mud/tests/test_commands.py

320 lines
9.3 KiB
Python

"""Tests for the command system."""
from unittest.mock import AsyncMock, MagicMock
import pytest
from mudlib import commands
from mudlib.commands import CommandDefinition, look, movement
from mudlib.effects import active_effects, add_effect
from mudlib.player import Player
from mudlib.render.ansi import RESET
@pytest.fixture
def mock_writer():
writer = MagicMock()
writer.write = MagicMock()
writer.drain = AsyncMock()
return writer
@pytest.fixture
def mock_reader():
return MagicMock()
@pytest.fixture
def mock_world():
world = MagicMock()
world.width = 100
world.height = 100
world.is_passable = MagicMock(return_value=True)
world.wrap = MagicMock(side_effect=lambda x, y: (x % 100, y % 100))
# Create a 21x11 viewport filled with "."
viewport = [["." for _ in range(21)] for _ in range(11)]
world.get_viewport = MagicMock(return_value=viewport)
return world
@pytest.fixture
def player(mock_reader, mock_writer):
return Player(name="TestPlayer", x=5, y=5, reader=mock_reader, writer=mock_writer)
# Test command registration
def test_register_command():
"""Test that commands can be registered."""
async def test_handler(player, args):
pass
commands.register(CommandDefinition("test", test_handler))
assert "test" in commands._registry
assert commands._registry["test"].handler is test_handler
def test_register_command_with_aliases():
"""Test that command aliases work."""
async def test_handler(player, args):
pass
commands.register(CommandDefinition("testcmd", test_handler, aliases=["tc", "t"]))
assert "testcmd" in commands._registry
assert "tc" in commands._registry
assert "t" in commands._registry
assert commands._registry["testcmd"] is commands._registry["tc"]
assert commands._registry["testcmd"] is commands._registry["t"]
@pytest.mark.asyncio
async def test_dispatch_routes_to_handler(player):
"""Test that dispatch routes input to the correct handler."""
called = False
received_args = None
async def test_handler(p, args):
nonlocal called, received_args
called = True
received_args = args
commands.register(CommandDefinition("testcmd", test_handler))
await commands.dispatch(player, "testcmd arg1 arg2")
assert called
assert received_args == "arg1 arg2"
@pytest.mark.asyncio
async def test_dispatch_handles_unknown_command(player, mock_writer):
"""Test that unknown commands give feedback."""
await commands.dispatch(player, "unknowncommand")
# Should have written some kind of error message
assert mock_writer.write.called
error_msg = mock_writer.write.call_args[0][0]
assert "unknown" in error_msg.lower() or "not found" in error_msg.lower()
@pytest.mark.asyncio
async def test_dispatch_handles_empty_input(player):
"""Test that empty input doesn't crash."""
await commands.dispatch(player, "")
await commands.dispatch(player, " ")
# Test movement direction parsing
@pytest.mark.parametrize(
"direction,expected_delta",
[
("n", (0, -1)),
("north", (0, -1)),
("s", (0, 1)),
("south", (0, 1)),
("e", (1, 0)),
("east", (1, 0)),
("w", (-1, 0)),
("west", (-1, 0)),
("ne", (1, -1)),
("northeast", (1, -1)),
("nw", (-1, -1)),
("northwest", (-1, -1)),
("se", (1, 1)),
("southeast", (1, 1)),
("sw", (-1, 1)),
("southwest", (-1, 1)),
],
)
def test_direction_deltas(direction, expected_delta):
"""Test that all direction commands map to correct deltas."""
assert movement.DIRECTIONS[direction] == expected_delta
@pytest.mark.asyncio
async def test_movement_updates_position(player, mock_world):
"""Test that movement updates player position when passable."""
