Files
turnstone/examples/door-game/tests/test_wyrm.py
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Patrick Buckley 393a6fc2b2 feat(examples): Understone v0.10 — the satchel, the ore-forge, and the vault
A game-loop mechanics patch: the satchel becomes a real stacking inventory,
forging now demands ore won in combat (not just gold), and a vault lets a
hero protect coin from ambush.

- Stacking satchel: the bag re-encodes from a flat id list to "id:qty"
  stacks, so potions stack (three Minor Potions fill one slot, not three)
  and materials ride alongside. satchel_max now caps distinct KINDS (3);
  per-kind quantity is unbounded. quaff/death-save still pull the strongest
  potion and ignore materials. One pure codec (engine/satchel.py) owns the
  encoding; the façade, the Watch, and the sim all decode through it — no
  three-way drift (the v0.9 single-source lesson). The codec parses a bare
  id as qty 1, so it can never silently drop a malformed stack.
- Ore-gated forge: ore is a material that drops from won dungeon-rung
  fights (and, less often, forest fights), stacks in the satchel, and is
  not buyable or sellable — you earn your edge by fighting for it. Forging
  now costs gold AND ore ((plus+1) ore per tier), so a rich-but-idle hero
  can no longer buy power at the dice table. The dungeon is now also the
  mine.
- The vault: deposit/withdraw at the inn moves coin to a strongbox that
  ambush cannot touch and that SURVIVES the Wyrm-win legacy reset — the
  carry-vs-protect decision the PvP economy was missing.
- Surfaced on both the /watch lobby TV and the in-chat door_status sheet:
  each hero's stacked satchel, carried gold, and vaulted gold.
- Tuning (the sim is the instrument): the ore gate added ~2 days to the
  Vale and ~1.6 to the Cinder Wastes; the greedy bot still slays the Wyrm
  3/3 on both, fully forged to +3/+3, so the loop is not stalled. Defaults
  held — no numbers needed retuning.

Four new banded settings (forge_ore_item, forge_ore_per_plus,
ore_dungeon_drop, ore_forest_chance); both worlds gained an ore item.
Schema mutated in place (banked column, satchel re-encoding) — pre-1.0, no
migration by design; a real migration story is owed at 1.0. Tests 382 ->
419; the vault-survives-rebirth invariant and the codec are revert-verified.
2026-06-13 04:40:40 -07:00

601 lines
25 KiB
Python

"""The Wyrm Below — the v0.2 endgame, legacy reset, and the Herald feed.
Drives the challenge verb against the shipped pack: the level gate, the win
path (Hall of Legends + reincarnation), defeat, and the stalemate flight, plus
the run-days bookkeeping. Also pins the boss exclusion from random selection
and proves the new level_up / defeat beats reach OTHER players' Herald.
Negative-test discipline (the level gate):
The challenge gate is pinned by ``test_challenge_under_level_refused``. To
confirm the assertion has teeth, the implementer temporarily removed the
``if player.level < min_level`` refusal in Game._challenge (letting an
under-level hero spend a turn and fight the Wyrm); the test then FAILED on
the unchanged-turns assertion (a turn was consumed and the refusal line was
absent). The guard was restored. This test is the standing regression.
"""
from __future__ import annotations
from pathlib import Path
import pytest
from tests.conftest import (
fixed_clock,
satchel_ids,
set_satchel,
utc,
)
from understone.engine.models import Mode
from understone.engine.rng import GameRNG
from understone.game import Game
from understone.persistence import Store
from understone.world.loader import load_world
PACK = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
# Module-local aliases for the shared satchel helpers, keeping the existing
# call sites (_set_satchel / _satchel_ids) unchanged.
_set_satchel = set_satchel
_satchel_ids = satchel_ids
@pytest.fixture
def clock() -> object:
return fixed_clock(utc(2026, 6, 12, 10, 0))
def _game(tmp_path: Path, clock: object, seed: int = 7) -> Game:
world = load_world(PACK)
store = Store(tmp_path / "game.db")
return Game(world, store, clock=clock, rng=GameRNG(seed=seed)) # type: ignore[arg-type]
# The flat-id-list satchel helpers (_set_satchel / _satchel_ids) live in
# tests/conftest.py now, shared with the descend suite; they are imported above.
def _at_dungeon(game: Game, name: str) -> object:
"""Place an already-joined player inside the dungeon menu, at the deep floor.
