Phase 3 : hardening qualite de code - typage strict, securite, dead code, a11y

Config strictement stricte partout (ruff, mypy --strict, bandit, vulture,
import-linter, eslint, stylelint), aucune regle desactivee "pour ne pas
casser le build" - l'existant a ete corrige pour la satisfaire plutot que
l'inverse. Hooks pre-commit locaux (language: system) bloquants.

- Typage mypy --strict propage a tout le moteur (db, screens, auth, core,
  ai, routes, puis publish/scripts/tests/app.py/build_css.py).
- Securite : fuite de handle fichier Windows corrigee dans l'export SCORM
  (routes/publish/export_scorm.py), CSRF/RNG non-crypto/xAPI documentes
  (# nosec, # NOSONAR justifies), nouveau db.json_for_script() (echappe
  "</script>" dans le JSON embarque en <script>, 25 sites).
- Architecture : imports circulaires/F811 nettoyes, contrats
  import-linter respectes, code mort retire (vulture).
- Accessibilite : 69 champs de formulaire sans label correctement
  associe corriges (for/id ou aria-label) sur 11 templates.
- ESLint/Stylelint : lot mecanique JS/CSS, regles ajustees puis
  appliquees (aucune desactivee sans verification individuelle).
- Tests : isolation du compte admin partage (nettoyage ponctuel +
  fixture de teardown automatique en filet de securite), suite complete
  verte (591 tests Python, 241 tests JS).
- SonarQube Community Build self-heberge (Docker + PostgreSQL) : rapport
  complet analyse point par point, faux positifs documentes.
- .gitattributes ajoute (LF force) : core.autocrlf=true sur cette machine
  faisait echouer ESLint (linebreak-style) via un bug connu de git
  (checkout "en place" qui ignore l'eol force sur un fichier deja
  present sur disque - contourne en supprimant puis recreant chaque
  fichier suivi).

djLint (H021, styles inline) volontairement saute pour ce commit -
backlog assume, deja documente, traite dans un lot separe.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
william
2026-09-15 16:06:15 +02:00
co-authored by Claude Sonnet 5
parent 7db4803b93
commit c57420c8c9
454 changed files with 16448 additions and 6967 deletions
+8 -8
View File
@@ -1,13 +1,13 @@
from . import (
from . import ( # noqa: F401 - enregistre les routes definies dans chaque module
scene_object_add,
scene_object_geometry,
scene_object_delete,
scene_object_personnage_data,
scene_object_commands,
scene_object_role,
scene_object_collision,
scene_object_name,
scene_object_commands,
scene_object_delete,
scene_object_dialogue_box_style,
scene_object_quiz_config,
scene_object_geometry,
scene_object_name,
scene_object_names_list,
scene_object_personnage_data,
scene_object_quiz_config,
scene_object_role,
)
+58 -40
View File
@@ -1,13 +1,13 @@
import json
from typing import Any
from flask import render_template, request, abort, g, url_for
from flask import abort, g, render_template, request, url_for
import auth
import db
import screens
def render_scene_edit(slug, screen_id, game):
def render_scene_edit(slug: str, screen_id: int, game: dict[str, Any]) -> str:
"""Vue de l'éditeur de scène 2D — appelée par routes/screens/
screen_edit.py (le dispatcher, selon screen["kind"]), PAS une route
Flask elle-même : même URL/endpoint "screen_edit" pour les deux types
@@ -73,10 +73,7 @@ def render_scene_edit(slug, screen_id, game):
quiz_box_config = screens.resolve_quiz_box_config(selected_obj)
_DEFAULT_OBJECT_LABELS = {"personnage": "Personnage", "fond": "Fond"}
object_labels = {
o["id"]: (o.get("name") or _DEFAULT_OBJECT_LABELS.get(o["kind"], "Décor"))
for o in objects
}
object_labels = {o["id"]: (o.get("name") or _DEFAULT_OBJECT_LABELS.get(o["kind"], "Décor")) for o in objects}
element_animations_map = {
o["id"]: screens.resolve_personnage_animations(o) for o in objects if o["kind"] == "personnage"
}
@@ -134,13 +131,19 @@ def render_scene_edit(slug, screen_id, game):
return render_template(
"scene_edit.html",
game=game, screen=screen, all_screens=all_screens,
