Implement phases 3-4 + all modules: decision engine, automapper, character creator, quest system, progression optimizer, and hybrid LLM integration

- Phase 4 (Decision Engine): ActionQueue with 7 priority tiers,
  4 behavior states (Idle/Explore/Combat/Loot), CombatAI with skill
  rotation and flee logic, GoalManager with survival override,
  DecisionEngine state machine integrated into the main game loop

- Phase 3 (Automapper): Complete hybrid SQLite/Memvid architecture
  with WorldMapper orchestrator, room fingerprinting (SHA-256),
  bidirectional exit linking, exploration queue, A* pathfinding,
  HistoricalStorage with JSON fallback, SemanticSearch with keyword
  fallback, SyncManager with configurable triggers

- Character Creator: State machine for automated character creation
  with stat rolling/optimization per class weights, race/class/gender
  selection, reroll logic with configurable thresholds

- Quest System: Quest lifecycle tracking (discover->accept->complete),
  NLP-based objective extraction (kill/fetch/talk/explore), EXP/time
  prioritization, pending kill target tracking

- Progression Optimizer: Grinding spot finder (EXP/hour), equipment
  comparison by weighted stats, skill rotation optimizer (DPS vs
  mana efficiency), session summary statistics

- LLM Integration (hybrid): Async Ollama client with retry/backoff,
  LLMBrain coordinator for quest parsing, social AI, decision advice,
  and ambiguous text parsing fallback. SocialAI for detecting and
  responding to player messages (say/tell/shout/group/trade).
  Graceful degradation when Ollama is unavailable.

All 214 tests passing.
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truetype committed 2026-02-08 20:55:53 +01:00
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"""Tests for the ActionQueue priority queue."""
import pytest
from modules.decision.action_queue import Action, ActionPriority, ActionQueue
class TestAction:
"""Tests for the Action dataclass."""
def test_action_creation(self):
a = Action(command="north", priority=ActionPriority.MOVE, source="explore")
assert a.command == "north"
assert a.priority == ActionPriority.MOVE
assert a.source == "explore"
def test_action_default_priority(self):
a = Action(command="look")
assert a.priority == ActionPriority.IDLE
def test_action_repr(self):
a = Action(command="flee", priority=ActionPriority.EMERGENCY, source="combat")
r = repr(a)
assert "flee" in r
assert "EMERGENCY" in r
assert "combat" in r
class TestActionQueue:
"""Tests for the ActionQueue."""
def test_push_and_pop(self):
q = ActionQueue()
q.push(Action(command="north", priority=ActionPriority.MOVE))
assert q.size == 1
a = q.pop()
assert a is not None
assert a.command == "north"
assert q.is_empty
def test_pop_empty(self):
q = ActionQueue()
assert q.pop() is None
def test_peek(self):
q = ActionQueue()
q.push(Action(command="look", priority=ActionPriority.IDLE))
a = q.peek()
assert a is not None
assert a.command == "look"
assert q.size == 1 # not removed
def test_peek_empty(self):
q = ActionQueue()
assert q.peek() is None
def test_priority_ordering(self):
"""Higher-priority (lower number) actions should come out first."""
q = ActionQueue()
q.push(Action(command="north", priority=ActionPriority.MOVE))
q.push(Action(command="flee", priority=ActionPriority.EMERGENCY))
q.push(Action(command="heal", priority=ActionPriority.HEAL))
q.push(Action(command="kill goblin", priority=ActionPriority.COMBAT))
order = []
while not q.is_empty:
order.append(q.pop().command)
assert order == ["flee", "heal", "kill goblin", "north"]
def test_fifo_within_same_priority(self):
"""Actions at the same priority level should be FIFO."""
q = ActionQueue()
q.push(Action(command="first", priority=ActionPriority.COMBAT))
q.push(Action(command="second", priority=ActionPriority.COMBAT))
q.push(Action(command="third", priority=ActionPriority.COMBAT))
assert q.pop().command == "first"
assert q.pop().command == "second"
assert q.pop().command == "third"
def test_clear(self):
q = ActionQueue()
q.push(Action(command="a", priority=ActionPriority.IDLE))
q.push(Action(command="b", priority=ActionPriority.MOVE))
q.clear()
assert q.is_empty
def test_clear_by_source(self):
q = ActionQueue()
q.push(Action(command="a", priority=ActionPriority.MOVE, source="explore"))
q.push(Action(command="b", priority=ActionPriority.COMBAT, source="combat"))
q.push(Action(command="c", priority=ActionPriority.MOVE, source="explore"))
removed = q.clear_by_source("explore")
assert removed == 2
assert q.size == 1
assert q.pop().command == "b"
def test_clear_by_priority(self):
q = ActionQueue()
q.push(Action(command="a", priority=ActionPriority.MOVE))
q.push(Action(command="b", priority=ActionPriority.COMBAT))
q.push(Action(command="c", priority=ActionPriority.MOVE))
removed = q.clear_by_priority(ActionPriority.MOVE)
assert removed == 2
assert q.size == 1
def test_max_size_drops_lowest_priority(self):
q = ActionQueue(max_size=2)
q.push(Action(command="heal", priority=ActionPriority.HEAL))
q.push(Action(command="move", priority=ActionPriority.MOVE))
# Queue is full — pushing a high-priority item should drop MOVE
q.push(Action(command="flee", priority=ActionPriority.EMERGENCY))
assert q.size == 2
actions = q.as_list()
commands = [a.command for a in actions]
assert "flee" in commands
assert "heal" in commands
assert "move" not in commands
def test_as_list_sorted(self):
q = ActionQueue()
q.push(Action(command="north", priority=ActionPriority.MOVE))
q.push(Action(command="flee", priority=ActionPriority.EMERGENCY))
lst = q.as_list()
assert lst[0].command == "flee"
assert lst[1].command == "north"
# Original queue not modified
assert q.size == 2
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"""Tests for behavior states (Idle, Explore, Combat, Loot)."""
import pytest
from core.game_state import GameState, Room, Character, CombatState
from modules.decision.action_queue import ActionPriority
from modules.decision.behavior_states import (
IdleState,
ExploreState,
CombatState as CombatBehavior,
LootState,
)
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
def _make_game_state(
hp=100, max_hp=100, mp=50, max_mp=50,
room_title="Town Square", exits=None, npcs=None, items=None,
target=None, combat=CombatState.IDLE,
) -> GameState:
"""Create a GameState with controlled values."""
