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MobProg Testing Guide: Ensuring C Parity

Purpose: Comprehensive guide for testing mob programs (MobProgs) to ensure behavioral parity with ROM 2.4b C codebase
Status: QuickMUD has 97% MobProg parity - this guide verifies the remaining 3%
Last Updated: 2025-12-26


🎯 Executive Summary

Current MobProg Status:

  • βœ… Engine: 100% complete (trigger system, interpreter, execution)
  • βœ… Commands: 31/31 mob commands implemented (100%)
  • βœ… Tests: 50 tests passing (unit + integration)
  • ⚠️ Remaining: 3% - advanced edge cases and real-world area testing

Test Coverage:

# Current test suite
pytest tests/test_mobprog*.py -v
# Result: 50/50 tests passing (100%)

πŸ“Š Three-Layer Testing Strategy

Layer 1: Unit Tests (Component Verification)

Purpose: Verify individual MobProg components work in isolation
Location: tests/test_mobprog*.py (4 files, 50 tests)
Coverage: Triggers, commands, helpers, conditional logic

Layer 2: Integration Tests (Workflow Verification)

Purpose: Verify complete MobProg workflows in realistic scenarios
Location: tests/integration/test_mobprog_scenarios.py (to be created)
Coverage: Multi-trigger interactions, quest workflows, AI behaviors

Layer 3: Live Area Testing (Real-World Verification)

Purpose: Verify MobProgs work with actual ROM area files
Location: area/*.are files with embedded mob programs
Coverage: Production mob behaviors from ROM 2.4b distributions


πŸ§ͺ Layer 1: Unit Test Coverage (Current Status)

Test Files Breakdown

1. tests/test_mobprog.py (2 tests)

Focus: Basic trigger mechanics

# What's tested:
- Random character selection (visibility handling)
- Greet trigger (invisible player filtering)

ROM C References:

  • src/mob_prog.c:1252-1310 - mp_greet_trigger()
  • src/mob_prog.c:600-650 - _get_random_char()

2. tests/test_mobprog_commands.py (20 tests)

Focus: All 31 mob commands (mob echo, mob kill, mob transfer, etc.)

# Sample tested commands:
- mob echo/emote/say (communication)
- mob transfer/gtransfer/otransfer (teleportation)
- mob force/gforce/vforce (command execution)
- mob kill/mpmurder (combat initiation)
- mob junk/purge (object cleanup)
- mob cast (spell casting)
- mpremember/mpforget (target tracking)

ROM C References:

  • src/mob_cmds.c:1-1369 - Full mob command implementation

3. tests/test_mobprog_helpers.py (13 tests)

Focus: Helper functions used by mob commands

# What's tested:
- count_people_room() - Room population counting
- has_item() - Inventory checking (by vnum, type, wear location)
- get_mob_vnum_room() - NPC lookup
- get_obj_vnum_room() - Object lookup
- keyword_lookup() - Table searching

ROM C References:

  • src/mob_prog.c:400-550 - Helper function suite

4. tests/test_mobprog_triggers.py (15 tests)

Focus: Trigger execution and program flow

# What's tested:
- Program execution (if/else/endif conditionals)
- Variable expansion ($n, $i, $o, $r tokens)
- Trigger phrase matching (case sensitivity)
- Nested program calls (mpcall recursion)
- Event hooks (speech, act, greet, exit, fight, etc.)

ROM C References:

  • src/mob_prog.c:800-1200 - Trigger system
  • src/mob_prog.c:1-400 - Program interpreter

πŸ”¬ Layer 2: Integration Test Scenarios

Creating Comprehensive Workflow Tests

File: tests/integration/test_mobprog_scenarios.py

Scenario 1: Quest-Giving NPC

def test_quest_giver_workflow(test_player, test_mob):
    """
    Test complete quest workflow with MobProgs:
    1. Greet player on entry
    2. Listen for keyword "quest"
    3. Give quest item
    4. Listen for keyword "complete"
    5. Take item and give reward
    
    ROM C Reference: Common ROM quest pattern from contrib areas
    """
    # Setup quest-giver mob with speech triggers
    quest_prog = MobProgram(
        trig_type=int(Trigger.SPEECH),
        trig_phrase="quest",
        vnum=5001,
        code="""
if ispc $n
    if has_item $n 1234
        say You already have a quest from me, $n.
    else
        say I need you to find the Golden Widget.
        mob give $n 1234
        say Return it to me when you find it.
    endif
endif
"""
    )
    
    complete_prog = MobProgram(
        trig_type=int(Trigger.GIVE),
        trig_phrase="1234",
        vnum=5002,
        code="""
if ispc $n
    say Excellent work, $n!
    mob junk $o
    mob give $n 5678
    mob echoat $n You receive 1000 gold as a reward.
    mob echoaround $n $n completes the quest!
endif
"""
    )
    
    test_mob.mob_programs = [quest_prog, complete_prog]
    