world_width=world_width, world_height=world_height,
game=game,
screen=screen,
all_screens=all_screens,
world_width=world_width,
world_height=world_height,
any_quiz_box_fullscreen=any_quiz_box_fullscreen,
objects=objects, selected_id=selected_id, personnage_data=personnage_data,
objects=objects,
selected_id=selected_id,
personnage_data=personnage_data,
personnage_commands=personnage_commands or screens.DEFAULT_PERSONNAGE_COMMANDS,
personnage_role=personnage_role or screens.DEFAULT_PERSONNAGE_ROLE,
personnage_role_choices=screens.PERSONNAGE_ROLES, personnage_role_labels=screens.PERSONNAGE_ROLE_LABELS,
personnage_role_choices=screens.PERSONNAGE_ROLES,
personnage_role_labels=screens.PERSONNAGE_ROLE_LABELS,
collision_settings=collision_settings or screens.DEFAULT_COLLISION_SETTINGS,
dialogue_box_style=dialogue_box_style or screens.DEFAULT_DIALOGUE_BOX_STYLE,
dialogue_box_font_weight_choices=screens.FONT_WEIGHT_CHOICES,
@@ -150,49 +153,64 @@ def render_scene_edit(slug, screen_id, game):
quiz_box_dialog_template_labels=screens.QUIZ_BOX_DIALOG_TEMPLATE_LABELS,
quiz_box_page_templates=screens.QUIZ_BOX_PAGE_TEMPLATES,
quiz_box_page_template_labels=screens.QUIZ_BOX_PAGE_TEMPLATE_LABELS,
sprite_library=sprite_library, sprite_library_families=sprite_library_families,
sprite_library_json=json.dumps(sprite_library),
sprite_library=sprite_library,
sprite_library_families=sprite_library_families,
sprite_library_json=db.json_for_script(sprite_library),
background_library=background_library,
user_assets_fond=user_assets_fond, user_assets_decor=user_assets_decor,
user_assets_audio=user_assets_audio, user_assets_video=user_assets_video,
element_animations_map_json=json.dumps(element_animations_map),
user_assets_fond=user_assets_fond,
user_assets_decor=user_assets_decor,
user_assets_audio=user_assets_audio,
user_assets_video=user_assets_video,
element_animations_map_json=db.json_for_script(element_animations_map),
element_orientation_values=screens.ELEMENT_ORIENTATION_VALUES,
element_orientation_labels_json=json.dumps(screens.ELEMENT_ORIENTATION_LABELS),
element_orientation_labels_json=db.json_for_script(screens.ELEMENT_ORIENTATION_LABELS),
element_visibility_values=screens.ELEMENT_VISIBILITY_VALUES,
element_visibility_labels_json=json.dumps(screens.ELEMENT_VISIBILITY_LABELS),
trigger_events=screens.TRIGGER_EVENTS_2D, action_type_labels=screens.ACTION_TYPE_LABELS_2D,
element_visibility_labels_json=db.json_for_script(screens.ELEMENT_VISIBILITY_LABELS),
trigger_events=screens.TRIGGER_EVENTS_2D,
action_type_labels=screens.ACTION_TYPE_LABELS_2D,
object_action_properties=screens.OBJECT_ACTION_PROPERTIES,
element_action_property_labels_json=json.dumps(dict(screens.OBJECT_ACTION_PROPERTIES)),
element_action_property_labels_json=db.json_for_script(dict(screens.OBJECT_ACTION_PROPERTIES)),
condition_operators=screens.CONDITION_OPERATORS,
data_operations=screens.DATA_OPERATIONS, data_operation_labels=screens.DATA_OPERATION_LABELS,
data_operations=screens.DATA_OPERATIONS,
data_operation_labels=screens.DATA_OPERATION_LABELS,
score_status_choices=db.SCORE_STATUS_CHOICES,
score_status_labels_json=json.dumps(db.SCORE_STATUS_LABELS),
data_operation_labels_json=json.dumps(screens.DATA_OPERATION_LABELS),
condition_operator_labels_json=json.dumps(screens.CONDITION_OPERATOR_LABELS),
action_type_labels_json=json.dumps(screens.ACTION_TYPE_LABELS_2D),
elements_labels_json=json.dumps(object_labels), screens_map_json=json.dumps(screens_map),
flow_nodes=flow_nodes, flow_edges=flow_edges,
flow_nodes_json=json.dumps(flow_nodes), flow_edges_json=json.dumps(flow_edges),
flow_blocks_json=json.dumps(flow_blocks), blocks_view=blocks_view,
animation_clips=animation_clips, animation_clips_json=json.dumps(animation_clips),
animate_css_catalog=screens.ANIMATE_CSS_CATALOG, animate_css_labels_json=json.dumps(screens.ANIMATE_CSS_LABELS),
global_variables=global_variables, global_variable_types=db.GLOBAL_VARIABLE_TYPES,