The challenge verb now gates on depth as well as level: the Wyrm will not
stir until the hero has plumbed the deep to its floor. These challenge
tests exercise the win/lose/flee paths, not the gate, so the helper puts
the hero at the bottom (deepest_rung == the rung count). The depth gate
itself is exercised by the dedicated tests in test_descend.py.
"""
player = game.players[name]
player.mode = Mode.MENU
player.at_location = "dungeon"
player.deepest_rung = len(game.world.settings.dungeon_tiers)
return player
# ---------------------------------------------------------------------------
# Boss exclusion from random selection
# ---------------------------------------------------------------------------
def test_boss_never_in_any_tier_band(tmp_path: Path, clock: object) -> None:
"""The Wyrm Below is never returned by monsters_for_tier_band, any band."""
game = _game(tmp_path, clock)
world = game.world
tiers = [m.tier for m in world.monsters]
lo, hi = min(tiers), max(tiers)
for band_lo in range(lo, hi + 2):
for band_hi in range(band_lo, hi + 2):
band = world.monsters_for_tier_band(band_lo, band_hi)
assert all(not m.boss for m in band)
assert all(m.monster_id != "wyrm_below" for m in band)
# ---------------------------------------------------------------------------
# The level gate (negative-tested; see module docstring)
# ---------------------------------------------------------------------------
def test_challenge_under_level_refused(tmp_path: Path, clock: object) -> None:
"""An under-level hero is turned away in-fiction, spending no turn.
See the module docstring for the revert-and-observe-failure check proving
the gate has teeth.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
assert player.level < game.world.settings.wyrm_min_level
before_turns = player.turns_left
before_events = len(game.events)
out = game.action("Brak", "challenge", "", "")
assert "sixth circle" in out.lower() # names the threshold in-fiction
assert player.turns_left == before_turns # no turn spent
assert player.level == 1 # nothing reset
assert len(game.events) == before_events # no public news
assert player.mode is Mode.MENU # still standing at the dungeon
def test_challenge_at_level_threshold_is_allowed(tmp_path: Path, clock: object) -> None:
"""Exactly at the threshold the challenge proceeds (spends a turn)."""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
before_turns = player.turns_left
out = game.action("Brak", "challenge", "", "")
assert "sixth circle" not in out.lower() # not refused
assert player.turns_left == before_turns - 1 # a turn was spent
def test_challenge_at_zero_turns_refused_clean(tmp_path: Path) -> None:
"""At the level gate but out of turns, the challenge is refused with no effect.
A wyrm-eligible hero with an empty daily budget (and no day-roll to refill
it) is turned away in-fiction: no turn drops below zero, no Hall row is
cut, no public beat is written, wins are untouched — and the no-op player
row is still committed (the refusal branch upserts + commits), so a store
reopen sees the unchanged hero.
"""
clk = _MutableClock(utc(2026, 6, 12, 10, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level # eligible
player.turns_left = 0 # but spent for the day (same day: no refill)
events_before = len(game.events)
hall_before = len(game.store.top_hall(50))
out = game.action("Brak", "challenge", "", "")
