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
217 lines
7.9 KiB
Markdown
217 lines
7.9 KiB
Markdown
# Pre-Commit Test Checklist
|
|
|
|
Run through these checks before every commit to ensure consistent feature coverage.
|
|
|
|
## Build
|
|
- [ ] `cargo build` succeeds with no errors
|
|
- [ ] `cargo build --bin mudtool` succeeds
|
|
|
|
## Server Startup
|
|
- [ ] Server starts: `RUST_LOG=info ./target/debug/mudserver`
|
|
- [ ] World loads all rooms, NPCs, objects, races, classes (check log output)
|
|
- [ ] Database opens (or creates) successfully
|
|
- [ ] Tick engine starts and logs tick rate
|
|
|
|
## Character Creation
|
|
- [ ] New player SSH → gets chargen flow (race + class selection)
|
|
- [ ] Chargen accepts both number and name input
|
|
- [ ] After chargen, player appears in spawn room with correct stats
|
|
- [ ] Player saved to DB after creation
|
|
|
|
## Player Persistence
|
|
- [ ] Reconnecting player skips chargen, sees "Welcome back!"
|
|
- [ ] Room, stats, inventory, equipment all restored from DB
|
|
- [ ] Status effects do NOT persist across sessions (cleared on login)
|
|
- [ ] Verify with: `sqlite3 mudserver.db "SELECT * FROM players;"`
|
|
|
|
## Movement & Navigation
|
|
- [ ] `go north`, `n`, `south`, `s`, etc. all work
|
|
- [ ] Invalid direction shows error
|
|
- [ ] Room view shows: NPCs (colored by attitude), objects, exits, other players
|
|
- [ ] Cannot move while in combat (combat lockout)
|
|
|
|
## NPC Interaction
|
|
- [ ] `examine <npc>` shows description, stats, attitude label
|
|
- [ ] `talk <friendly>` shows greeting dialogue
|
|
- [ ] `talk <hostile>` shows snarl message
|
|
- [ ] Dead NPCs don't appear in room view
|
|
|
|
## Combat - Tick-Based
|
|
- [ ] `attack <aggressive/hostile npc>` enters combat state
|
|
- [ ] Can't attack friendly/neutral NPCs
|
|
- [ ] Combat rounds resolve automatically on server ticks (not on command)
|
|
- [ ] Player receives tick-by-tick combat output (damage dealt, damage taken)
|
|
- [ ] Default combat action is "attack" if no other action queued
|
|
- [ ] `defend` / `def` sets defensive stance (reduced incoming damage next tick)
|
|
- [ ] NPC death: awards XP, shifts attitude -10, shifts faction -5
|
|
- [ ] Player death: respawns at spawn room with full HP, combat cleared
|
|
- [ ] NPCs respawn after configured time
|
|
- [ ] Combat lockout: can only attack/defend/flee/look/use/quit during combat
|
|
- [ ] `flee` queues escape attempt — may fail based on stats
|
|
- [ ] `use <item>` in combat queues item use for next tick
|
|
- [ ] Multiple ticks of combat resolve correctly without player input
|
|
- [ ] Combat ends when NPC dies (player exits combat state)
|
|
- [ ] Combat ends when player flees successfully
|
|
|
|
## Combat - NPC AI
|
|
- [ ] Hostile NPCs auto-engage players who enter their room
|
|
- [ ] Aggressive NPCs do NOT auto-engage (only attackable, not initiating)
|
|
- [ ] NPC attacks resolve on tick alongside player attacks
|
|
- [ ] NPCs in combat continue attacking even if player sends no commands
|
|
|
|
## Combat - RNG
|
|
- [ ] Damage varies between hits (not identical each time)
|
|
- [ ] Multiple rapid attacks produce different damage values
|
|
|
|
## Items
|
|
- [ ] `take <item>` picks up takeable objects
|
|
- [ ] `drop <item>` places item in room
|
|
- [ ] `equip <weapon/armor>` works, old gear returns to inventory
|
|
- [ ] `use <consumable>` heals and removes item (immediate out of combat)
|
|
- [ ] `use <consumable>` in combat queues for next tick
|
|
- [ ] `inventory` shows equipped + bag items
|
|
|
|
## Status Effects
|
|
- [ ] Poison deals damage each tick, shows message to player
|
|
- [ ] Regeneration heals each tick, shows message to player
|
|
- [ ] Status effects expire after their duration (in ticks)
|
|
- [ ] `stats` command shows active status effects and remaining duration
|
|
- [ ] Multiple status effects can be active simultaneously
|
|
- [ ] Status effects cleared on player death/respawn
|
|
|
|
## Passive Regeneration
|
|
- [ ] Players out of combat slowly regenerate HP over ticks
|
|
- [ ] Regeneration does not occur while in combat
|
|
- [ ] HP does not exceed max_hp
|
|
|
|
## Tick Engine
|
|
- [ ] Tick runs at configured interval (~2 seconds)
|
|
- [ ] Tick processes: NPC AI → combat rounds → status effects → respawns → regen
|
|
- [ ] Tick output is delivered to players promptly
|
|
- [ ] Server remains responsive to immediate commands between ticks
|
|
