"""
Turnbattle tests.
"""
from mock import MagicMock, patch
from evennia.commands.default.tests import BaseEvenniaCommandTest
from evennia.objects.objects import DefaultRoom
from evennia.utils.create import create_object
from evennia.utils.test_resources import BaseEvenniaTest
from . import tb_basic, tb_equip, tb_items, tb_magic, tb_range
[docs]class TestTurnBattleBasicCmd(BaseEvenniaCommandTest):
# Test basic combat commands
[docs] def test_turnbattlecmd(self):
self.call(tb_basic.CmdFight(), "", "You can't start a fight if you've been defeated!")
self.call(tb_basic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_basic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_basic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_basic.CmdRest(), "", "Char rests to recover HP.")
[docs]class TestTurnBattleEquipCmd(BaseEvenniaCommandTest):
[docs] def setUp(self):
super().setUp()
self.testweapon = create_object(tb_equip.TBEWeapon, key="test weapon")
self.testarmor = create_object(tb_equip.TBEArmor, key="test armor")
self.testweapon.move_to(self.char1)
self.testarmor.move_to(self.char1)
# Test equipment commands
[docs] def test_turnbattleequipcmd(self):
# Start with equip module specific commands.
self.call(tb_equip.CmdWield(), "weapon", "Char wields test weapon.")
self.call(tb_equip.CmdUnwield(), "", "Char lowers test weapon.")
self.call(tb_equip.CmdDon(), "armor", "Char dons test armor.")
self.call(tb_equip.CmdDoff(), "", "Char removes test armor.")
# Also test the commands that are the same in the basic module
self.call(tb_equip.CmdFight(), "", "You can't start a fight if you've been defeated!")
self.call(tb_equip.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_equip.CmdPass(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_equip.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_equip.CmdRest(), "", "Char rests to recover HP.")
[docs]class TestTurnBattleRangeCmd(BaseEvenniaCommandTest):
# Test range commands
[docs] def test_turnbattlerangecmd(self):
# Start with range module specific commands.
self.call(tb_range.CmdShoot(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_range.CmdApproach(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_range.CmdWithdraw(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_range.CmdStatus(), "", "HP Remaining: 100 / 100")
# Also test the commands that are the same in the basic module
self.call(tb_range.CmdFight(), "", "There's nobody here to fight!")
self.call(tb_range.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_range.CmdPass(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_range.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_range.CmdRest(), "", "Char rests to recover HP.")
[docs]class TestTurnBattleItemsCmd(BaseEvenniaCommandTest):
[docs] def setUp(self):
super().setUp()
self.testitem = create_object(key="test item")
self.testitem.move_to(self.char1)
# Test item commands
[docs] def test_turnbattleitemcmd(self):
self.call(tb_items.CmdUse(), "item", "'Test item' is not a usable item.")
# Also test the commands that are the same in the basic module
self.call(tb_items.CmdFight(), "", "You can't start a fight if you've been defeated!")
self.call(tb_items.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_items.CmdPass(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_items.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_items.CmdRest(), "", "Char rests to recover HP.")
[docs]class TestTurnBattleMagicCmd(BaseEvenniaCommandTest):
# Test magic commands
[docs] def test_turnbattlemagiccmd(self):
self.call(tb_magic.CmdStatus(), "", "You have 100 / 100 HP and 20 / 20 MP.")
self.call(tb_magic.CmdLearnSpell(), "test spell", "There is no spell with that name.")
self.call(tb_magic.CmdCast(), "", "Usage: cast <spell name> = <target>, <target2>")
# Also test the commands that are the same in the basic module
self.call(tb_magic.CmdFight(), "", "There's nobody here to fight!")
self.call(tb_magic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_magic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_magic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
self.call(tb_magic.CmdRest(), "", "Char rests to recover HP and MP.")