assert "tomorrow" in out.lower() # the "too spent ... today" refusal
assert "sixth circle" not in out.lower() # not the level gate
assert player.turns_left == 0 # never spent below zero
assert player.wins == 0 # no win recorded
assert len(game.events) == events_before # no public feed beat
assert len(game.store.top_hall(50)) == hall_before # no Hall row
assert player.mode is Mode.MENU # still standing at the dungeon
# The refusal branch commits the (unchanged) row: a reopen sees the hero.
game.store.close()
reopened = Game(world, Store(tmp_path / "game.db"), clock=clk) # type: ignore[arg-type]
assert reopened.players["Brak"].turns_left == 0
assert reopened.players["Brak"].wins == 0
# ---------------------------------------------------------------------------
# Win path: Hall of Legends + legacy reset
# ---------------------------------------------------------------------------
def test_challenge_win_resets_with_legacy(tmp_path: Path, clock: object) -> None:
"""A win records the run, heralds it, and reincarnates the hero with a ★."""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
# Mid-run state that must be wiped by the reset.
player.level, player.xp = 12, 5000
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
player.gold = 999
player.weapon_id, player.armor_id = "war_axe", "chainmail"
# State that must SURVIVE the reset.
player.turns_left = 4
player.log_cursor = 1
player.bestow_spent = 7
events_before = len(game.events)
settings = game.world.settings
out = game.action("Brak", "challenge", "", "")
# Win narration and the immortalised run.
assert "freed the vale" in out.lower()
assert "hall of legends" in out.lower()
# The legacy reset wipes xp/gold, so the Wyrm win must NOT narrate a reward
# the hero never keeps (the old engine appended "+400 XP, +250 gold." to the
# kill line, which _wyrm_won echoed verbatim). The boss's reward never lands.
boss = game.world.monster_by_id(game.world.settings.boss_monster)
assert boss is not None
assert f"+{boss.xp} XP" not in out # i.e. "+400 XP"
assert f"+{boss.gold} gold" not in out # i.e. "+250 gold"
assert "+400 XP" not in out and "+250 gold" not in out
hall = game.store.top_hall(5)
assert len(hall) == 1
assert hall[0].name == "Brak"
assert hall[0].level_at_win == 12 # the level at the moment of the kill
assert hall[0].run_days == 0 # same UTC day as the join under the frozen clock
# A public news beat was written (all-caps herald moment).
assert len(game.events) == events_before + 1
assert game.events[-1].kind == "wyrm_win"
assert "WYRM" in game.events[-1].text
# Reincarnation: stats/gold/gear/position back to first-day values.
assert player.wins == 1
assert player.level == 1
assert player.xp == 0
assert player.gold == settings.starting_gold
assert player.weapon_id == settings.starting_weapon
assert player.armor_id == settings.starting_armor
assert player.hp == player.max_hp
assert (player.x, player.y) == game.world.spawn
assert player.mode is Mode.TILE
assert player.at_location == ""
# The daily clock and the log cursor were deliberately left alone.
assert player.turns_left == 4 - 1 # only the one challenge turn was spent
assert player.log_cursor == 1
assert player.bestow_spent == 7
def test_challenge_win_legacy_reset_spares_the_vault(tmp_path: Path, clock: object) -> None:
"""The vault SURVIVES a Wyrm-win rebirth; carried gold resets to starting.
Banked gold is the one wealth (besides the ★) a legacy reset does not clear:
the strongbox is the inn's, not the reborn hero's. This deposits gold into
the vault through the inn, drives a Wyrm WIN, and asserts ``banked`` is
UNCHANGED while ``gold`` drops back to ``starting_gold``.
Negative-check (the revert-and-observe-failure discipline of this module):
the implementer temporarily added ``player.banked = 0`` to
Game._reset_with_legacy; this test then FAILED on the unchanged-``banked``
assertion (the vault was wiped by the rebirth). The line was restored, so
this test is the standing regression that the vault outlives the reset.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = game.players["Brak"]
# Bank some gold through the real inn path, then stand at the dungeon floor.
player.gold = 200
player.mode = Mode.MENU
player.at_location = "inn"
game.action("Brak", "deposit", "", "", amount=120)
assert player.banked == 120 and player.gold == 80 # vault holds; hand drained
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
out = game.action("Brak", "challenge", "", "")
assert "freed the vale" in out.lower() # a genuine win drove the reset
assert player.wins == 1
assert player.banked == 120 # the vault is untouched by the rebirth
assert player.gold == game.world.settings.starting_gold # carried wealth resets
def test_challenge_win_star_in_rank_and_hall(tmp_path: Path, clock: object) -> None:
"""After a win, door_rank shows the ★ and renders the Hall of Legends."""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
game.action("Brak", "challenge", "", "")
out = game.rank("Brak")
assert "★" in out
assert "Hall of Legends" in out
assert "Brak" in out
def test_two_wins_render_two_stars(tmp_path: Path, clock: object) -> None:
"""A second Wyrm kill stacks a second ★ on the leaderboard name."""