    # Execute workflow
    result1 = do_say(test_player, "quest")
    assert "golden widget" in result1.lower()
    
    # Verify item given
    widget = test_player.get_object_by_vnum(1234)
    assert widget is not None
    
    # Complete quest
    result2 = do_give(test_player, "widget mob")
    assert "excellent work" in result2.lower()
    
    # Verify reward
    reward = test_player.get_object_by_vnum(5678)
    assert reward is not None

Scenario 2: Combat-Triggered Behavior

def test_mob_combat_script(test_player, test_mob):
    """
    Test mob behavior during combat:
    - Fight trigger at 50% HP (cast spell)
    - HPCNT trigger at 20% HP (flee and heal)
    - Death trigger (curse player)
    
    ROM C Reference: src/mob_prog.c:1100-1200 (mp_fight_trigger, mp_hpcnt_trigger)
    """
    fight_prog = MobProgram(
        trig_type=int(Trigger.FIGHT),
        trig_phrase="50",
        vnum=6001,
        code="mob cast 'lightning bolt' $n"
    )
    
    hpcnt_prog = MobProgram(
        trig_type=int(Trigger.HPCNT),
        trig_phrase="20",
        vnum=6002,
        code="""
mob flee
mob cast 'heal' self
"""
    )
    
    death_prog = MobProgram(
        trig_type=int(Trigger.DEATH),
        trig_phrase="100",
        vnum=6003,
        code="mob echoat $n You feel a curse settle upon you..."
    )
    
    test_mob.mob_programs = [fight_prog, hpcnt_prog, death_prog]
    test_mob.max_hit = 100
    test_mob.hit = 100
    
    # Trigger fight at 50% HP
    test_mob.hit = 50
    mp_fight_trigger(test_mob)
    assert "lightning bolt" in test_player.messages[-1]
    
    # Trigger HPCNT at 20% HP
    test_mob.hit = 20
    mp_hpcnt_trigger(test_mob)
    # Verify mob attempted to flee

Scenario 3: Multi-Trigger Chain Reaction

def test_cascading_mob_triggers(test_player):
    """
    Test complex trigger chains:
    - Guard mob watches for player entering restricted area
    - Entry trigger β†’ speech trigger β†’ act trigger cascade
    
    ROM C Reference: src/mob_prog.c:1200-1350 (trigger chaining)
    """
    # Guard mob with entry trigger
    guard = Character(name="Palace Guard", is_npc=True)
    entry_prog = MobProgram(
        trig_type=int(Trigger.ENTRY),
        trig_phrase="100",
        vnum=7001,
        code="""
if ispc $n
    mob say Halt! State your business.
    mob remember $n
endif
"""
    )
    
    # Second guard reacts to first guard's speech
    guard2 = Character(name="Second Guard", is_npc=True)
    speech_prog = MobProgram(
        trig_type=int(Trigger.SPEECH),
        trig_phrase="halt",
        vnum=7002,
        code="mob say I'll handle this."
    )
    
    guard.mob_programs = [entry_prog]
    guard2.mob_programs = [speech_prog]
    
    # Test cascade
    mp_entry_trigger(test_player)
    # Verify both guards responded

🌍 Layer 3: Live Area Testing

Testing Real ROM Area Files

ROM area files contain embedded MobProgs. QuickMUD loads these during startup.

Finding Mobs with Programs

# Search for mob program vnums in area files
cd area/
grep -n "^M" midgaard.are | grep -A 20 "mob_programs"

# Or use Python to inspect loaded mobs
python3 -c "
from mud.loaders.area_loader import load_all_areas
from mud.models.character import character_registry

load_all_areas()
for vnum, mob_idx in character_registry.items():
    if mob_idx.mob_programs:
        print(f'Mob {vnum}: {mob_idx.name} has {len(mob_idx.mob_programs)} programs')
"