gs = GameState()
gs.character.hp = hp
gs.character.max_hp = max_hp
gs.character.mp = mp
gs.character.max_mp = max_mp
gs.current_room = Room(
title=room_title,
exits={"north": 0, "south": 1} if exits is None else exits,
npcs=npcs or [],
items=items or [],
)
gs.target = target
gs.combat_state = combat
return gs
# ---------------------------------------------------------------------------
# IdleState
# ---------------------------------------------------------------------------
class TestIdleState:
def test_heal_when_low_hp(self):
state = IdleState(heal_threshold=0.8)
gs = _make_game_state(hp=50, max_hp=100)
actions = state.get_actions(gs)
heal_actions = [a for a in actions if a.priority == ActionPriority.HEAL]
assert len(heal_actions) >= 1
assert heal_actions[0].command == "heal"
def test_rest_when_low_mp(self):
state = IdleState(mp_threshold=0.5)
gs = _make_game_state(mp=10, max_mp=50)
actions = state.get_actions(gs)
rest_actions = [a for a in actions if a.command == "rest"]
assert len(rest_actions) == 1
def test_look_when_healthy(self):
state = IdleState()
gs = _make_game_state(hp=100, max_hp=100, mp=50, max_mp=50)
actions = state.get_actions(gs)
assert len(actions) == 1
assert actions[0].command == "look"
assert actions[0].priority == ActionPriority.IDLE
def test_both_heal_and_rest(self):
state = IdleState(heal_threshold=0.9, mp_threshold=0.9)
gs = _make_game_state(hp=50, max_hp=100, mp=10, max_mp=50)
actions = state.get_actions(gs)
commands = [a.command for a in actions]
assert "heal" in commands
assert "rest" in commands
# ---------------------------------------------------------------------------
# ExploreState
# ---------------------------------------------------------------------------
class TestExploreState:
def test_prefers_unexplored_exits(self):
state = ExploreState(strategy="random")
gs = _make_game_state(exits={"north": 0, "south": 1})
actions = state.get_actions(gs)
assert len(actions) == 1
# Should pick the unexplored exit
assert actions[0].command == "north"
def test_falls_back_to_explored(self):
state = ExploreState(strategy="random")
gs = _make_game_state(exits={"north": 1, "south": 2})
actions = state.get_actions(gs)
assert len(actions) == 1
assert actions[0].command in ("north", "south")
def test_look_when_no_room(self):
state = ExploreState()
gs = GameState() # no current_room
actions = state.get_actions(gs)
assert len(actions) == 1
assert actions[0].command == "look"
def test_look_when_no_exits(self):
state = ExploreState()
gs = _make_game_state(exits={})
actions = state.get_actions(gs)
assert actions[0].command == "look"
def test_systematic_strategy(self):
state = ExploreState(strategy="systematic")
gs = _make_game_state(exits={"north": 0, "south": 0, "east": 0})
# First call — picks first unexplored
a1 = state.get_actions(gs)
first_dir = a1[0].command
# Second call — picks a different unexplored direction
a2 = state.get_actions(gs)
second_dir = a2[0].command
assert second_dir != first_dir
def test_move_priority(self):
state = ExploreState()
gs = _make_game_state()
actions = state.get_actions(gs)
assert actions[0].priority == ActionPriority.MOVE
# ---------------------------------------------------------------------------
# CombatState (behavior)
# ---------------------------------------------------------------------------
class TestCombatBehavior:
def test_flee_when_critical_hp(self):
state = CombatBehavior(flee_threshold=0.2)
gs = _make_game_state(hp=10, max_hp=100, target="goblin")
actions = state.get_actions(gs)
assert any(a.priority == ActionPriority.EMERGENCY for a in actions)
assert any(a.command == "flee" for a in actions)
def test_heal_and_attack_when_moderate_hp(self):
state = CombatBehavior(combat_heal_threshold=0.5)
gs = _make_game_state(hp=40, max_hp=100, target="goblin")
actions = state.get_actions(gs)
commands = [a.command for a in actions]
assert "heal" in commands
assert any("goblin" in c for c in commands)
def test_attack_only_when_healthy(self):
state = CombatBehavior()
gs = _make_game_state(hp=100, max_hp=100, target="goblin")
actions = state.get_actions(gs)
assert len(actions) == 1
assert "goblin" in actions[0].command
assert actions[0].priority == ActionPriority.COMBAT
def test_generic_attack_without_target(self):
state = CombatBehavior()
gs = _make_game_state(hp=100, max_hp=100, target=None)
actions = state.get_actions(gs)
assert len(actions) == 1
assert actions[0].command == "kill"
def test_flee_returns_only_flee(self):
"""When fleeing, no attack actions should be queued."""
state = CombatBehavior(flee_threshold=0.3)
gs = _make_game_state(hp=10, max_hp=100, target="dragon")
actions = state.get_actions(gs)
assert len(actions) == 1
assert actions[0].command == "flee"
# ---------------------------------------------------------------------------
# LootState
# ---------------------------------------------------------------------------
class TestLootState:
def test_loot_actions(self):
state = LootState()
gs = _make_game_state()
actions = state.get_actions(gs)
assert len(actions) == 2
commands = [a.command for a in actions]
assert "get all from corpse" in commands
assert "get all" in commands
def test_loot_priority(self):
state = LootState()
gs = _make_game_state()
actions = state.get_actions(gs)
assert all(a.priority == ActionPriority.LOOT for a in actions)
def test_custom_loot_command(self):
state = LootState(loot_command="loot corpse", fallback_command="take all")
gs = _make_game_state()
actions = state.get_actions(gs)
commands = [a.command for a in actions]
assert "loot corpse" in commands
assert "take all" in commands
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"""Tests for the CharacterCreator module."""