game = _game(tmp_path, clock)
game.join("Brak")
for _ in range(2):
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
game.action("Brak", "challenge", "", "")
assert game.players["Brak"].wins == 2
assert "★★" in game.rank("Brak")
# ---------------------------------------------------------------------------
# Lose path and flight
# ---------------------------------------------------------------------------
def test_challenge_loss_bounces_and_heralds(tmp_path: Path, clock: object) -> None:
"""A defeat drops the hero to 1 HP at the spawn and heralds the devouring."""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 5, 1, 20, 20 # outmatched
events_before = len(game.events)
out = game.action("Brak", "challenge", "", "")
assert player.hp == 1
assert (player.x, player.y) == game.world.spawn
assert player.mode is Mode.TILE
assert player.at_location == ""
assert player.wins == 0 # a loss is not a win
assert len(game.events) == events_before + 1
devoured = game.events[-1]
assert devoured.kind == "wyrm_lose"
# Either phrasing of the devouring names the hero and the Wyrm.
assert "Brak" in devoured.text and "Wyrm" in devoured.text
assert "lays you low" in out.lower() or "wyrm" in out.lower()
def _doomed_wyrm_challenger(game: Game, name: str) -> object:
"""Stand *name* at the floor, wyrm-eligible, and doomed to a GRINDING loss.
The stats — modest atk and def, hp 50 below max_hp 80, well off the spawn —
make the Wyrm bout a genuine multi-round lethal loss (not a one-shot where
no blow lands before the save). hp 50 is none of the potion heal values
(15/40/70), so a death-save that sets hp to the potion's heal is unmistakable.
"""
player = _at_dungeon(game, name)
player.level = game.world.settings.wyrm_min_level
player.x, player.y = 35, 25 # away from the spawn (a save never moves them)
player.atk, player.def_, player.hp, player.max_hp = 6, 12, 50, 80
return player
def test_challenge_loss_with_potion_survives_no_legacy_reset(tmp_path: Path, clock: object) -> None:
"""A lethal Wyrm bout with a potion is SURVIVED — no bounce, no legacy reset.
The universal death-save reaches the Wyrm: a carried draught is drunk instead
of the devouring. A save is NOT a win, so NOTHING resets — level, gold, and
``deepest_rung`` all stand — and it is NOT the devouring either, so the hero
keeps their place at the dungeon. The PUBLIC beat is the survival one
(``wyrm_flee``, "driven back, alive but unproven"), NEVER "devoured". The
turn is still spent and the draught is consumed.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = _doomed_wyrm_challenger(game, "Brak")
potion = game.world.item_by_id("greater_potion")
assert potion is not None
_set_satchel(game, player, ["greater_potion"])
floor = len(game.world.settings.dungeon_tiers)
spawn = game.world.spawn
before_turns = player.turns_left
before_level, before_gold = player.level, player.gold
events_before = len(game.events)
out = game.action("Brak", "challenge", "", "")
# Survived standing: hp at the potion's value, no bounce, draught spent.
assert player.hp == min(player.max_hp, potion.heal)
assert (player.x, player.y) != spawn # NOT bounced to the spawn
assert player.mode is Mode.MENU # still standing at the dungeon
assert _satchel_ids(game, player) == [] # the draught was spent
assert "death's edge" in out.lower() # the spliced survival line
assert player.turns_left == before_turns - 1 # the challenge still cost a turn
# No win, so NO legacy reset: level, gold, and depth all stand.
assert player.wins == 0
assert player.level == before_level
assert player.gold == before_gold
assert player.deepest_rung == floor # depth untouched (no reset to 0)
# The PUBLIC beat is the survival one, NOT the devouring.
assert len(game.events) == events_before + 1
beat = game.events[-1]
assert beat.kind == "wyrm_flee"
assert beat.kind != "wyrm_lose"
assert "fled" in beat.text.lower() or "ran" in beat.text.lower()
def test_challenge_loss_potion_negative_without_save_devours(
tmp_path: Path, clock: object, monkeypatch: pytest.MonkeyPatch
) -> None:
"""NEGATIVE TEST: with the death-save disabled, the same potion-carrier is devoured.