[docs]class TestTurnBattleBasicFunc(BaseEvenniaTest):
[docs] def setUp(self):
super().setUp()
self.testroom = create_object(DefaultRoom, key="Test Room")
self.attacker = create_object(
tb_basic.TBBasicCharacter, key="Attacker", location=self.testroom
)
self.defender = create_object(
tb_basic.TBBasicCharacter, key="Defender", location=self.testroom
)
self.joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner", location=None)
[docs] def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
# Test combat functions
[docs] def test_tbbasicfunc(self):
# Initiative roll
initiative = tb_basic.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_basic.COMBAT_RULES.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_basic.COMBAT_RULES.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_basic.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
self.defender.db.hp = 10
tb_basic.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_basic.COMBAT_RULES.resolve_attack(
self.attacker, self.defender, attack_value=20, defense_value=10
)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_basic.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_basic.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_basic.TBBasicTurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_basic.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_basic.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
self.attacker.db.Combat_ActionsLeft = 983
self.turnhandler.initialize_for_combat(self.attacker)
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
# Start turn
self.defender.db.Combat_ActionsLeft = 0
self.turnhandler.start_turn(self.defender)
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
# Next turn
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.next_turn()
self.assertTrue(self.turnhandler.db.turn == 1)
# Turn end check
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.attacker.db.Combat_ActionsLeft = 0
self.turnhandler.turn_end_check(self.attacker)
self.assertTrue(self.turnhandler.db.turn == 1)
# Join fight
self.joiner.location = self.testroom
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.join_fight(self.joiner)
self.assertTrue(self.turnhandler.db.turn == 1)
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
[docs]class TestTurnBattleEquipFunc(BaseEvenniaTest):
[docs] def setUp(self):
super().setUp()
self.testroom = create_object(DefaultRoom, key="Test Room")
self.attacker = create_object(
tb_equip.TBEquipCharacter, key="Attacker", location=self.testroom
)
self.defender = create_object(
tb_equip.TBEquipCharacter, key="Defender", location=self.testroom
)
self.joiner = create_object(tb_equip.TBEquipCharacter, key="Joiner", location=None)
[docs] def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
# Test the combat functions in tb_equip too. They work mostly the same.
[docs] def test_tbequipfunc(self):
# Initiative roll
initiative = tb_equip.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_equip.COMBAT_RULES.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= -50 and attack_roll <= 150)
# Defense roll
defense_roll = tb_equip.COMBAT_RULES.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_equip.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 0 and damage_roll <= 50)
# Apply damage
self.defender.db.hp = 10
tb_equip.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_equip.COMBAT_RULES.resolve_attack(
self.attacker, self.defender, attack_value=20, defense_value=10
)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_equip.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_equip.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_equip.TBEquipTurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_equip.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_equip.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
self.attacker.db.Combat_ActionsLeft = 983
self.turnhandler.initialize_for_combat(self.attacker)
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
# Start turn
self.defender.db.Combat_ActionsLeft = 0
self.turnhandler.start_turn(self.defender)
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
# Next turn
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.next_turn()
self.assertTrue(self.turnhandler.db.turn == 1)
# Turn end check
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.attacker.db.Combat_ActionsLeft = 0
self.turnhandler.turn_end_check(self.attacker)
self.assertTrue(self.turnhandler.db.turn == 1)
# Join fight
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.join_fight(self.joiner)
self.assertTrue(self.turnhandler.db.turn == 1)
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
[docs]class TestTurnBattleRangeFunc(BaseEvenniaTest):
[docs] def setUp(self):
super().setUp()
self.testroom = create_object(DefaultRoom, key="Test Room")
self.attacker = create_object(
tb_range.TBRangeCharacter, key="Attacker", location=self.testroom
)
self.defender = create_object(
tb_range.TBRangeCharacter, key="Defender", location=self.testroom
)
self.joiner = create_object(tb_range.TBRangeCharacter, key="Joiner", location=self.testroom)
