from mudlib.player import players
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# Clear encounters
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active_encounters.clear()
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# Register defender in global players dict so do_attack can find it
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players["Vegeta"] = defender
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try:
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# Create a move with high stamina cost
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move = CombatMove(
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name="power punch",
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command="power",
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move_type="attack",
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damage_pct=0.3,
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stamina_cost=60.0,
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timing_window_ms=1000,
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)
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player.stamina = 100.0
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player.max_stamina = 100.0
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with patch("mudlib.combat.commands.check_stamina_cues") as mock_check:
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await do_attack(player, "Vegeta", move)
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# check_stamina_cues should have been called
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assert mock_check.called
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# Verify player was the argument
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calls = [call[0][0] for call in mock_check.call_args_list]
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assert player in calls
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finally:
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players.clear()
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@pytest.mark.asyncio
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async def test_stamina_cue_after_defense_cost(player):
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"""check_stamina_cues is called after defense stamina cost deduction."""
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from mudlib.combat.commands import do_defend
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from mudlib.combat.moves import CombatMove
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# Create a defense move with stamina cost
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move = CombatMove(
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name="duck",
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command="duck",
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move_type="defense",
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stamina_cost=30.0,
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timing_window_ms=100,
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)
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player.stamina = 100.0
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player.max_stamina = 100.0
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with patch("mudlib.combat.commands.check_stamina_cues") as mock_check:
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# Use a short timing window to avoid blocking too long
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move.timing_window_ms = 10
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await do_defend(player, "", move)
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# check_stamina_cues should have been called
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assert mock_check.called
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# Verify player was the argument
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calls = [call[0][0] for call in mock_check.call_args_list]
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assert player in calls
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@pytest.mark.asyncio
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async def test_stamina_cue_reset_on_resting_recovery(player):
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"""_last_stamina_cue resets to 1.0 when stamina fully recovers via resting."""
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from mudlib.combat.stamina import check_stamina_cues
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from mudlib.player import players
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from mudlib.resting import process_resting
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# Register player in global dict so process_resting can find them
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players[player.name] = player
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try:
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# Drop stamina to trigger a cue
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player.stamina = 20.0
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player.max_stamina = 100.0
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await check_stamina_cues(player)
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assert player._last_stamina_cue == 0.25 # Below 25% threshold
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# Start resting and set stamina very close to max
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player.resting = True
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player.stamina = 99.85 # Will be clamped to 100.0 after one tick
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# Process one tick to reach max
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await process_resting()
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# Stamina should be at max and _last_stamina_cue should reset
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assert player.stamina == 100.0
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assert player._last_stamina_cue == 1.0
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finally:
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players.clear()
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@pytest.mark.asyncio
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async def test_stamina_cue_reset_on_unconscious_recovery(player):
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"""_last_stamina_cue resets to 1.0 when stamina recovers from unconsciousness."""
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from mudlib.combat.stamina import check_stamina_cues
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from mudlib.player import players
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from mudlib.unconscious import process_unconscious
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# Register player in global dict so process_unconscious can find them
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players[player.name] = player
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try:
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# Drop stamina to trigger a cue
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player.stamina = 5.0
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player.max_stamina = 100.0
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await check_stamina_cues(player)
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assert player._last_stamina_cue == 0.10 # Below 10% threshold
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# Drop to unconscious
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player.stamina = 0.0
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player.pl = 0.0
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# Verify player is unconscious
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assert player.posture == "unconscious"
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# Process recovery tick to regain consciousness
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await process_unconscious()
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# Should have regained consciousness and reset cue
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assert player.stamina > 0
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assert player.pl > 0
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assert player._last_stamina_cue == 1.0
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finally:
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players.clear()
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@pytest.mark.asyncio
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async def test_cue_fires_again_after_reset(player):
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"""After reset, cues fire again on next descent."""
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from mudlib.combat.stamina import check_stamina_cues
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player.max_stamina = 100.0
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# First descent: trigger 75% threshold
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player.stamina = 70.0
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player.writer.write.reset_mock()
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await check_stamina_cues(player)
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first_call_count = player.writer.write.call_count
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assert first_call_count > 0
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assert player._last_stamina_cue == 0.75
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# Recover to max and reset
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player.stamina = 100.0
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player._last_stamina_cue = 1.0
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# Second descent: should fire again at 75%
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player.stamina = 70.0
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player.writer.write.reset_mock()
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await check_stamina_cues(player)
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second_call_count = player.writer.write.call_count
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assert second_call_count > 0 # Should fire again
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