# Inject mock world into both movement and look modules
movement.world = mock_world
look.world = mock_world
original_x, original_y = player.x, player.y
await movement.move_north(player, "")
assert player.x == original_x
assert player.y == original_y - 1
assert mock_world.is_passable.called
@pytest.mark.asyncio
async def test_movement_blocked_by_impassable_terrain(player, mock_world, mock_writer):
"""Test that movement is blocked by impassable terrain."""
mock_world.is_passable.return_value = False
movement.world = mock_world
original_x, original_y = player.x, player.y
await movement.move_north(player, "")
# Position should not change
assert player.x == original_x
assert player.y == original_y
# Should send a message to the player
assert mock_writer.write.called
error_msg = mock_writer.write.call_args[0][0]
assert "can't" in error_msg.lower() or "cannot" in error_msg.lower()
@pytest.mark.asyncio
async def test_movement_sends_departure_message(player, mock_world):
"""Test that movement sends departure message to nearby players."""
movement.world = mock_world
look.world = mock_world
# Create another player in the area
other_writer = MagicMock()
other_writer.write = MagicMock()
other_writer.drain = AsyncMock()
other_player = Player(
name="OtherPlayer", x=5, y=4, reader=MagicMock(), writer=other_writer
)
# Register both players
from mudlib.player import players
players.clear()
players[player.name] = player
players[other_player.name] = other_player
await movement.move_north(player, "")
# Other player should have received a departure message
# (We'll check this is called, exact message format is implementation detail)
assert other_player.writer.write.called
@pytest.mark.asyncio
async def test_arrival_message_uses_opposite_direction(player, mock_world):
"""Test that arrival messages use the opposite direction."""
movement.world = mock_world
look.world = mock_world
# Create another player at the destination
other_writer = MagicMock()
other_writer.write = MagicMock()
other_writer.drain = AsyncMock()
other_player = Player(
name="OtherPlayer", x=5, y=3, reader=MagicMock(), writer=other_writer
)
from mudlib.player import players
players.clear()
players[player.name] = player
players[other_player.name] = other_player
# Player at (5, 5) moves north to (5, 4)
await movement.move_north(player, "")
# Other player at (5, 3) should see arrival "from the south"
# (Implementation will determine exact message format)
assert other_player.writer.write.called
# Test look command
@pytest.mark.asyncio
async def test_look_command_sends_viewport(player, mock_world):
"""Test that look command sends the viewport to the player."""
look.world = mock_world
await look.cmd_look(player, "")
assert mock_world.get_viewport.called
assert player.writer.write.called
@pytest.mark.asyncio
async def test_look_command_shows_player_at_center(player, mock_world):
"""Test that look command shows player @ at center."""
look.world = mock_world
await look.cmd_look(player, "")
# Check that the output contains the @ symbol for the player
output = "".join([call[0][0] for call in player.writer.write.call_args_list])
assert "@" in output
@pytest.mark.asyncio
async def test_look_command_shows_other_players(player, mock_world):
"""Test that look command shows other players as *."""
look.world = mock_world
# Create another player in the viewport
other_player = Player(
name="OtherPlayer",
x=6,
y=5,
reader=MagicMock(),
writer=MagicMock(),
)
from mudlib.player import players
players.clear()
players[player.name] = player
players[other_player.name] = other_player
await look.cmd_look(player, "")
# Check that the output contains * for other players
output = "".join([call[0][0] for call in player.writer.write.call_args_list])
assert "*" in output
@pytest.mark.asyncio
async def test_look_shows_effects_on_viewport(player, mock_world):
"""Test that active effects overlay on the viewport."""
look.world = mock_world
from mudlib.player import players
players.clear()
players[player.name] = player
active_effects.clear()
# place a cloud effect 2 tiles east of the player (viewport center is 10,5)
# player is at (5, 5), so effect at (7, 5) -> viewport (12, 5)
add_effect(7, 5, "~", "\033[1;97m", ttl=10.0)
await look.cmd_look(player, "")
output = "".join([call[0][0] for call in player.writer.write.call_args_list])
# the output should contain our cloud color applied to ~
# (bright white ~ instead of blue ~)
assert "\033[1;97m~" + RESET in output
active_effects.clear()
@pytest.mark.asyncio
async def test_effects_dont_override_player_marker(player, mock_world):
"""Effects at the player's position should not hide the @ marker."""
look.world = mock_world
from mudlib.player import players
players.clear()
players[player.name] = player
active_effects.clear()
# place an effect right at the player's position
add_effect(player.x, player.y, "~", "\033[1;97m", ttl=10.0)
await look.cmd_look(player, "")
output = "".join([call[0][0] for call in player.writer.write.call_args_list])
# player @ should still be visible at center
assert "@" in output
active_effects.clear()