- [ ] Multiple players in separate combats are processed independently per tick
|
|
|
|
## Attitude System
|
|
- [ ] Per-player NPC attitudes stored in DB
|
|
- [ ] `examine` shows attitude label per-player
|
|
- [ ] Killing NPC shifts attitude (individual -10, faction -5)
|
|
- [ ] Verify: `sqlite3 mudserver.db "SELECT * FROM npc_attitudes;"`
|
|
|
|
## Admin System
|
|
- [ ] Non-admin can't use `admin` commands (gets error)
|
|
- [ ] Set admin via mudtool: `mudtool players set-admin <name> true`
|
|
- [ ] `admin help` shows admin command list
|
|
- [ ] `admin promote <player>` grants admin (verify in DB)
|
|
- [ ] `admin demote <player>` revokes admin
|
|
- [ ] `admin kick <player>` disconnects target player
|
|
- [ ] `admin teleport <room_id>` warps to room (shows room list on invalid)
|
|
- [ ] `admin registration off` blocks new player creation
|
|
- [ ] `admin registration on` re-enables it
|
|
- [ ] `admin announce <msg>` broadcasts to all players
|
|
- [ ] `admin heal` heals self; `admin heal <player>` heals target
|
|
- [ ] `admin info <player>` shows detailed stats + attitudes
|
|
- [ ] `admin setattitude <player> <npc> <value>` modifies attitude
|
|
- [ ] `admin list` shows all players with online/offline status
|
|
|
|
## Registration Gate
|
|
- [ ] With registration open (default), new players can create characters
|
|
- [ ] With registration off, new SSH connections get rejection message
|
|
- [ ] Existing players can still log in when registration is closed
|
|
|
|
## MUD Tool - CLI
|
|
- [ ] `mudtool players list` shows all players
|
|
- [ ] `mudtool players show <name>` shows details
|
|
- [ ] `mudtool players set-admin <name> true` works
|
|
- [ ] `mudtool players delete <name>` removes player + attitudes
|
|
- [ ] `mudtool settings list` shows settings
|
|
- [ ] `mudtool settings set registration_open false` works
|
|
- [ ] `mudtool attitudes list <player>` shows attitudes
|
|
- [ ] `mudtool attitudes set <player> <npc> <value>` works
|
|
|
|
## MUD Tool - TUI
|
|
- [ ] `mudtool tui` launches interactive interface
|
|
- [ ] Tab/1/2/3 switches between Players, Settings, Attitudes tabs
|
|
- [ ] Arrow keys navigate rows
|
|
- [ ] 'a' toggles admin on Players tab
|
|
- [ ] 'd' prompts delete confirmation on Players tab
|
|
- [ ] Enter edits value on Settings and Attitudes tabs
|
|
- [ ] ←→ switches player on Attitudes tab
|
|
- [ ] 'q' exits TUI
|
|
|
|
## Quick Smoke Test Script
|
|
|
|
```bash
|
|
# Start server in background
|
|
RUST_LOG=info ./target/debug/mudserver &
|
|
SERVER_PID=$!
|
|
sleep 2
|
|
|
|
# Test 1: New player creation + basic commands
|
|
ssh -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -p 2222 smoketest@localhost <<'EOF'
|
|
1
|
|
1
|
|
look
|
|
stats
|
|
go north
|
|
talk barkeep
|
|
go south
|
|
go south
|
|
examine thief
|
|
attack thief
|
|
flee
|
|
quit
|
|
EOF
|
|
|
|
# Test 2: Persistence - reconnect
|
|
ssh -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -p 2222 smoketest@localhost <<'EOF'
|
|
look
|
|
stats
|
|
quit
|
|
EOF
|
|
|
|
# Test 3: Admin via mudtool
|
|
./target/debug/mudtool players list
|
|
./target/debug/mudtool players set-admin smoketest true
|
|
./target/debug/mudtool players show smoketest
|
|
./target/debug/mudtool settings set registration_open false
|
|
./target/debug/mudtool settings list
|
|
|
|
# Test 4: Admin commands in-game
|
|
ssh -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -p 2222 smoketest@localhost <<'EOF'
|
|
admin help
|
|
admin list
|
|
admin registration on
|
|
admin info smoketest
|
|
quit
|
|
EOF
|
|
|
|
# Test 5: Registration gate
|
|
./target/debug/mudtool settings set registration_open false
|
|
ssh -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -p 2222 newplayer@localhost <<'EOF'
|
|
quit
|
|
EOF
|
|
|
|
# Test 6: Tick-based combat (connect and wait for ticks)
|
|
./target/debug/mudtool settings set registration_open true
|
|
./target/debug/mudtool players delete smoketest
|
|
ssh -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -p 2222 smoketest@localhost <<'EOF'
|
|
1
|
|
1
|
|
go south
|
|
go south
|
|
attack thief
|
|
EOF
|
|
# Wait for several combat ticks to resolve
|
|
sleep 8
|
|
ssh -o StrictHostKeyChecking=no -o UserKnownHostsFile=/dev/null -p 2222 smoketest@localhost <<'EOF'
|
|
stats
|
|
quit
|
|
EOF
|
|
# Verify XP changed (combat happened via ticks)
|
|
|
|
# Cleanup
|
|
./target/debug/mudtool settings set registration_open true
|
|
./target/debug/mudtool players delete smoketest
|
|
kill $SERVER_PID
|
|
```
|