[docs] def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
# Test combat functions in tb_range too.
[docs] def test_tbrangefunc(self):
# Initiative roll
initiative = tb_range.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_range.COMBAT_RULES.get_attack(
self.attacker, self.defender, attack_type="test"
)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_range.COMBAT_RULES.get_defense(
self.attacker, self.defender, attack_type="test"
)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_range.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
self.defender.db.hp = 10
tb_range.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_range.COMBAT_RULES.resolve_attack(
self.attacker, self.defender, attack_type="test", attack_value=20, defense_value=10
)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_range.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_range.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_range.TBRangeTurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_range.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_range.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
self.attacker.db.Combat_ActionsLeft = 983
self.turnhandler.initialize_for_combat(self.attacker)
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
# Set up ranges again, since initialize_for_combat clears them
self.attacker.db.combat_range = {}
self.attacker.db.combat_range[self.attacker] = 0
self.attacker.db.combat_range[self.defender] = 1
self.defender.db.combat_range = {}
self.defender.db.combat_range[self.defender] = 0
self.defender.db.combat_range[self.attacker] = 1
# Start turn
self.defender.db.Combat_ActionsLeft = 0
self.turnhandler.start_turn(self.defender)
self.assertEqual(self.defender.db.Combat_ActionsLeft, 2)
# Next turn
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.next_turn()
self.assertTrue(self.turnhandler.db.turn == 1)
# Turn end check
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.attacker.db.Combat_ActionsLeft = 0
self.turnhandler.turn_end_check(self.attacker)
self.assertTrue(self.turnhandler.db.turn == 1)
# Join fight
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.join_fight(self.joiner)
self.assertTrue(self.turnhandler.db.turn == 1)
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
# Now, test for approach/withdraw functions
self.assertTrue(tb_range.COMBAT_RULES.get_range(self.attacker, self.defender) == 1)
# Approach
tb_range.COMBAT_RULES.approach(self.attacker, self.defender)
self.assertTrue(tb_range.COMBAT_RULES.get_range(self.attacker, self.defender) == 0)
# Withdraw
tb_range.COMBAT_RULES.withdraw(self.attacker, self.defender)
self.assertTrue(tb_range.COMBAT_RULES.get_range(self.attacker, self.defender) == 1)
[docs]class TestTurnBattleItemsFunc(BaseEvenniaTest):
[docs] @patch("evennia.contrib.game_systems.turnbattle.tb_items.tickerhandler", new=MagicMock())
def setUp(self):
super().setUp()
self.testroom = create_object(DefaultRoom, key="Test Room")
self.attacker = create_object(
tb_items.TBItemsCharacter, key="Attacker", location=self.testroom
)
self.defender = create_object(
tb_items.TBItemsCharacter, key="Defender", location=self.testroom
)
self.joiner = create_object(tb_items.TBItemsCharacter, key="Joiner", location=self.testroom)
self.user = create_object(tb_items.TBItemsCharacter, key="User", location=self.testroom)
self.test_healpotion = create_object(key="healing potion")
self.test_healpotion.db.item_func = "heal"
self.test_healpotion.db.item_uses = 3
[docs] def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.user.delete()
self.testroom.delete()
# Test functions in tb_items.
[docs] def test_tbitemsfunc(self):
# Initiative roll
initiative = tb_items.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_items.COMBAT_RULES.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_items.COMBAT_RULES.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_items.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
self.defender.db.hp = 10
tb_items.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_items.COMBAT_RULES.resolve_attack(
self.attacker, self.defender, attack_value=20, defense_value=10
)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_items.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_items.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_items.TBItemsTurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_items.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_items.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
self.attacker.db.Combat_ActionsLeft = 983
self.turnhandler.initialize_for_combat(self.attacker)
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
# Start turn
self.defender.db.Combat_ActionsLeft = 0
self.turnhandler.start_turn(self.defender)
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
# Next turn
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.next_turn()
self.assertTrue(self.turnhandler.db.turn == 1)
# Turn end check
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.attacker.db.Combat_ActionsLeft = 0
self.turnhandler.turn_end_check(self.attacker)
self.assertTrue(self.turnhandler.db.turn == 1)
# Join fight
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.join_fight(self.joiner)
self.assertTrue(self.turnhandler.db.turn == 1)
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
# Now time to test item stuff.
# Spend item use
tb_items.COMBAT_RULES.spend_item_use(self.test_healpotion, self.user)
self.assertTrue(self.test_healpotion.db.item_uses == 2)
# Use item
self.user.db.hp = 2
tb_items.COMBAT_RULES.use_item(self.user, self.test_healpotion, self.user)
self.assertTrue(self.user.db.hp > 2)
# Add contition
tb_items.COMBAT_RULES.add_condition(self.user, self.user, "Test", 5)
self.assertTrue(self.user.db.conditions == {"Test": [5, self.user]})
# Condition tickdown
tb_items.COMBAT_RULES.condition_tickdown(self.user, self.user)
self.assertEqual(self.user.db.conditions, {"Test": [4, self.user]})