The mechanical equivalent of reverting the added ``_death_save`` call in
``_wyrm_lost``: we stub ``_death_save`` to always decline, then run the exact
scenario of the survival test. The potion-carrier must now bounce to the
spawn at 1 HP with the draught UNSPENT and the PUBLIC beat back to
``wyrm_lose`` (devoured) — proving the death-save (not some other path) is
what saves them at the Wyrm. Restoring the real method (automatic when the
patch lifts) restores the survival behaviour.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = _doomed_wyrm_challenger(game, "Brak")
_set_satchel(game, player, ["greater_potion"])
floor = len(game.world.settings.dungeon_tiers)
spawn = game.world.spawn
monkeypatch.setattr(Game, "_death_save", lambda self, pl, lines: False)
out = game.action("Brak", "challenge", "", "")
assert player.hp == 1 # devoured, not saved
assert (player.x, player.y) == spawn
assert player.mode is Mode.TILE
assert player.deepest_rung == floor # a defeat keeps depth (no reset, no advance)
assert _satchel_ids(game, player) == ["greater_potion"] # the draught is UNSPENT
assert "death's edge" not in out.lower() # no save, no dramatic line
assert game.events[-1].kind == "wyrm_lose" # the devouring beat, not the survival one
def test_challenge_stalemate_counts_as_flight(tmp_path: Path, clock: object) -> None:
"""A 50-round stalemate resolves as a flight: a wyrm_flee news beat.
With atk == boss def (no kill possible in the round cap) and enough HP to
outlast the boss's chip damage, resolve_fight returns FLED deterministically.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 8, 24, 200, 200
events_before = len(game.events)
game.action("Brak", "challenge", "", "")
assert player.wins == 0
assert player.hp >= 1 # never killed by a flight
assert len(game.events) == events_before + 1
assert game.events[-1].kind == "wyrm_flee"
assert "fled" in game.events[-1].text.lower() or "ran" in game.events[-1].text.lower()
# ---------------------------------------------------------------------------
# run_days from a frozen, advanced clock
# ---------------------------------------------------------------------------
class _MutableClock:
"""A clock whose reported moment can be advanced between calls."""
def __init__(self, moment: object) -> None:
self.moment = moment
def __call__(self) -> object:
return self.moment
def test_run_days_counts_whole_days(tmp_path: Path) -> None:
"""Joining, advancing the clock three days, then winning records run_days==3."""
clk = _MutableClock(utc(2026, 6, 12, 10, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
clk.moment = utc(2026, 6, 15, 12, 0) # three days (and a couple hours) later
game.action("Brak", "challenge", "", "")
hall = game.store.top_hall(1)
assert hall[0].run_days == 3
def test_top_hall_orders_most_recent_first(tmp_path: Path) -> None:
"""Two heroes slay the Wyrm at advancing times; the latest tops the Hall.
Pins ``ORDER BY id DESC`` in ``Store.top_hall`` — the most recently cut
run is at index 0, regardless of name or level-at-win order.
"""
clk = _MutableClock(utc(2026, 6, 12, 10, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
def _win(name: str) -> None:
game.join(name)
hero = _at_dungeon(game, name)
hero.level = game.world.settings.wyrm_min_level
hero.atk, hero.def_, hero.hp, hero.max_hp = 500, 100, 500, 500
game.action(name, "challenge", "", "")
_win("Early")
clk.moment = utc(2026, 6, 13, 10, 0) # a day later
_win("Later")
hall = game.store.top_hall(5)
assert len(hall) == 2
assert hall[0].name == "Later" # most recent run is first
assert hall[1].name == "Early"
# ---------------------------------------------------------------------------
# Shared-feed proof: level_up and defeat reach ANOTHER player's Herald
# ---------------------------------------------------------------------------
def test_multi_level_jump_is_one_feed_beat_naming_final_level(
tmp_path: Path, clock: object
) -> None:
"""A single award crossing two thresholds posts ONE level_up beat, at the top.