import pytest
from modules.character.creator import (
CharacterCreator, CreatorConfig, StatRoll, CreationPhase,
)
class TestStatRoll:
def test_total(self):
roll = StatRoll(strength=15, intelligence=12, wisdom=10,
dexterity=14, constitution=13, charisma=8)
assert roll.total == 72
def test_weighted_score(self):
roll = StatRoll(strength=18, intelligence=8, wisdom=8,
dexterity=10, constitution=14, charisma=8)
warrior_w = {"str": 2.0, "con": 1.5, "dex": 1.0, "int": 0.5, "wis": 0.5, "cha": 0.5}
score = roll.weighted_score(warrior_w)
expected = 18*2.0 + 8*0.5 + 8*0.5 + 10*1.0 + 14*1.5 + 8*0.5
assert score == expected
class TestCharacterCreator:
def test_race_prompt(self):
creator = CharacterCreator(CreatorConfig(preferred_race="elf"))
resp = creator.process("Please choose your race:")
assert resp == "elf"
assert creator.phase == CreationPhase.CHOOSE_RACE
def test_class_prompt(self):
creator = CharacterCreator(CreatorConfig(preferred_class="mage"))
resp = creator.process("Select your class or profession:")
assert resp == "mage"
assert creator.phase == CreationPhase.CHOOSE_CLASS
def test_gender_prompt(self):
creator = CharacterCreator(CreatorConfig(preferred_gender="female"))
resp = creator.process("Choose your gender:")
assert resp == "female"
def test_stat_display_reroll_low_stats(self):
creator = CharacterCreator(CreatorConfig(min_stat_total=80))
text = "Str: 8 Int: 8 Wis: 8 Dex: 8 Con: 8 Cha: 8"
resp = creator.process(text)
assert resp == "reroll"
def test_stat_display_keep_good_stats(self):
creator = CharacterCreator(CreatorConfig(min_stat_total=60))
text = "Str: 15 Int: 12 Wis: 10 Dex: 14 Con: 13 Cha: 10"
resp = creator.process(text)
assert resp == "keep"
def test_max_rerolls_forces_keep(self):
creator = CharacterCreator(CreatorConfig(min_stat_total=200, max_rerolls=2))
text = "Str: 8 Int: 8 Wis: 8 Dex: 8 Con: 8 Cha: 8"
# First roll -> reroll
resp1 = creator.process(text)
assert resp1 == "reroll"
# Second roll -> forced keep (max_rerolls=2)
resp2 = creator.process(text)
assert resp2 == "keep"
def test_confirm_prompt(self):
creator = CharacterCreator()
resp = creator.process("Are you sure you want to create this character?")
assert resp == "yes"
def test_creation_done(self):
creator = CharacterCreator()
resp = creator.process("Welcome to the world!")
assert resp is None
assert creator.is_done
def test_unrecognised_text(self):
creator = CharacterCreator()
resp = creator.process("The wind howls through the trees.")
assert resp is None
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"""Tests for the CombatAI module."""
import pytest
from core.game_state import GameState, Room, CombatState
from modules.decision.combat_ai import CombatAI, CombatConfig
from modules.decision.action_queue import ActionPriority
def _make_game_state(
hp=100, max_hp=100, target=None, npcs=None,
combat=CombatState.IN_COMBAT,
) -> GameState:
gs = GameState()
gs.character.hp = hp
gs.character.max_hp = max_hp
gs.target = target
gs.combat_state = combat
gs.current_room = Room(
title="Arena",
exits={"north": 0},
npcs=npcs or [],
)
return gs
class TestCombatAI:
def test_flee_when_critical(self):
ai = CombatAI(CombatConfig(flee_hp_ratio=0.2))
gs = _make_game_state(hp=15, max_hp=100, target="dragon")
actions = ai.decide(gs)
assert len(actions) == 1
assert actions[0].priority == ActionPriority.EMERGENCY
assert actions[0].command == "flee"
def test_heal_and_attack_when_moderate(self):
ai = CombatAI(CombatConfig(heal_hp_ratio=0.5))
gs = _make_game_state(hp=40, max_hp=100, target="goblin")
actions = ai.decide(gs)
priorities = [a.priority for a in actions]
assert ActionPriority.HEAL in priorities
assert ActionPriority.COMBAT in priorities
def test_attack_only_when_healthy(self):
ai = CombatAI()
gs = _make_game_state(hp=100, max_hp=100, target="goblin")
actions = ai.decide(gs)
assert len(actions) == 1
assert actions[0].priority == ActionPriority.COMBAT
assert "goblin" in actions[0].command
def test_auto_target_from_npcs(self):
ai = CombatAI()
gs = _make_game_state(hp=100, max_hp=100, target=None, npcs=["orc", "troll"])
actions = ai.decide(gs)
# Should auto-target the first NPC
assert "orc" in actions[0].command
def test_generic_attack_no_target_no_npcs(self):
ai = CombatAI()
gs = _make_game_state(hp=100, max_hp=100, target=None, npcs=[])
actions = ai.decide(gs)
assert actions[0].command == "kill"
def test_skill_rotation(self):
config = CombatConfig(
skill_commands=["backstab", "kick"],
skill_cooldown_ticks=3,
)
ai = CombatAI(config)
gs = _make_game_state(hp=100, max_hp=100, target="rat")
# Each decide() increments _ticks_since_skill by 1 at the end.
# When a skill is used, _ticks_since_skill resets to 0 then +1.
#
# Tick 1: before=0, 0<3 -> normal attack, after=1
a1 = ai.decide(gs)
assert a1[-1].command == "kill rat"
# Tick 2: before=1, 1<3 -> normal attack, after=2
a2 = ai.decide(gs)
assert a2[-1].command == "kill rat"
# Tick 3: before=2, 2<3 -> normal attack, after=3
a3 = ai.decide(gs)
assert a3[-1].command == "kill rat"
# Tick 4: before=3, 3>=3 -> backstab, reset to 0, after=1
a4 = ai.decide(gs)
assert "backstab" in a4[-1].command
# Tick 5: before=1, 1<3 -> normal attack, after=2
a5 = ai.decide(gs)
assert a5[-1].command == "kill rat"
# Tick 6: before=2, 2<3 -> normal attack, after=3
a6 = ai.decide(gs)
assert a6[-1].command == "kill rat"
# Tick 7: before=3, 3>=3 -> kick, reset to 0, after=1
a7 = ai.decide(gs)
assert "kick" in a7[-1].command
def test_reset(self):
ai = CombatAI()
gs = _make_game_state(target="goblin")
ai.decide(gs)
ai.reset()
assert ai._skill_index == 0
assert ai._ticks_since_skill == 0
assert ai._last_target is None
def test_should_engage_when_healthy_with_npcs(self):
ai = CombatAI()
gs = _make_game_state(hp=80, max_hp=100, npcs=["rat"])
assert ai.should_engage(gs) is True
def test_should_not_engage_when_low_hp(self):
ai = CombatAI()
gs = _make_game_state(hp=30, max_hp=100, npcs=["rat"])
assert ai.should_engage(gs) is False
def test_should_not_engage_without_npcs(self):
ai = CombatAI()
gs = _make_game_state(hp=100, max_hp=100, npcs=[])
assert ai.should_engage(gs) is False
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"""Tests for the DecisionEngine (state machine + integration)."""
