mud/tests/test_kill_tracking.py
Jared Miller e31af53577
Wire kill/death tracking into combat engine
Increment player.kills and player.mob_kills on mob defeat,
player.deaths on player defeat. Session time accumulation
via accumulate_play_time helper.
2026-02-14 11:40:45 -05:00

154 lines
4.4 KiB
Python

"""Tests for kill and death tracking in combat."""
import time
import pytest
from mudlib.combat.engine import (
process_combat,
start_encounter,
)
from mudlib.combat.moves import CombatMove
from mudlib.entity import Mob
from mudlib.player import accumulate_play_time
@pytest.fixture
def punch_move():
"""Create a basic punch move for testing."""
return CombatMove(
name="punch right",
move_type="attack",
stamina_cost=5.0,
timing_window_ms=800,
damage_pct=0.15,
countered_by=[],
resolve_hit="{attacker} hits {defender}!",
resolve_miss="{defender} dodges!",
announce="{attacker} punches!",
)
@pytest.mark.asyncio
async def test_player_kills_mob_increments_stats(player, test_zone, punch_move):
"""Player kills mob -> kills incremented, mob_kills tracked."""
# Create a goblin mob
goblin = Mob(name="goblin", x=0, y=0)
goblin.location = test_zone
test_zone._contents.append(goblin)
# Start encounter
encounter = start_encounter(player, goblin)
# Execute attack
encounter.attack(punch_move)
# Advance past telegraph (0.3s) + window (0.8s)
encounter.tick(time.monotonic() + 0.31) # -> WINDOW
encounter.tick(time.monotonic() + 1.2) # -> RESOLVE
# Set defender to very low pl so damage kills them
goblin.pl = 1.0
# Process combat (this will resolve and end encounter)
await process_combat()
# Verify stats
assert player.kills == 1
assert player.mob_kills["goblin"] == 1
@pytest.mark.asyncio
async def test_player_killed_by_mob_increments_deaths(player, test_zone, punch_move):
"""Player killed by mob -> deaths incremented."""
# Create a goblin mob
goblin = Mob(name="goblin", x=0, y=0)
goblin.location = test_zone
test_zone._contents.append(goblin)
# Start encounter with mob as attacker
encounter = start_encounter(goblin, player)
# Execute attack
encounter.attack(punch_move)
# Advance to RESOLVE
encounter.tick(time.monotonic() + 0.31)
encounter.tick(time.monotonic() + 1.2)
# Set player to low pl so they die
player.pl = 1.0
# Process combat
await process_combat()
# Verify deaths incremented
assert player.deaths == 1
@pytest.mark.asyncio
async def test_multiple_kills_accumulate(player, test_zone, punch_move):
"""After killing 3 goblins, player.kills == 3, player.mob_kills["goblin"] == 3."""
for _ in range(3):
# Create goblin
goblin = Mob(name="goblin", x=0, y=0)
goblin.location = test_zone
test_zone._contents.append(goblin)
# Create and resolve encounter
encounter = start_encounter(player, goblin)
encounter.attack(punch_move)
encounter.tick(time.monotonic() + 0.31)
encounter.tick(time.monotonic() + 1.2)
goblin.pl = 1.0
await process_combat()
# Verify accumulated kills
assert player.kills == 3
assert player.mob_kills["goblin"] == 3
def test_session_time_tracking(player):
"""Session time tracking accumulates correctly."""
# Set session start to a known time
start_time = time.monotonic()
player.session_start = start_time
# Simulate 5 seconds passing
time.sleep(0.01) # Small real delay to ensure monotonic() advances
player.session_start = start_time # Reset for predictable test
# Mock time to be 5 seconds later
import unittest.mock
with unittest.mock.patch("time.monotonic", return_value=start_time + 5.0):
accumulate_play_time(player)
# Should have accumulated 5 seconds
assert player.play_time_seconds == 5.0
# Session start should be reset to current time
with unittest.mock.patch("time.monotonic", return_value=start_time + 5.0):
assert player.session_start == start_time + 5.0
def test_accumulate_play_time_multiple_sessions(player):
"""Multiple accumulation calls should add up correctly."""
start_time = time.monotonic()
player.session_start = start_time
import unittest.mock
# First accumulation: 3 seconds
with unittest.mock.patch("time.monotonic", return_value=start_time + 3.0):
accumulate_play_time(player)
assert player.play_time_seconds == 3.0
# Second accumulation: 2 more seconds (from reset point)
with unittest.mock.patch("time.monotonic", return_value=start_time + 5.0):
accumulate_play_time(player)
# Should have 3 + 2 = 5 total
assert player.play_time_seconds == 5.0