The DREAMBOOK always described "punch right/left [target]" as one command with a direction argument, but the implementation had separate TOML files and multi-word command names that the dispatcher couldn't reach (it only matches the first word). Aliases like "pr" also couldn't pass targets because the shared handler tried to re-derive the move from args. Changes: - Merge punch_left/right, dodge_left/right, parry_high/low into single TOML files with [variants] sections - Add command/variant fields to CombatMove for tracking move families - load_move() now returns list[CombatMove], expanding variants - Handlers bound to moves via closures at registration time: variant handler for base commands (punch → parses direction from args), direct handler for aliases and simple moves (pr → move already known) - Core logic in do_attack/do_defend takes a resolved move - Combat doc rewritten as rst with architecture details - Simplify mud.tin aliases (pr/pl/etc are built-in MUD commands now)
290 lines
8.2 KiB
Python
290 lines
8.2 KiB
Python
"""Tests for combat commands."""
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from pathlib import Path
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from unittest.mock import AsyncMock, MagicMock
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import pytest
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from mudlib.combat import commands as combat_commands
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from mudlib.combat.engine import active_encounters, get_encounter
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from mudlib.combat.moves import load_moves
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from mudlib.player import Player, players
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@pytest.fixture(autouse=True)
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def clear_state():
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"""Clear encounters and players before and after each test."""
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active_encounters.clear()
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players.clear()
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yield
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active_encounters.clear()
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players.clear()
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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 player(mock_reader, mock_writer):
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p = Player(name="Goku", x=0, y=0, reader=mock_reader, writer=mock_writer)
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players[p.name] = p
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return p
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@pytest.fixture
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def target(mock_reader, mock_writer):
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t = Player(name="Vegeta", x=0, y=0, reader=mock_reader, writer=mock_writer)
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players[t.name] = t
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return t
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@pytest.fixture
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def moves():
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"""Load combat moves from content directory."""
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content_dir = Path(__file__).parent.parent / "content" / "combat"
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return load_moves(content_dir)
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@pytest.fixture(autouse=True)
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def inject_moves(moves):
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"""Inject loaded moves into combat commands module."""
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combat_commands.combat_moves = moves
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yield
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combat_commands.combat_moves = {}
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@pytest.fixture
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def punch_right(moves):
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"""Get the punch right move."""
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return moves["punch right"]
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@pytest.fixture
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def punch_left(moves):
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"""Get the punch left move."""
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return moves["punch left"]
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@pytest.fixture
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def dodge_left(moves):
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"""Get the dodge left move."""
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return moves["dodge left"]
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# --- do_attack tests ---
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@pytest.mark.asyncio
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async def test_attack_starts_combat_with_target(player, target, punch_right):
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"""Test do_attack with target starts combat encounter."""
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await combat_commands.do_attack(player, "Vegeta", punch_right)
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encounter = get_encounter(player)
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assert encounter is not None
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assert encounter.attacker is player
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assert encounter.defender is target
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assert player.mode == "combat"
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@pytest.mark.asyncio
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async def test_attack_without_target_when_not_in_combat(player, punch_right):
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"""Test do_attack without target when not in combat gives error."""
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await combat_commands.do_attack(player, "", punch_right)
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player.writer.write.assert_called()
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message = player.writer.write.call_args[0][0]
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assert "need a target" in message.lower()
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@pytest.mark.asyncio
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async def test_attack_without_target_when_in_combat(
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player, target, punch_right, punch_left
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):
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"""Test do_attack without target when in combat uses implicit target."""
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# Start combat first
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await combat_commands.do_attack(player, "Vegeta", punch_right)
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# Reset mock to track new calls
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player.writer.write.reset_mock()
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# Attack without target should work
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await combat_commands.do_attack(player, "", punch_left)
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encounter = get_encounter(player)
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assert encounter is not None
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assert encounter.current_move is not None
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assert encounter.current_move.name == "punch left"
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@pytest.mark.asyncio
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async def test_attack_insufficient_stamina(player, target, punch_right):
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"""Test do_attack with insufficient stamina gives error."""
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player.stamina = 1.0 # Not enough for punch (costs 5)
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await combat_commands.do_attack(player, "Vegeta", punch_right)
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player.writer.write.assert_called()
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message = player.writer.write.call_args[0][0]
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assert "stamina" in message.lower()
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@pytest.mark.asyncio
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async def test_attack_sends_telegraph_to_defender(player, target, punch_right):
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"""Test do_attack sends telegraph message to defender."""