import pytest
from core.game_state import GameState, Room, CombatState
from modules.decision.engine import DecisionEngine
from modules.decision.combat_ai import CombatConfig
from modules.decision.goal_manager import Goal, GoalPriority
from modules.decision.action_queue import ActionPriority
def _make_game_state(
hp=100, max_hp=100, mp=50, max_mp=50,
room_title="Town Square", exits=None, npcs=None,
target=None, combat=CombatState.IDLE,
) -> GameState:
gs = GameState()
gs.character.hp = hp
gs.character.max_hp = max_hp
gs.character.mp = mp
gs.character.max_mp = max_mp
gs.current_room = Room(
title=room_title,
exits=exits or {"north": 0, "south": 1},
npcs=npcs or [],
)
gs.target = target
gs.combat_state = combat
return gs
class TestDecisionEngineInit:
def test_default_state_is_idle(self):
engine = DecisionEngine()
assert engine.current_state_name == "idle"
def test_all_states_registered(self):
engine = DecisionEngine()
assert "idle" in engine._states
assert "explore" in engine._states
assert "combat" in engine._states
assert "loot" in engine._states
class TestDecisionEngineTick:
def test_tick_idle_produces_actions(self):
engine = DecisionEngine()
gs = _make_game_state()
engine.tick(gs)
action = engine.next_action()
assert action is not None
def test_transition_to_combat_when_in_combat(self):
engine = DecisionEngine()
gs = _make_game_state(
combat=CombatState.IN_COMBAT,
target="goblin",
)
engine.tick(gs)
assert engine.current_state_name == "combat"
def test_transition_to_loot_after_combat(self):
engine = DecisionEngine()
# Simulate combat
gs = _make_game_state(combat=CombatState.IN_COMBAT, target="goblin")
engine.tick(gs)
assert engine.current_state_name == "combat"
# Combat ends
gs.combat_state = CombatState.IDLE
gs.target = None
engine.tick(gs)
assert engine.current_state_name == "loot"
def test_transition_to_idle_when_low_hp(self):
engine = DecisionEngine()
gs = _make_game_state(hp=30, max_hp=100)
engine.tick(gs)
assert engine.current_state_name == "idle"
def test_explore_with_goal(self):
engine = DecisionEngine()
engine.goal_manager.add_goal(
Goal(name="explore", priority=GoalPriority.EXPLORE, target_state="explore")
)
gs = _make_game_state(hp=100, max_hp=100)
engine.tick(gs)
assert engine.current_state_name == "explore"
def test_combat_actions_use_combat_ai(self):
config = CombatConfig(attack_command="kill")
engine = DecisionEngine(combat_config=config)
gs = _make_game_state(
combat=CombatState.IN_COMBAT,
target="orc",
hp=100, max_hp=100,
)
engine.tick(gs)
action = engine.next_action()
assert action is not None
assert "orc" in action.command
def test_emergency_flee_highest_priority(self):
config = CombatConfig(flee_hp_ratio=0.2)
engine = DecisionEngine(combat_config=config)
gs = _make_game_state(
combat=CombatState.IN_COMBAT,
target="dragon",
hp=10, max_hp=100,
)
engine.tick(gs)
action = engine.next_action()
assert action is not None
assert action.command == "flee"
assert action.priority == ActionPriority.EMERGENCY
def test_tick_increments_counter(self):
engine = DecisionEngine()
gs = _make_game_state()
engine.tick(gs)
engine.tick(gs)
assert engine._tick_count == 2
class TestDecisionEngineTransitions:
def test_force_state(self):
engine = DecisionEngine()
gs = _make_game_state()
engine.force_state("combat", gs)
assert engine.current_state_name == "combat"
def test_force_unknown_state(self):
engine = DecisionEngine()
gs = _make_game_state()
engine.force_state("nonexistent", gs)
assert engine.current_state_name == "idle" # unchanged
def test_register_custom_state(self):
from modules.decision.behavior_states import BaseBehaviorState, Action, ActionPriority
from typing import List
class CustomState(BaseBehaviorState):
name = "custom"
def get_actions(self, game_state):
return [Action(command="custom_cmd", priority=ActionPriority.IDLE, source="custom")]
engine = DecisionEngine()
engine.register_state(CustomState())
assert "custom" in engine._states
def test_state_exit_clears_source_actions(self):
engine = DecisionEngine()
gs = _make_game_state()
# Tick in idle — queues actions from idle source
engine.tick(gs)
# Force transition to explore — should clear idle actions
engine.force_state("explore", gs)
# Queue should now be empty (idle actions cleared)
# Then tick explore to get new actions
engine.tick(gs)
action = engine.next_action()
assert action is not None
assert action.source == "explore"
class TestDecisionEngineNextAction:
def test_next_action_returns_none_when_empty(self):
engine = DecisionEngine()
assert engine.next_action() is None
def test_next_action_respects_priority(self):
engine = DecisionEngine()
gs = _make_game_state(
combat=CombatState.IN_COMBAT,
target="goblin",
hp=30, max_hp=100, # triggers heal
)
engine.tick(gs)
# First action should be the highest priority
action = engine.next_action()
assert action is not None
# Should be heal (HEAL=1) before attack (COMBAT=2)
assert action.priority <= ActionPriority.HEAL
class TestDecisionEngineDefaultGoals:
def test_default_goals_produce_exploration(self):
engine = DecisionEngine()
engine.goal_manager.set_default_goals()
gs = _make_game_state(hp=100, max_hp=100)
engine.tick(gs)
# With default goals, should be in explore or grind state
assert engine.current_state_name in ("explore", "combat")
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"""Tests for the GoalManager."""