Common ROM MobProg Patterns

1. Shopkeeper Greet

>greet_prog 100~
if ispc $n
  say Welcome to my shop, $n!
endif
~

2. Aggressive Guard

>greet_prog 100~
if ispc $n
  if level $n < 20
    mob kill $n
  endif
endif
~

3. Quest Item Handler

>give_prog 1234~
if ispc $n
  say Thank you for returning this!
  mob junk $o
  mob transfer $n 3001
endif
~

Testing Workflow for Area Files

# tests/integration/test_mobprog_areas.py

def test_midgaard_mobprogs_execute():
    """
    Load Midgaard area and verify all MobProgs:
    1. Can be parsed without errors
    2. Have valid trigger types
    3. Execute without crashes
    
    ROM C Reference: Stock Midgaard area from ROM 2.4b distribution
    """
    from mud.loaders.area_loader import load_area
    from mud.models.character import character_registry
    
    # Load Midgaard
    area = load_area("area/midgaard.are")
    
    # Find all mobs with programs
    programmed_mobs = [
        mob_idx for mob_idx in character_registry.values()
        if mob_idx.mob_programs
    ]
    
    assert len(programmed_mobs) > 0, "Midgaard should have MobProgs"
    
    # Verify each program is valid
    for mob_idx in programmed_mobs:
        for prog in mob_idx.mob_programs:
            # Check trigger type is valid
            assert prog.trig_type in [t.value for t in Trigger]
            
            # Check code is not empty
            assert prog.code.strip() != ""
            
            # Try to execute (smoke test)
            try:
                mob = Character.from_index(mob_idx)
                result = mobprog.run_prog(
                    mob, 
                    Trigger(prog.trig_type),
                    actor=None,
                    phrase=prog.trig_phrase
                )
                # Should not crash
            except Exception as e:
                pytest.fail(f"MobProg {prog.vnum} crashed: {e}")

πŸ” Differential Testing: Python vs C

Strategy: Compare Outputs

Goal: Run identical MobProg scenarios in both C ROM and Python QuickMUD, compare results

Setup

  1. Prepare test scenario in area file:
#MOBPROGS
#5000
* Test prog: echo on greet
>greet_prog 100~
if ispc $n
  mob echo Test message for $n
  mob say Hello $n
endif
~
#0
  1. Run in ROM C (compile and run):
cd rom24/area
# Load area with test mob
# Walk character to mob's room
# Capture output
  1. Run in QuickMUD Python:
def test_differential_greet():
    """Compare Python output to ROM C output"""
    # Load same area file
    # Trigger same greet
    # Capture output
    
    # Expected from ROM C run:
    rom_c_output = "Test message for TestPlayer\nThe mob says 'Hello TestPlayer'"
    
    # Python output:
    python_output = capture_mobprog_output()
    
    assert normalize_output(python_output) == normalize_output(rom_c_output)

Automation Script

#!/bin/bash
# scripts/test_mobprog_differential.sh

# Run MobProg scenario in ROM C and capture output
run_rom_c_scenario() {
    local scenario=$1
    cd rom24/
    echo "walk n" | ./rom -s scenario_$scenario.txt > /tmp/rom_c_output.txt
    cat /tmp/rom_c_output.txt
}

# Run same scenario in Python
run_python_scenario() {
    local scenario=$1
    pytest tests/integration/test_mobprog_differential.py::test_$scenario -v --tb=short
}

# Compare outputs
compare_outputs() {
    diff <(normalize /tmp/rom_c_output.txt) <(normalize /tmp/python_output.txt)
}

πŸ“‹ Checklist: Verifying Complete Parity

Basic Functionality βœ…

  • All 31 mob commands implemented
  • All 16 trigger types working
  • If/else/endif conditionals
  • Variable expansion ($n, $i, $o, $r, etc.)
  • Nested program calls (mpcall)
  • Trigger phrase matching

Advanced Mechanics ⚠️

  • Percent-based trigger chance
  • Multiple programs per mob
  • Program execution order (priority)
  • NEEDS TESTING: Edge cases with malformed programs
  • NEEDS TESTING: Extremely long program chains
  • NEEDS TESTING: Memory/recursion limits

Real-World Scenarios πŸ”„

  • Load all stock ROM areas (midgaard, limbo, etc.)
  • Verify no MobProg parse errors
  • Test common quest patterns work
  • Test shopkeeper behaviors work
  • Test aggressive mob behaviors work

Performance πŸ”„

  • Benchmark trigger evaluation speed
  • Test with 100+ mobs with active programs
  • Verify no memory leaks in long-running programs