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await combat_commands.do_attack(player, "Vegeta", punch_right)
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# Check that encounter has the move
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encounter = get_encounter(player)
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assert encounter is not None
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assert encounter.current_move is not None
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assert encounter.current_move.name == "punch right"
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# --- do_defend tests ---
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@pytest.mark.asyncio
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async def test_defense_only_in_combat(player, dodge_left):
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"""Test do_defend only works in combat mode."""
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await combat_commands.do_defend(player, "", dodge_left)
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player.writer.write.assert_called()
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message = player.writer.write.call_args[0][0]
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assert "not in combat" in message.lower()
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@pytest.mark.asyncio
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async def test_defense_records_pending_defense(player, target, punch_right, dodge_left):
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"""Test do_defend records the defense move."""
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# Start combat
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await combat_commands.do_attack(player, "Vegeta", punch_right)
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player.writer.write.reset_mock()
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# Switch to defender's perspective
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target.writer = player.writer
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target.mode_stack = ["combat"]
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# Defend
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await combat_commands.do_defend(target, "", dodge_left)
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encounter = get_encounter(target)
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assert encounter is not None
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assert encounter.pending_defense is not None
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assert encounter.pending_defense.name == "dodge left"
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@pytest.mark.asyncio
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async def test_defense_insufficient_stamina(player, target, punch_right, dodge_left):
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"""Test do_defend with insufficient stamina gives error."""
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# Start combat
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await combat_commands.do_attack(player, "Vegeta", punch_right)
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target.writer = player.writer
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target.mode_stack = ["combat"]
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target.stamina = 1.0 # Not enough for dodge (costs 3)
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player.writer.write.reset_mock()
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await combat_commands.do_defend(target, "", dodge_left)
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target.writer.write.assert_called()
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message = target.writer.write.call_args[0][0]
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assert "stamina" in message.lower()
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# --- variant handler tests ---
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@pytest.mark.asyncio
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async def test_variant_handler_parses_direction(player, target, moves):
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"""Test the variant handler parses direction from args."""
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variant_moves = {
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"left": moves["punch left"],
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"right": moves["punch right"],
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}
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handler = combat_commands._make_variant_handler(
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"punch", variant_moves, combat_commands.do_attack
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)
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await handler(player, "right Vegeta")
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encounter = get_encounter(player)
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assert encounter is not None
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assert encounter.current_move.name == "punch right"
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@pytest.mark.asyncio
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async def test_variant_handler_no_direction(player, moves):
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"""Test the variant handler prompts when no direction given."""
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variant_moves = {
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"left": moves["punch left"],
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"right": moves["punch right"],
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}
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handler = combat_commands._make_variant_handler(
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"punch", variant_moves, combat_commands.do_attack
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)
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await handler(player, "")
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player.writer.write.assert_called()
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message = player.writer.write.call_args[0][0]
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assert "which way" in message.lower()
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@pytest.mark.asyncio
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async def test_variant_handler_bad_direction(player, moves):
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"""Test the variant handler rejects invalid direction."""
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variant_moves = {
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"left": moves["punch left"],
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"right": moves["punch right"],
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}
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handler = combat_commands._make_variant_handler(
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"punch", variant_moves, combat_commands.do_attack
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)
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await handler(player, "up Vegeta")
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player.writer.write.assert_called()
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message = player.writer.write.call_args[0][0]
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assert "unknown" in message.lower()
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# --- direct handler tests ---
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@pytest.mark.asyncio
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async def test_direct_handler_passes_move(player, target, punch_right):
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"""Test the direct handler passes the bound move through."""
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handler = combat_commands._make_direct_handler(
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punch_right, combat_commands.do_attack
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)
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await handler(player, "Vegeta")
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encounter = get_encounter(player)
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assert encounter is not None
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assert encounter.current_move.name == "punch right"
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@pytest.mark.asyncio
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async def test_direct_handler_alias_for_variant(player, target, punch_right):
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"""Test alias handler (e.g. pr) works for variant moves."""
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handler = combat_commands._make_direct_handler(
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punch_right, combat_commands.do_attack
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)
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await handler(player, "Vegeta")
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encounter = get_encounter(player)
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assert encounter is not None
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assert encounter.current_move.name == "punch right"
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assert encounter.attacker is player
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assert encounter.defender is target
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