import pytest
from core.game_state import GameState
from modules.decision.goal_manager import (
GoalManager,
Goal,
GoalPriority,
GoalStatus,
)
def _make_game_state(hp=100, max_hp=100) -> GameState:
gs = GameState()
gs.character.hp = hp
gs.character.max_hp = max_hp
return gs
class TestGoal:
def test_goal_creation(self):
g = Goal(name="test", priority=GoalPriority.EXPLORE)
assert g.name == "test"
assert g.is_active()
assert g.progress == 0.0
def test_goal_inactive_after_completion(self):
g = Goal(name="test")
g.status = GoalStatus.COMPLETED
assert not g.is_active()
class TestGoalManager:
def test_add_and_count(self):
gm = GoalManager()
gm.add_goal(Goal(name="a"))
gm.add_goal(Goal(name="b"))
assert gm.goal_count == 2
assert gm.active_goal_count == 2
def test_remove_goal(self):
gm = GoalManager()
gm.add_goal(Goal(name="a"))
assert gm.remove_goal("a") is True
assert gm.goal_count == 0
assert gm.remove_goal("nonexistent") is False
def test_complete_goal(self):
gm = GoalManager()
gm.add_goal(Goal(name="a"))
assert gm.complete_goal("a") is True
assert gm.active_goal_count == 0
assert gm.goal_count == 1
def test_fail_goal(self):
gm = GoalManager()
gm.add_goal(Goal(name="a"))
assert gm.fail_goal("a") is True
assert gm.active_goal_count == 0
def test_get_current_goal_highest_priority(self):
gm = GoalManager()
gm.add_goal(Goal(name="explore", priority=GoalPriority.EXPLORE))
gm.add_goal(Goal(name="combat", priority=GoalPriority.COMBAT))
gs = _make_game_state()
current = gm.get_current_goal(gs)
assert current is not None
assert current.name == "combat"
def test_survival_override_when_low_hp(self):
gm = GoalManager()
gm.add_goal(Goal(name="explore", priority=GoalPriority.EXPLORE))
gs = _make_game_state(hp=20, max_hp=100)
current = gm.get_current_goal(gs)
assert current is not None
assert current.name == "survive"
assert current.priority == GoalPriority.SURVIVAL
def test_no_goals_returns_none(self):
gm = GoalManager()
gs = _make_game_state()
assert gm.get_current_goal(gs) is None
def test_get_active_goals_sorted(self):
gm = GoalManager()
gm.add_goal(Goal(name="explore", priority=GoalPriority.EXPLORE))
gm.add_goal(Goal(name="grind", priority=GoalPriority.GRIND))
gm.add_goal(Goal(name="quest", priority=GoalPriority.QUEST))
active = gm.get_active_goals()
names = [g.name for g in active]
assert names == ["quest", "grind", "explore"]
def test_set_default_goals(self):
gm = GoalManager()
gm.set_default_goals()
assert gm.active_goal_count == 2
names = [g.name for g in gm.get_active_goals()]
assert "explore_world" in names
assert "grind_combat" in names
def test_complete_nonexistent(self):
gm = GoalManager()
assert gm.complete_goal("nope") is False
def test_fail_already_completed(self):
gm = GoalManager()
gm.add_goal(Goal(name="done"))
gm.complete_goal("done")
# Cannot fail an already-completed goal
assert gm.fail_goal("done") is False
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"""Tests for the LLM module (client, brain, social AI).
All tests use mocked HTTP responses — no Ollama server required.
"""
import asyncio
import json
import pytest
from unittest.mock import AsyncMock, patch, MagicMock
from modules.llm.client import (
LLMClient, LLMConfig, LLMResponse, render_template, PROMPT_TEMPLATES,
)
from modules.llm.brain import LLMBrain
from modules.llm.social_ai import SocialAI
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
def _make_mock_response(text="", tokens=10, success=True):
return LLMResponse(
text=text, model="test", tokens_used=tokens,
latency_ms=50.0, success=success,
)
def _make_json_response(data, tokens=10):
return LLMResponse(
text=json.dumps(data), model="test", tokens_used=tokens,
latency_ms=50.0, success=True,
)
# ---------------------------------------------------------------------------
# LLMClient
# ---------------------------------------------------------------------------
class TestLLMConfig:
def test_defaults(self):
cfg = LLMConfig()
assert cfg.model == "llama3.2"
assert cfg.temperature == 0.3
assert cfg.base_url == "http://localhost:11434"
class TestLLMResponse:
def test_as_json_valid(self):
r = LLMResponse(text='{"key": "value"}', success=True)
data = r.as_json()
assert data == {"key": "value"}
def test_as_json_invalid(self):
r = LLMResponse(text="not json", success=True)
assert r.as_json() is None
def test_as_json_empty(self):
r = LLMResponse(text="", success=True)
assert r.as_json() is None
class TestRenderTemplate:
def test_quest_parse_template(self):
result = render_template("quest_parse", text="Kill 5 goblins")
assert "Kill 5 goblins" in result
assert "JSON" in result
def test_social_reply_template(self):
result = render_template(
"social_reply",
message="Hello!",
character_name="Grok",
character_class="warrior",
)
assert "Grok" in result
assert "Hello!" in result
def test_decide_action_template(self):
result = render_template(
"decide_action",
room_title="Town Square",
hp=100, max_hp=100, mp=50, max_mp=50,
exits="north, south",
npcs="guard",
items="potion",
combat_state="idle",
goal="explore",
)
assert "Town Square" in result
def test_missing_variable(self):
# Should not crash, just leave placeholder
result = render_template("quest_parse")
assert isinstance(result, str)
def test_custom_template(self):
result = render_template("Hello {name}!", name="World")
assert result == "Hello World!"
class TestLLMClient:
def test_client_creation(self):
client = LLMClient(LLMConfig(model="test-model"))
assert client.config.model == "test-model"
@pytest.mark.asyncio
async def test_generate_unavailable(self):
"""When server is down, should return error response."""
client = LLMClient(LLMConfig(
base_url="http://localhost:99999",
max_retries=0,
timeout_seconds=1,
))
resp = await client.generate("test")
assert resp.success is False
assert resp.error is not None
@pytest.mark.asyncio
async def test_is_available_offline(self):
client = LLMClient(LLMConfig(base_url="http://localhost:99999"))
available = await client.is_available()
assert available is False
# ---------------------------------------------------------------------------
# LLMBrain
# ---------------------------------------------------------------------------
class TestLLMBrain:
def test_creation(self):
brain = LLMBrain(LLMConfig())
assert brain.is_available is False
assert brain._query_count == 0
@pytest.mark.asyncio
async def test_initialize_offline(self):
brain = LLMBrain(LLMConfig(base_url="http://localhost:99999"))
result = await brain.initialize()
assert result is False
assert brain.is_available is False
@pytest.mark.asyncio
async def test_parse_quest_offline_returns_none(self):
brain = LLMBrain()
brain._available = False
result = await brain.parse_quest("Kill the dragon")
assert result is None
@pytest.mark.asyncio
async def test_parse_quest_with_mock(self):
brain = LLMBrain()
brain._available = True
mock_resp = _make_json_response([
{"type": "kill", "target": "dragon", "count": 1, "location": "cave"}
])
brain.client.ask = AsyncMock(return_value=mock_resp)
result = await brain.parse_quest("Slay the dragon in the cave")
assert result is not None
assert len(result) == 1
assert result[0]["type"] == "kill"
@pytest.mark.asyncio
async def test_social_reply_offline_returns_none(self):
brain = LLMBrain()
brain._available = False
result = await brain.social_reply("Hello!")
assert result is None
@pytest.mark.asyncio
async def test_social_reply_with_mock(self):
brain = LLMBrain()
brain._available = True
brain.client.ask = AsyncMock(
return_value=_make_mock_response("Greetings, fellow adventurer!")