# Test item functions now!
# Item heal
self.user.db.hp = 2
tb_items.COMBAT_RULES.itemfunc_heal(self.test_healpotion, self.user, self.user)
# Item add condition
self.user.db.conditions = {}
tb_items.COMBAT_RULES.itemfunc_add_condition(self.test_healpotion, self.user, self.user)
self.assertTrue(self.user.db.conditions == {"Regeneration": [5, self.user]})
# Item cure condition
self.user.db.conditions = {"Poisoned": [5, self.user]}
tb_items.COMBAT_RULES.itemfunc_cure_condition(self.test_healpotion, self.user, self.user)
self.assertTrue(self.user.db.conditions == {})
[docs]class TestTurnBattleMagicFunc(BaseEvenniaTest):
[docs] def setUp(self):
super().setUp()
self.testroom = create_object(DefaultRoom, key="Test Room")
self.attacker = create_object(
tb_magic.TBMagicCharacter, key="Attacker", location=self.testroom
)
self.defender = create_object(
tb_magic.TBMagicCharacter, key="Defender", location=self.testroom
)
self.joiner = create_object(tb_magic.TBMagicCharacter, key="Joiner", location=self.testroom)
[docs] def tearDown(self):
super().tearDown()
self.turnhandler.stop()
self.attacker.delete()
self.defender.delete()
self.joiner.delete()
self.testroom.delete()
# Test combat functions in tb_magic.
[docs] def test_tbbasicfunc(self):
# Initiative roll
initiative = tb_magic.COMBAT_RULES.roll_init(self.attacker)
self.assertTrue(initiative >= 0 and initiative <= 1000)
# Attack roll
attack_roll = tb_magic.COMBAT_RULES.get_attack(self.attacker, self.defender)
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
# Defense roll
defense_roll = tb_magic.COMBAT_RULES.get_defense(self.attacker, self.defender)
self.assertTrue(defense_roll == 50)
# Damage roll
damage_roll = tb_magic.COMBAT_RULES.get_damage(self.attacker, self.defender)
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
# Apply damage
self.defender.db.hp = 10
tb_magic.COMBAT_RULES.apply_damage(self.defender, 3)
self.assertTrue(self.defender.db.hp == 7)
# Resolve attack
self.defender.db.hp = 40
tb_magic.COMBAT_RULES.resolve_attack(
self.attacker, self.defender, attack_value=20, defense_value=10
)
self.assertTrue(self.defender.db.hp < 40)
# Combat cleanup
self.attacker.db.Combat_attribute = True
tb_magic.COMBAT_RULES.combat_cleanup(self.attacker)
self.assertFalse(self.attacker.db.combat_attribute)
# Is in combat
self.assertFalse(tb_magic.COMBAT_RULES.is_in_combat(self.attacker))
# Set up turn handler script for further tests
self.attacker.location.scripts.add(tb_magic.TBMagicTurnHandler)
self.turnhandler = self.attacker.db.combat_turnHandler
self.assertTrue(self.attacker.db.combat_turnHandler)
# Set the turn handler's interval very high to keep it from repeating during tests.
self.turnhandler.interval = 10000
# Force turn order
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
# Test is turn
self.assertTrue(tb_magic.COMBAT_RULES.is_turn(self.attacker))
# Spend actions
self.attacker.db.Combat_ActionsLeft = 1
tb_magic.COMBAT_RULES.spend_action(self.attacker, 1, action_name="Test")
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
# Initialize for combat
self.attacker.db.Combat_ActionsLeft = 983
self.turnhandler.initialize_for_combat(self.attacker)
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
# Start turn
self.defender.db.Combat_ActionsLeft = 0
self.turnhandler.start_turn(self.defender)
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
# Next turn
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.next_turn()
self.assertTrue(self.turnhandler.db.turn == 1)
# Turn end check
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.attacker.db.Combat_ActionsLeft = 0
self.turnhandler.turn_end_check(self.attacker)
self.assertTrue(self.turnhandler.db.turn == 1)
# Join fight
self.turnhandler.db.fighters = [self.attacker, self.defender]
self.turnhandler.db.turn = 0
self.turnhandler.join_fight(self.joiner)
self.assertTrue(self.turnhandler.db.turn == 1)
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])