mud/tests/test_gmcp.py

491 lines
14 KiB
Python

"""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.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,
"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 except north (mountain at 10,5)
# north is y-1 = 9, but mountain is at y=5
# Player at 10,10 so adjacent tiles are all "." and passable
assert "north" in data["exits"]
assert "south" in data["exits"]
assert "east" in data["exits"]
assert "west" 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": "85.5",
"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 Char.Vitals
player.writer.send_gmcp.assert_called_once_with(
"Char.Vitals",
{
"pl": round(player.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 "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 "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