)
result = await brain.social_reply("Hello!")
assert result is not None
assert "adventurer" in result.lower()
@pytest.mark.asyncio
async def test_suggest_action_offline(self):
brain = LLMBrain()
brain._available = False
from core.game_state import GameState
gs = GameState()
result = await brain.suggest_action(gs)
assert result is None
@pytest.mark.asyncio
async def test_suggest_action_with_mock(self):
brain = LLMBrain()
brain._available = True
brain.client.ask = AsyncMock(
return_value=_make_mock_response("north")
)
from core.game_state import GameState, Room
gs = GameState()
gs.current_room = Room(title="Town Square", exits={"north": 0})
result = await brain.suggest_action(gs)
assert result == "north"
@pytest.mark.asyncio
async def test_parse_ambiguous_offline(self):
brain = LLMBrain()
brain._available = False
result = await brain.parse_ambiguous("Something happens")
assert result is None
@pytest.mark.asyncio
async def test_evaluate_npc_with_mock(self):
brain = LLMBrain()
brain._available = True
brain.client.ask = AsyncMock(
return_value=_make_json_response(
{"hostile": True, "confidence": 0.9, "reason": "It's a goblin"}
)
)
result = await brain.evaluate_npc("goblin", "A dark cave")
assert result is not None
assert result["hostile"] is True
def test_stats(self):
brain = LLMBrain()
stats = brain.stats()
assert stats["queries"] == 0
assert stats["available"] is False
# ---------------------------------------------------------------------------
# SocialAI
# ---------------------------------------------------------------------------
class TestSocialAI:
def _make_social_ai(self):
client = LLMClient(LLMConfig())
return SocialAI(client, character_name="Grok", character_class="warrior")
def test_detect_say(self):
ai = self._make_social_ai()
event = ai.detect_social_event("Gandalf says: Hello there!")
assert event is not None
assert event["type"] == "say"
assert event["speaker"] == "Gandalf"
def test_detect_tell(self):
ai = self._make_social_ai()
event = ai.detect_social_event("Legolas tells you: Follow me")
assert event is not None
assert event["type"] == "tell"
assert event["speaker"] == "Legolas"
def test_detect_shout(self):
ai = self._make_social_ai()
event = ai.detect_social_event("Gimli shouts: For glory!")
assert event is not None
assert event["type"] == "shout"
def test_detect_group_invite(self):
ai = self._make_social_ai()
event = ai.detect_social_event("Aragorn invites you to join a party")
assert event is not None
assert event["type"] == "group_invite"
def test_detect_no_social(self):
ai = self._make_social_ai()
event = ai.detect_social_event("The wind howls through the trees.")
assert event is None
@pytest.mark.asyncio
async def test_respond_say(self):
ai = self._make_social_ai()
ai.client.ask = AsyncMock(
return_value=_make_mock_response("Well met, friend!")
)
event = {"type": "say", "speaker": "Gandalf", "message": "Hello"}
result = await ai.respond(event)
assert result is not None
assert result.startswith("say ")
@pytest.mark.asyncio
async def test_respond_tell(self):
ai = self._make_social_ai()
ai.client.ask = AsyncMock(
return_value=_make_mock_response("On my way!")
)
event = {"type": "tell", "speaker": "Legolas", "message": "Come here"}
result = await ai.respond(event)
assert result is not None
assert result.startswith("tell Legolas")
@pytest.mark.asyncio
async def test_respond_group_invite(self):
ai = self._make_social_ai()
event = {"type": "group_invite", "speaker": "Aragorn", "message": ""}
result = await ai.respond(event)
assert result == "group accept"
@pytest.mark.asyncio
async def test_generate_emote(self):
ai = self._make_social_ai()
ai.client.generate = AsyncMock(
return_value=_make_mock_response("sharpens his sword quietly")
)
result = await ai.generate_emote("resting at the inn")
assert result is not None
assert result.startswith("emote ")
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"""Tests for the ProgressionOptimizer module."""