With xp parked just under the level-3 line while still level 1, one forest
kill vaults the hero past both the level-2 and level-3 thresholds. The
public feed must carry exactly one level_up beat — a multi-level jump is one
notable moment, not a flood — and that beat must name the FINAL level (3),
not the intermediate one.
"""
game = _game(tmp_path, clock)
game.join("Climber")
climber = game.players["Climber"]
climber.x, climber.y = 35, 25 # forest_near zone
climber.atk, climber.def_, climber.hp, climber.max_hp = 100, 50, 100, 100
# Level 1 but xp just under L3 (300): the smallest forest reward (8) crosses
# both L2 (100) and L3 (300) in this one award.
climber.level, climber.xp = 1, 295
events_before = len(game.events)
game.action("Climber", "fight", "", "")
assert climber.level == 3 # vaulted two levels on the single kill
new_events = game.events[events_before:]
level_ups = [e for e in new_events if e.kind == "level_up"]
assert len(level_ups) == 1 # one beat, not one per level crossed
assert "level 3" in level_ups[0].text.lower() # names the final level
assert "level 2" not in level_ups[0].text.lower() # not the intermediate
def test_level_up_appears_in_other_players_herald(tmp_path: Path, clock: object) -> None:
"""A level-up by one hero is news in another hero's Herald."""
game = _game(tmp_path, clock)
game.join("Riser")
game.join("Watcher")
watcher = game.players["Watcher"]
watcher.log_cursor = game._latest_event_id() # start Watcher caught up
riser = game.players["Riser"]
riser.x, riser.y = 35, 25 # forest_near zone
riser.atk, riser.def_, riser.hp, riser.max_hp = 100, 50, 100, 100
riser.xp = 95 # one win (>= 8 xp) crosses the level-2 threshold of 100
game.action("Riser", "fight", "", "")
assert riser.level >= 2 # the fight pushed Riser over the line
out = game.log("Watcher")
assert "Riser" in out
assert "level 2" in out.lower()
def test_defeat_appears_in_other_players_herald(tmp_path: Path, clock: object) -> None:
"""A defeat by a regular monster is news in another hero's Herald."""
game = _game(tmp_path, clock)
game.join("Faller")
game.join("Watcher")
watcher = game.players["Watcher"]
watcher.log_cursor = game._latest_event_id()
faller = game.players["Faller"]
faller.x, faller.y = 35, 25 # forest_near zone
faller.atk, faller.def_, faller.hp, faller.max_hp = 1, 0, 2, 20 # certain to fall
game.action("Faller", "fight", "", "")
assert faller.hp == 1 # bounced
out = game.log("Watcher")
assert "Faller" in out
assert "dragged back" in out.lower() or "fell to" in out.lower() or "bested" in out.lower()
# ---------------------------------------------------------------------------
# Movement events at the façade: no turn, no public feed
# ---------------------------------------------------------------------------
def test_move_events_cost_no_turn_and_write_no_feed(tmp_path: Path, clock: object) -> None:
"""A walk that fires non-combat events spends no turn and posts no Herald news.
Walks Brak back and forth across the forest_near zone (encounter_rate 0.25)
enough that some non-fight event almost certainly fires; whatever happens,
no turn is consumed and no public event is appended.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = game.players["Brak"]
player.x, player.y = 35, 25 # inside forest_near
before_turns = player.turns_left
before_events = len(game.events)
for _ in range(12):
game.move("Brak", "", "east", 1)
game.move("Brak", "", "west", 1)
assert player.turns_left == before_turns # movement never costs a turn
assert len(game.events) == before_events # walk texture is private