Update test checklist for tick-based combat and status effect systems
Add test cases for: tick engine lifecycle, tick-based combat resolution, NPC AI auto-engage, defend command, queued flee/use, status effects (poison, regen, expiration), passive HP regen, combat RNG variance, and movement lockout during combat. Update smoke test with tick-timing test. Made-with: Cursor
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73
TESTING.md
73
TESTING.md
@@ -10,6 +10,7 @@ Run through these checks before every commit to ensure consistent feature covera
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- [ ] Server starts: `RUST_LOG=info ./target/debug/mudserver`
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- [ ] World loads all rooms, NPCs, objects, races, classes (check log output)
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- [ ] Database opens (or creates) successfully
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- [ ] Tick engine starts and logs tick rate
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## Character Creation
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- [ ] New player SSH → gets chargen flow (race + class selection)
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@@ -20,12 +21,14 @@ Run through these checks before every commit to ensure consistent feature covera
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## Player Persistence
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- [ ] Reconnecting player skips chargen, sees "Welcome back!"
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- [ ] Room, stats, inventory, equipment all restored from DB
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- [ ] Status effects do NOT persist across sessions (cleared on login)
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- [ ] Verify with: `sqlite3 mudserver.db "SELECT * FROM players;"`
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## Movement & Navigation
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- [ ] `go north`, `n`, `south`, `s`, etc. all work
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- [ ] Invalid direction shows error
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- [ ] Room view shows: NPCs (colored by attitude), objects, exits, other players
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- [ ] Cannot move while in combat (combat lockout)
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## NPC Interaction
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- [ ] `examine <npc>` shows description, stats, attitude label
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@@ -33,23 +36,61 @@ Run through these checks before every commit to ensure consistent feature covera
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- [ ] `talk <hostile>` shows snarl message
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- [ ] Dead NPCs don't appear in room view
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## Combat
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- [ ] `attack <aggressive/hostile npc>` initiates combat
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## Combat - Tick-Based
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- [ ] `attack <aggressive/hostile npc>` enters combat state
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- [ ] Can't attack friendly/neutral NPCs
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- [ ] Combat rounds show damage dealt and received
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- [ ] Combat rounds resolve automatically on server ticks (not on command)
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- [ ] Player receives tick-by-tick combat output (damage dealt, damage taken)
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- [ ] Default combat action is "attack" if no other action queued
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- [ ] `defend` / `def` sets defensive stance (reduced incoming damage next tick)
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- [ ] NPC death: awards XP, shifts attitude -10, shifts faction -5
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- [ ] Player death: respawns at spawn room with full HP
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- [ ] Player death: respawns at spawn room with full HP, combat cleared
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- [ ] NPCs respawn after configured time
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- [ ] Combat lockout: can only attack/flee/look/quit during combat
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- [ ] `flee` exits combat
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- [ ] Combat lockout: can only attack/defend/flee/look/use/quit during combat
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- [ ] `flee` queues escape attempt — may fail based on stats
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- [ ] `use <item>` in combat queues item use for next tick
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- [ ] Multiple ticks of combat resolve correctly without player input
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- [ ] Combat ends when NPC dies (player exits combat state)
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- [ ] Combat ends when player flees successfully
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## Combat - NPC AI
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- [ ] Hostile NPCs auto-engage players who enter their room
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- [ ] Aggressive NPCs do NOT auto-engage (only attackable, not initiating)
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- [ ] NPC attacks resolve on tick alongside player attacks
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- [ ] NPCs in combat continue attacking even if player sends no commands
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## Combat - RNG
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- [ ] Damage varies between hits (not identical each time)
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- [ ] Multiple rapid attacks produce different damage values
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## Items
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- [ ] `take <item>` picks up takeable objects
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- [ ] `drop <item>` places item in room
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- [ ] `equip <weapon/armor>` works, old gear returns to inventory
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- [ ] `use <consumable>` heals and removes item
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- [ ] `use <consumable>` heals and removes item (immediate out of combat)
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- [ ] `use <consumable>` in combat queues for next tick
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- [ ] `inventory` shows equipped + bag items
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## Status Effects
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- [ ] Poison deals damage each tick, shows message to player
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- [ ] Regeneration heals each tick, shows message to player
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- [ ] Status effects expire after their duration (in ticks)
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- [ ] `stats` command shows active status effects and remaining duration
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- [ ] Multiple status effects can be active simultaneously
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- [ ] Status effects cleared on player death/respawn
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## Passive Regeneration
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- [ ] Players out of combat slowly regenerate HP over ticks
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- [ ] Regeneration does not occur while in combat
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- [ ] HP does not exceed max_hp
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## Tick Engine
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- [ ] Tick runs at configured interval (~2 seconds)
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- [ ] Tick processes: NPC AI → combat rounds → status effects → respawns → regen
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- [ ] Tick output is delivered to players promptly
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- [ ] Server remains responsive to immediate commands between ticks
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- [ ] Multiple players in separate combats are processed independently per tick
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## Attitude System
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- [ ] Per-player NPC attitudes stored in DB
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- [ ] `examine` shows attitude label per-player
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@@ -150,6 +191,24 @@ ssh -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -p 2222 newplaye
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quit
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EOF
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# Test 6: Tick-based combat (connect and wait for ticks)
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./target/debug/mudtool settings set registration_open true
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./target/debug/mudtool players delete smoketest
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ssh -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -p 2222 smoketest@localhost <<'EOF'
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1
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1
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go south
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go south
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attack thief
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EOF
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# Wait for several combat ticks to resolve
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sleep 8
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ssh -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -p 2222 smoketest@localhost <<'EOF'
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stats
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quit
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EOF
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# Verify XP changed (combat happened via ticks)
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# Cleanup
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./target/debug/mudtool settings set registration_open true
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./target/debug/mudtool players delete smoketest
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