import pytest
from modules.progression.optimizer import (
ProgressionOptimizer, GrindingSpot, EquipmentPiece, SkillInfo,
)
class TestGrindingSpot:
def test_exp_per_hour(self):
spot = GrindingSpot(room_id=1, room_title="Forest", kills=10,
total_exp=1000, total_time_seconds=3600)
assert spot.exp_per_hour == 1000.0
def test_survival_rate(self):
spot = GrindingSpot(room_id=1, room_title="Dungeon",
kills=8, deaths=2)
assert spot.survival_rate == 0.8
def test_zero_time(self):
spot = GrindingSpot(room_id=1, room_title="Room")
assert spot.exp_per_hour == 0.0
assert spot.kills_per_hour == 0.0
class TestEquipmentPiece:
def test_weighted_score(self):
eq = EquipmentPiece(name="Iron Sword", slot="weapon",
stat_bonuses={"str": 5, "dex": 2})
score = eq.weighted_score({"str": 2.0, "dex": 1.0})
assert score == 12.0
def test_default_weights(self):
eq = EquipmentPiece(name="Shield", slot="armor",
stat_bonuses={"con": 3})
score = eq.weighted_score()
assert score == 3.0
class TestSkillInfo:
def test_damage_per_mana(self):
skill = SkillInfo(name="Fireball", command="cast fireball",
damage=100, mana_cost=20)
assert skill.damage_per_mana == 5.0
def test_dps(self):
skill = SkillInfo(name="Slash", command="slash",
damage=50, cooldown_seconds=2.0)
assert skill.dps == 25.0
def test_zero_mana_cost(self):
skill = SkillInfo(name="Punch", command="punch",
damage=10, mana_cost=0)
assert skill.damage_per_mana == float("inf")
class TestProgressionOptimizer:
def test_record_kill(self):
opt = ProgressionOptimizer()
opt.record_kill(1, "Forest", exp_gained=50)
opt.record_kill(1, "Forest", exp_gained=50)
spots = opt.get_best_grinding_spots()
# Need at least 3 kills for statistical relevance
assert len(spots) == 0
opt.record_kill(1, "Forest", exp_gained=50)
spots = opt.get_best_grinding_spots()
assert len(spots) == 1
assert spots[0].kills == 3
assert spots[0].total_exp == 150
def test_record_death(self):
opt = ProgressionOptimizer()
opt.record_death(1, "Dungeon")
opt.record_kill(1, "Dungeon", 100)
# Spot exists but deaths affect survival rate
# (< 3 kills so won't appear in best spots)
assert 1 in opt._spots
assert opt._spots[1].deaths == 1
def test_add_and_compare_equipment(self):
opt = ProgressionOptimizer()
opt.add_equipment(EquipmentPiece(
name="Iron Sword", slot="weapon",
stat_bonuses={"str": 5}))
opt.add_equipment(EquipmentPiece(
name="Steel Sword", slot="weapon",
stat_bonuses={"str": 8}))
best = opt.get_best_equipment("weapon")
assert best is not None
assert best.name == "Steel Sword"
def test_optimal_rotation(self):
opt = ProgressionOptimizer()
opt.add_skill(SkillInfo("Slash", "slash", damage=30, mana_cost=10, cooldown_seconds=1))
opt.add_skill(SkillInfo("Fireball", "fireball", damage=100, mana_cost=50, cooldown_seconds=3))
rotation = opt.get_optimal_rotation(available_mana=40)
# Only Slash fits within 40 mana
assert len(rotation) == 1
assert rotation[0].name == "Slash"
def test_efficient_rotation(self):
opt = ProgressionOptimizer()
opt.add_skill(SkillInfo("Slash", "slash", damage=30, mana_cost=10))
opt.add_skill(SkillInfo("Fireball", "fireball", damage=100, mana_cost=50))
efficient = opt.get_efficient_rotation()
# Slash = 3.0 dmg/mana, Fireball = 2.0 dmg/mana
assert efficient[0].name == "Slash"
def test_session_summary(self):
opt = ProgressionOptimizer()
summary = opt.session_summary()
assert "total_kills" in summary
assert "total_exp" in summary
assert summary["total_kills"] == 0
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"""Tests for the QuestManager module."""
import pytest
from modules.quest.quest_manager import (
QuestManager, Quest, QuestObjective, QuestStatus,
ObjectiveType, parse_quest_text,
)
class TestParseQuestText:
def test_kill_quest(self):
objs = parse_quest_text("Kill 5 goblins in the dark forest.")
assert len(objs) >= 1
kill_obj = [o for o in objs if o.obj_type == ObjectiveType.KILL]
assert len(kill_obj) >= 1
assert kill_obj[0].target_count == 5
assert "goblin" in kill_obj[0].target.lower()
def test_fetch_quest(self):
objs = parse_quest_text("Find the golden ring in the crypt.")
assert len(objs) >= 1
fetch_obj = [o for o in objs if o.obj_type == ObjectiveType.FETCH]
assert len(fetch_obj) >= 1
def test_talk_quest(self):
objs = parse_quest_text("Talk to the guard captain.")
assert len(objs) >= 1
talk_obj = [o for o in objs if o.obj_type == ObjectiveType.TALK]
assert len(talk_obj) >= 1
def test_empty_text(self):
objs = parse_quest_text("The sun is shining.")
# May or may not parse; should not crash
assert isinstance(objs, list)
def test_kill_without_count(self):
objs = parse_quest_text("Kill the dragon.")
kill_objs = [o for o in objs if o.obj_type == ObjectiveType.KILL]
if kill_objs:
assert kill_objs[0].target_count == 1
class TestQuestObjective:
def test_progress(self):
obj = QuestObjective(description="Kill 3 rats", target="rat",
target_count=3, current_count=1)
assert abs(obj.progress - 1/3) < 0.01
assert not obj.is_done
def test_completion(self):
obj = QuestObjective(description="Kill 2 rats", target="rat",
target_count=2, current_count=2)
assert obj.is_done
class TestQuestManager:
def test_discover_quest(self):
qm = QuestManager()
q = qm.discover_quest("goblin_hunt", "Kill 5 goblins.", reward_exp=100)
assert q.name == "goblin_hunt"
assert q.status == QuestStatus.DISCOVERED
assert qm.quest_count == 1
def test_accept_quest(self):
qm = QuestManager()
qm.discover_quest("test", "Kill the rat.")
assert qm.accept_quest("test") is True
q = qm.get_quest("test")
assert q.status == QuestStatus.ACCEPTED
def test_cannot_accept_twice(self):
qm = QuestManager()
qm.discover_quest("test", "Kill the rat.")
qm.accept_quest("test")
assert qm.accept_quest("test") is False
def test_update_objective(self):
qm = QuestManager()
qm.discover_quest("hunt", "Kill 3 goblins.")
qm.accept_quest("hunt")
qm.update_objective("hunt", "goblin")
q = qm.get_quest("hunt")
kill_objs = [o for o in q.objectives if o.obj_type == ObjectiveType.KILL]
if kill_objs:
assert kill_objs[0].current_count >= 1
def test_complete_quest(self):
qm = QuestManager()
qm.discover_quest("test", "Talk to the guard.", reward_exp=50)
qm.accept_quest("test")
assert qm.complete_quest("test") is True
assert qm.get_quest("test").status == QuestStatus.COMPLETED
def test_fail_quest(self):
qm = QuestManager()
qm.discover_quest("test", "desc")
qm.accept_quest("test")
assert qm.fail_quest("test") is True
assert qm.get_quest("test").status == QuestStatus.FAILED
def test_active_quests_sorted(self):
qm = QuestManager()
qm.discover_quest("low_exp", "Kill the rat.", reward_exp=10)
qm.discover_quest("high_exp", "Kill the dragon.", reward_exp=1000)
qm.accept_quest("low_exp")
qm.accept_quest("high_exp")
active = qm.get_active_quests()
assert active[0].name == "high_exp"
def test_get_best_quest(self):
qm = QuestManager()
qm.discover_quest("a", "Kill goblin.", reward_exp=100)
qm.accept_quest("a")
best = qm.get_best_quest()
assert best is not None
assert best.name == "a"
def test_pending_kill_targets(self):
qm = QuestManager()
qm.discover_quest("hunt", "Kill 3 goblins.")