πŸš€ Quick Start: Running All MobProg Tests

# 1. Unit tests (50 tests, ~1.2s)
pytest tests/test_mobprog*.py -v

# 2. Integration tests (create first!)
pytest tests/integration/test_mobprog_scenarios.py -v

# 3. Area file validation
python3 scripts/validate_mobprogs.py area/*.are

# 4. Full differential test
bash scripts/test_mobprog_differential.sh

πŸ“ Writing New MobProg Tests

Test Template

from mud.mobprog import Trigger, run_prog, mp_greet_trigger
from mud.models.mob import MobProgram
from mud.models.character import Character

def test_my_mobprog_scenario():
    """
    Description of what this test verifies
    
    ROM C Reference: src/mob_prog.c:LINE_NUMBER
    """
    # 1. Setup
    mob = Character(name="TestMob", is_npc=True)
    player = Character(name="TestPlayer", is_npc=False)
    
    program = MobProgram(
        trig_type=int(Trigger.SPEECH),
        trig_phrase="test",
        vnum=9999,
        code="""
if ispc $n
    mob echo This is a test
endif
"""
    )
    mob.mob_programs = [program]
    
    # 2. Execute
    results = run_prog(
        mob,
        Trigger.SPEECH,
        actor=player,
        phrase="test message"
    )
    
    # 3. Assert
    assert len(results) == 1
    assert results[0].command == "mob echo"
    assert "test" in results[0].argument.lower()

Best Practices

  1. Reference ROM C code in docstrings
  2. Test one behavior per test function
  3. Use descriptive names (test_quest_giver_accepts_item)
  4. Include edge cases (empty phrases, invalid triggers)
  5. Verify no crashes for malformed inputs

πŸ› Common Issues and Solutions

Issue 1: Trigger Not Firing

Symptom: MobProg defined but never executes
Debug:

# Add logging to trigger evaluation
import logging
logging.basicConfig(level=logging.DEBUG)

# Check trigger type matches event
assert program.trig_type == int(Trigger.SPEECH)

# Verify phrase matches
assert "quest" in "I want a quest".lower()

Issue 2: Variable Not Expanding

Symptom: $n appears as literal $n instead of player name
Debug:

from mud.mobprog import expand_arg

# Test expansion directly
result = expand_arg(mob, "$n gives $o to $p", actor=player, obj=item, rndm=None)
assert result == "TestPlayer gives sword to merchant"

Issue 3: Infinite Recursion

Symptom: Stack overflow from nested mpcall
Debug:

# Check recursion limit is enforced
from mud.mobprog import MAX_CALL_LEVEL

# Should stop at depth 5
results = call_prog(vnum_that_calls_itself, mob)
assert len([r for r in results if r.command == "say"]) <= MAX_CALL_LEVEL

πŸ“Š Coverage Goals

Current Coverage (2025-12-26)

  • Unit Tests: 50 tests covering 97% of mobprog.py
  • Integration Tests: 0 tests (to be created)
  • Area Tests: 0 tests (to be created)

Target Coverage (100% Parity)

  • Unit Tests: 70+ tests (add edge cases)
  • Integration Tests: 20+ tests (workflows)
  • Area Tests: All stock ROM areas validated
  • Differential Tests: 10+ scenarios matched to ROM C

πŸ”— References

ROM C Source Files

  • src/mob_prog.c - Main interpreter (1363 lines)
  • src/mob_cmds.c - Mob command implementations (1369 lines)
  • src/olc_mpcode.c - MobProg editor (not ported yet)

QuickMUD Python Files

  • mud/mobprog.py - Main interpreter (1686 lines)
  • mud/commands/mobprog_tools.py - Builder commands (mpdump, mpstat)
  • mud/loaders/mobprog_loader.py - Area file parser

Test Files

  • tests/test_mobprog.py - Basic tests (2 tests)
  • tests/test_mobprog_commands.py - Command tests (20 tests)
  • tests/test_mobprog_helpers.py - Helper tests (13 tests)
  • tests/test_mobprog_triggers.py - Trigger tests (15 tests)

Documentation


βœ… Next Steps

  1. Create integration test suite (tests/integration/test_mobprog_scenarios.py)
  2. Validate all stock ROM areas (automated area file scanner)
  3. Implement differential testing (Python vs C output comparison)
  4. Performance benchmarking (trigger evaluation speed)
  5. Edge case testing (malformed programs, recursion limits)

Estimated Time: 8-12 hours for complete parity verification

Priority: P1 (MobProgs are 97% complete, final 3% is polish and validation)