mud/tests/test_combat_commands.py
Jared Miller dbb976be24
Add data-driven combat system with TOML move definitions
Combat moves defined as TOML content files in content/combat/,
not engine code. State machine (IDLE > TELEGRAPH > WINDOW > RESOLVE)
processes timing-based exchanges. Counter relationships, stamina
costs, damage formulas all tunable from data files.

Moves: punch right/left, roundhouse, sweep, dodge right/left,
parry high/low, duck, jump. Combat ends on knockout (PL <= 0)
or exhaustion (stamina <= 0).
2026-02-07 21:16:12 -05:00

227 lines
7 KiB
Python

"""Tests for combat commands."""
from pathlib import Path
from unittest.mock import AsyncMock, MagicMock
import pytest
from mudlib.combat import commands as combat_commands
from mudlib.combat.engine import active_encounters, get_encounter
from mudlib.combat.moves import load_moves
from mudlib.player import Player, players
@pytest.fixture(autouse=True)
def clear_state():
"""Clear encounters and players before and after each test."""
active_encounters.clear()
players.clear()
yield
active_encounters.clear()
players.clear()
@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 player(mock_reader, mock_writer):
p = Player(name="Goku", x=0, y=0, reader=mock_reader, writer=mock_writer)
players[p.name] = p
return p
@pytest.fixture
def target(mock_reader, mock_writer):
t = Player(name="Vegeta", x=0, y=0, reader=mock_reader, writer=mock_writer)
players[t.name] = t
return t
@pytest.fixture
def moves():
"""Load combat moves from content directory."""
content_dir = Path(__file__).parent.parent / "content" / "combat"
return load_moves(content_dir)
@pytest.fixture(autouse=True)
def inject_moves(moves):
"""Inject loaded moves into combat commands module."""
combat_commands.combat_moves = moves
yield
combat_commands.combat_moves = {}
@pytest.mark.asyncio
async def test_attack_starts_combat_with_target(player, target):
"""Test attack command with target starts combat encounter."""
await combat_commands.cmd_attack(player, "punch right Vegeta")
encounter = get_encounter(player)
assert encounter is not None
assert encounter.attacker is player
assert encounter.defender is target
assert player.mode == "combat"
@pytest.mark.asyncio
async def test_attack_without_target_when_not_in_combat(player):
"""Test attack without target when not in combat gives error."""
await combat_commands.cmd_attack(player, "punch right")
player.writer.write.assert_called()
message = player.writer.write.call_args[0][0]
assert "not in combat" in message.lower() or "need a target" in message.lower()
@pytest.mark.asyncio
async def test_attack_without_target_when_in_combat(player, target):
"""Test attack without target when in combat uses implicit target."""
# Start combat first
await combat_commands.cmd_attack(player, "punch right Vegeta")
# Reset mock to track new calls
player.writer.write.reset_mock()
# Attack without target should work
await combat_commands.cmd_attack(player, "punch left")
encounter = get_encounter(player)
assert encounter is not None
assert encounter.current_move is not None
assert encounter.current_move.name == "punch left"
@pytest.mark.asyncio
async def test_attack_unknown_move(player, target):
"""Test attack with unknown move name gives error."""
await combat_commands.cmd_attack(player, "kamehameha Vegeta")
player.writer.write.assert_called()
message = player.writer.write.call_args[0][0]
assert "unknown" in message.lower() or "don't know" in message.lower()
@pytest.mark.asyncio
async def test_attack_insufficient_stamina(player, target):
"""Test attack with insufficient stamina gives error."""
player.stamina = 1.0 # Not enough for punch (costs 5)
await combat_commands.cmd_attack(player, "punch right Vegeta")
player.writer.write.assert_called()
message = player.writer.write.call_args[0][0]
assert "stamina" in message.lower() or "exhausted" in message.lower()
@pytest.mark.asyncio
async def test_attack_sends_telegraph_to_defender(player, target):
"""Test attack sends telegraph message to defender."""
await combat_commands.cmd_attack(player, "punch right Vegeta")
# Check that encounter has the move
encounter = get_encounter(player)
assert encounter is not None
assert encounter.current_move is not None
assert encounter.current_move.name == "punch right"
@pytest.mark.asyncio
async def test_defense_only_in_combat(player):
"""Test defense command only works in combat mode."""
await combat_commands.cmd_defend(player, "dodge left")
player.writer.write.assert_called()
message = player.writer.write.call_args[0][0]
assert "not in combat" in message.lower()
@pytest.mark.asyncio
async def test_defense_records_pending_defense(player, target):
"""Test defense command records the defense move."""
# Start combat
await combat_commands.cmd_attack(player, "punch right Vegeta")
player.writer.write.reset_mock()
# Switch to defender's perspective
target.writer = player.writer
target.mode_stack = ["combat"]
# Defend
await combat_commands.cmd_defend(target, "dodge left")
encounter = get_encounter(target)
assert encounter is not None
assert encounter.pending_defense is not None
assert encounter.pending_defense.name == "dodge left"
@pytest.mark.asyncio
async def test_defense_unknown_move(player, target):
"""Test defense with unknown move gives error."""
# Start combat
await combat_commands.cmd_attack(player, "punch right Vegeta")
target.writer = player.writer
target.mode_stack = ["combat"]
player.writer.write.reset_mock()
await combat_commands.cmd_defend(target, "teleport")
target.writer.write.assert_called()
message = target.writer.write.call_args[0][0]
assert "unknown" in message.lower() or "don't know" in message.lower()
@pytest.mark.asyncio
async def test_defense_insufficient_stamina(player, target):
"""Test defense with insufficient stamina gives error."""
# Start combat
await combat_commands.cmd_attack(player, "punch right Vegeta")
target.writer = player.writer
target.mode_stack = ["combat"]
target.stamina = 1.0 # Not enough for dodge (costs 3)
player.writer.write.reset_mock()
await combat_commands.cmd_defend(target, "dodge left")
target.writer.write.assert_called()
message = target.writer.write.call_args[0][0]
assert "stamina" in message.lower() or "exhausted" in message.lower()
@pytest.mark.asyncio
async def test_attack_alias_works(player, target):
"""Test attack using alias (pr for punch right)."""
await combat_commands.cmd_attack(player, "pr Vegeta")
encounter = get_encounter(player)
assert encounter is not None
assert encounter.current_move is not None
assert encounter.current_move.name == "punch right"
@pytest.mark.asyncio
async def test_defense_alias_works(player, target):
"""Test defense using alias (dl for dodge left)."""
# Start combat
await combat_commands.cmd_attack(player, "punch right Vegeta")
target.writer = player.writer
target.mode_stack = ["combat"]
await combat_commands.cmd_defend(target, "dl")
encounter = get_encounter(target)
assert encounter is not None
assert encounter.pending_defense is not None
assert encounter.pending_defense.name == "dodge left"