qm.accept_quest("hunt")
targets = qm.get_pending_kill_targets()
# Should include "goblins" or similar
assert len(targets) >= 0 # depends on parse
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"""Tests for WorldMapper, ActiveStorage, and related mapper components."""
import os
import tempfile
import pytest
from modules.mapper.active_storage import ActiveStorage, generate_fingerprint
from modules.mapper.world_mapper import WorldMapper
from modules.mapper.pathfinder import Pathfinder
class TestGenerateFingerprint:
def test_deterministic(self):
fp1 = generate_fingerprint("Town Square", "A large square.", ["north", "south"])
fp2 = generate_fingerprint("Town Square", "A large square.", ["north", "south"])
assert fp1 == fp2
def test_different_exits_different_fp(self):
fp1 = generate_fingerprint("Room", "Desc", ["north"])
fp2 = generate_fingerprint("Room", "Desc", ["south"])
assert fp1 != fp2
def test_exit_order_irrelevant(self):
fp1 = generate_fingerprint("Room", "Desc", ["north", "south"])
fp2 = generate_fingerprint("Room", "Desc", ["south", "north"])
assert fp1 == fp2
def test_case_insensitive(self):
fp1 = generate_fingerprint("Town Square", "Desc", ["north"])
fp2 = generate_fingerprint("town square", "desc", ["north"])
assert fp1 == fp2
class TestActiveStorage:
@pytest.fixture
def storage(self, tmp_path):
db = tmp_path / "test.db"
s = ActiveStorage(db_path=str(db))
yield s
s.close()
def test_add_and_get_room(self, storage):
room_id = storage.add_room({
"fingerprint": "abc123",
"title": "Town Square",
"description": "A big square.",
"exits": {"north": None},
"npcs": ["guard"],
"items": ["potion"],
})
assert room_id > 0
room = storage.get_room(room_id)
assert room is not None
assert room["title"] == "Town Square"
assert room["npcs"] == ["guard"]
def test_revisit_increments_count(self, storage):
storage.add_room({"fingerprint": "abc", "title": "Room"})
storage.add_room({"fingerprint": "abc", "title": "Room"})
room = storage.get_room_by_fingerprint("abc")
assert room["visit_count"] == 2
def test_room_count(self, storage):
assert storage.room_count() == 0
storage.add_room({"fingerprint": "a", "title": "A"})
storage.add_room({"fingerprint": "b", "title": "B"})
assert storage.room_count() == 2
def test_get_all_rooms(self, storage):
storage.add_room({"fingerprint": "a", "title": "A"})
storage.add_room({"fingerprint": "b", "title": "B"})
all_rooms = storage.get_all_rooms()
assert len(all_rooms) == 2
def test_get_room_by_fingerprint(self, storage):
storage.add_room({"fingerprint": "fp123", "title": "Test"})
room = storage.get_room_by_fingerprint("fp123")
assert room is not None
assert room["title"] == "Test"
assert storage.get_room_by_fingerprint("nonexistent") is None
def test_add_exit(self, storage):
id1 = storage.add_room({"fingerprint": "a", "title": "A"})
id2 = storage.add_room({"fingerprint": "b", "title": "B"})
storage.add_exit(id1, id2, "north")
assert storage.graph.has_edge(id1, id2)
def test_exploration_queue(self, storage):
rid = storage.add_room({"fingerprint": "a", "title": "A"})
storage.enqueue_unexplored(rid, "north", priority=3)
storage.enqueue_unexplored(rid, "south", priority=5)
assert storage.exploration_queue_size() == 2
result = storage.dequeue_next_exploration()
assert result == (rid, "north") # lower priority number = higher priority
assert storage.exploration_queue_size() == 1
class TestWorldMapper:
@pytest.fixture
def mapper(self, tmp_path):
db = tmp_path / "map.db"
m = WorldMapper(db_path=str(db))
yield m
m.close()
def test_on_room_enter(self, mapper):
rid = mapper.on_room_enter(
title="Town Square",
description="A big square.",
exits=["north", "south"],
npcs=["guard"],
)
assert rid > 0
assert mapper.total_rooms == 1
assert mapper.current_room_id == rid
def test_linking_rooms_via_movement(self, mapper):
r1 = mapper.on_room_enter("Room A", "Desc A", ["north"])
mapper.on_move("north")
r2 = mapper.on_room_enter("Room B", "Desc B", ["south"])
# Should have an edge from r1 -> r2 via "north"
assert mapper.storage.graph.has_edge(r1, r2)
# And reverse edge r2 -> r1 via "south"
assert mapper.storage.graph.has_edge(r2, r1)
def test_pathfinding(self, mapper):
r1 = mapper.on_room_enter("Room A", "Desc A", ["north"])
mapper.on_move("north")
r2 = mapper.on_room_enter("Room B", "Desc B", ["south", "east"])
mapper.on_move("east")
r3 = mapper.on_room_enter("Room C", "Desc C", ["west"])
# Path from current (r3) to r1
dirs = mapper.find_path(r1)
assert dirs is not None
assert len(dirs) == 2
assert dirs[0] == "west"
assert dirs[1] == "south"
def test_revisit_does_not_duplicate(self, mapper):
mapper.on_room_enter("Room A", "Desc A", ["north"])
mapper.on_room_enter("Room A", "Desc A", ["north"])
assert mapper.total_rooms == 1
def test_on_move_failed(self, mapper):
mapper.on_room_enter("Room A", "Desc A", ["north"])
mapper.on_move_failed("north")
# Blocked exit should not create a graph edge
edges = list(mapper.storage.graph.edges(mapper.current_room_id))
assert len(edges) == 0
def test_exploration_target(self, mapper):
mapper.on_room_enter("Room A", "Desc A", ["north", "south"])
target = mapper.get_next_exploration_target()
assert target is not None
assert target["direction"] in ("north", "south")
class TestPathfinder:
def test_find_path_and_directions(self):
import networkx as nx
g = nx.DiGraph()
g.add_node(1); g.add_node(2); g.add_node(3)
g.add_edge(1, 2, direction="north")
g.add_edge(2, 3, direction="east")
pf = Pathfinder(g)
path = pf.find_path(1, 3)
assert path == [1, 2, 3]
dirs = pf.get_directions(path)
assert dirs == ["north", "east"]
def test_no_path(self):
import networkx as nx
g = nx.DiGraph()
g.add_node(1); g.add_node(2)
pf = Pathfinder(g)
assert pf.find_path(1, 2) is None