mud/tests/test_combat_encounter.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

260 lines
7.7 KiB
Python

"""Tests for combat encounter and state machine."""
import time
import pytest
from mudlib.combat.encounter import CombatEncounter, CombatState
from mudlib.combat.moves import CombatMove
from mudlib.entity import Entity
@pytest.fixture
def attacker():
return Entity(name="Goku", x=0, y=0, pl=100.0, stamina=50.0)
@pytest.fixture
def defender():
return Entity(name="Vegeta", x=0, y=0, pl=100.0, stamina=50.0)
@pytest.fixture
def punch():
return CombatMove(
name="punch right",
move_type="attack",
stamina_cost=5.0,
timing_window_ms=800,
damage_pct=0.15,
countered_by=["dodge left", "parry high"],
)
@pytest.fixture
def dodge():
return CombatMove(
name="dodge left",
move_type="defense",
stamina_cost=3.0,
timing_window_ms=800,
)
@pytest.fixture
def wrong_dodge():
return CombatMove(
name="dodge right",
move_type="defense",
stamina_cost=3.0,
timing_window_ms=800,
)
def test_combat_encounter_initial_state(attacker, defender):
"""Test encounter starts in IDLE state."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
assert encounter.state == CombatState.IDLE
assert encounter.current_move is None
assert encounter.pending_defense is None
assert encounter.move_started_at == 0.0
def test_attack_transitions_to_telegraph(attacker, defender, punch):
"""Test attacking transitions to TELEGRAPH state."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
assert encounter.state == CombatState.TELEGRAPH
assert encounter.current_move is punch
assert encounter.move_started_at > 0.0
def test_attack_applies_stamina_cost(attacker, defender, punch):
"""Test attacking costs stamina."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
initial_stamina = attacker.stamina
encounter.attack(punch)
assert attacker.stamina == initial_stamina - punch.stamina_cost
def test_defend_records_pending_defense(attacker, defender, punch, dodge):
"""Test defend records the defense move."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.defend(dodge)
assert encounter.pending_defense is dodge
def test_defend_applies_stamina_cost(attacker, defender, punch, dodge):
"""Test defending costs stamina."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
initial_stamina = defender.stamina
encounter.defend(dodge)
assert defender.stamina == initial_stamina - dodge.stamina_cost
def test_tick_telegraph_to_window(attacker, defender, punch):
"""Test tick advances from TELEGRAPH to WINDOW after brief delay."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
# Wait for telegraph phase (300ms)
time.sleep(0.31)
now = time.monotonic()
encounter.tick(now)
assert encounter.state == CombatState.WINDOW
def test_tick_window_to_resolve(attacker, defender, punch):
"""Test tick advances from WINDOW to RESOLVE after timing window."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
# Skip to WINDOW state
time.sleep(0.31)
encounter.tick(time.monotonic())
# Wait for timing window to expire (800ms)
time.sleep(0.85)
now = time.monotonic()
encounter.tick(now)
assert encounter.state == CombatState.RESOLVE
def test_resolve_successful_counter(attacker, defender, punch, dodge):
"""Test resolve with successful counter does no damage."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.defend(dodge)
initial_pl = defender.pl
result, combat_ended = encounter.resolve()
assert defender.pl == initial_pl
assert "countered" in result.lower()
assert encounter.state == CombatState.IDLE
assert combat_ended is False
def test_resolve_failed_counter(attacker, defender, punch, wrong_dodge):
"""Test resolve with wrong defense move deals damage."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.defend(wrong_dodge)
initial_pl = defender.pl
result, combat_ended = encounter.resolve()
expected_damage = attacker.pl * punch.damage_pct
assert defender.pl == initial_pl - expected_damage
assert "hit" in result.lower()
assert encounter.state == CombatState.IDLE
assert combat_ended is False
def test_resolve_no_defense(attacker, defender, punch):
"""Test resolve with no defense deals increased damage."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
initial_pl = defender.pl
result, combat_ended = encounter.resolve()
# No defense = 1.5x damage
expected_damage = attacker.pl * punch.damage_pct * 1.5
assert defender.pl == initial_pl - expected_damage
assert "full force" in result.lower()
assert encounter.state == CombatState.IDLE
assert combat_ended is False
def test_resolve_clears_pending_defense(attacker, defender, punch, dodge):
"""Test resolve clears pending defense."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
encounter.defend(dodge)
_result, _combat_ended = encounter.resolve()
assert encounter.pending_defense is None
assert encounter.current_move is None
def test_full_state_machine_cycle(attacker, defender, punch):
"""Test complete state machine cycle from IDLE to IDLE."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
# IDLE → TELEGRAPH
encounter.attack(punch)
assert encounter.state == CombatState.TELEGRAPH
# TELEGRAPH → WINDOW
time.sleep(0.31)
encounter.tick(time.monotonic())
assert encounter.state == CombatState.WINDOW
# WINDOW → RESOLVE
time.sleep(0.85)
encounter.tick(time.monotonic())
assert encounter.state == CombatState.RESOLVE
# RESOLVE → IDLE
_result, _combat_ended = encounter.resolve()
assert encounter.state == CombatState.IDLE
def test_combat_state_enum():
"""Test CombatState enum values."""
assert CombatState.IDLE.value == "idle"
assert CombatState.TELEGRAPH.value == "telegraph"
assert CombatState.WINDOW.value == "window"
assert CombatState.RESOLVE.value == "resolve"
def test_resolve_returns_combat_ended_on_knockout(attacker, defender, punch):
"""Test resolve returns combat_ended=True when defender PL <= 0."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
# Set defender to low PL so attack will knock them out
defender.pl = 10.0
encounter.attack(punch)
result, combat_ended = encounter.resolve()
assert defender.pl <= 0
assert combat_ended is True
assert "damage" in result.lower()
def test_resolve_returns_combat_ended_on_exhaustion(attacker, defender, punch):
"""Test resolve returns combat_ended=True when attacker stamina <= 0."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
# Set attacker stamina to exactly the cost so attack depletes it
attacker.stamina = punch.stamina_cost
encounter.attack(punch)
result, combat_ended = encounter.resolve()
assert attacker.stamina <= 0
assert combat_ended is True
def test_resolve_returns_combat_continues_normally(attacker, defender, punch):
"""Test resolve returns combat_ended=False when both have resources."""
encounter = CombatEncounter(attacker=attacker, defender=defender)
encounter.attack(punch)
result, combat_ended = encounter.resolve()
assert attacker.stamina > 0
assert defender.pl > 0
assert combat_ended is False