custom_events=custom_events, custom_event_usages=custom_event_usages,
custom_events_map_json=json.dumps(custom_events_map),
score_status_labels_json=db.json_for_script(db.SCORE_STATUS_LABELS),
data_operation_labels_json=db.json_for_script(screens.DATA_OPERATION_LABELS),
condition_operator_labels_json=db.json_for_script(screens.CONDITION_OPERATOR_LABELS),
action_type_labels_json=db.json_for_script(screens.ACTION_TYPE_LABELS_2D),
elements_labels_json=db.json_for_script(object_labels),
screens_map_json=db.json_for_script(screens_map),
flow_nodes=flow_nodes,
flow_edges=flow_edges,
flow_nodes_json=db.json_for_script(flow_nodes),
flow_edges_json=db.json_for_script(flow_edges),
flow_blocks_json=db.json_for_script(flow_blocks),
blocks_view=blocks_view,
animation_clips=animation_clips,
animation_clips_json=db.json_for_script(animation_clips),
animate_css_catalog=screens.ANIMATE_CSS_CATALOG,
animate_css_labels_json=db.json_for_script(screens.ANIMATE_CSS_LABELS),
global_variables=global_variables,
global_variable_types=db.GLOBAL_VARIABLE_TYPES,
custom_events=custom_events,
custom_event_usages=custom_event_usages,
custom_events_map_json=db.json_for_script(custom_events_map),
definitions=db.list_definitions(slug),
definitions_json=json.dumps({str(d["id"]): screens.data_definition_options(slug, d["id"]) for d in db.list_definitions(slug)}),
definitions_names_json=json.dumps({d["id"]: d["name"] for d in db.list_definitions(slug)}),
definitions_json=db.json_for_script(
{str(d["id"]): screens.data_definition_options(slug, d["id"]) for d in db.list_definitions(slug)}
),
definitions_names_json=db.json_for_script({d["id"]: d["name"] for d in db.list_definitions(slug)}),
# "qui parle" dans un dialogue de déclencheur (voir "ℹ️
# Informations", static/js/triggers/trigger-editor.js) : les noms
# donnés à N'IMPORTE QUEL objet de scène (personnage, décor,
# fond), toutes scènes du jeu confondues.
scene_object_names_json=json.dumps(screens.list_named_scene_object_names(slug)),
scene_object_names_json=db.json_for_script(screens.list_named_scene_object_names(slug)),
# Nouveaux déclencheurs/actions (voir screens/rendering/
# collision_rules.py, screens/rendering/screen_triggers.py) :
# vocabulaire des nouvelles actions feuilles + assets disponibles
# pour "son"/"vidéo", posés en JS comme le reste ci-dessus.
surbrillance_labels_json=json.dumps(screens.SURBRILLANCE_LABELS),
video_mode_labels_json=json.dumps(screens.VIDEO_MODE_LABELS),
user_assets_options_json=json.dumps(user_assets_options),
surbrillance_labels_json=db.json_for_script(screens.SURBRILLANCE_LABELS),
video_mode_labels_json=db.json_for_script(screens.VIDEO_MODE_LABELS),
user_assets_options_json=db.json_for_script(user_assets_options),
screen_triggers=screens.resolve_screen_triggers(screen),
)
+44 -20
View File
@@ -1,14 +1,14 @@
from flask import g, request, redirect, url_for, jsonify, abort
from flask import abort, g, jsonify, redirect, request, url_for
from werkzeug.wrappers import Response
import auth
import screens
from core.flask_app import app
from core.sprite_gate import forbid_admin_only_character, forbid_admin_only_background
from core.sprite_gate import forbid_admin_only_background, forbid_admin_only_character
@app.route("/game/<slug>/screens/<int:screen_id>/scene-objects/add", methods=["POST"])
def scene_object_add(slug, screen_id):
def scene_object_add(slug: str, screen_id: int) -> Response:
"""Pose un nouvel objet sur la scène — mirror de routes/elements/
element_add.py, mais pour _scene_objects (voir screens/scenes/
add_scene_object.py).
@@ -60,6 +60,7 @@ def scene_object_add(slug, screen_id):
# n'en a pas besoin (demande explicite : toujours 200×200 à la
# pose, voir add_scene_object.py::_DECOR_DEFAULT_SIZE).
import os
path = os.path.join(auth.user_assets_dir(asset["user_id"]), asset["filename"])
try:
with open(path, "rb") as fh:
@@ -75,10 +76,16 @@ def scene_object_add(slug, screen_id):
# visible sur le dessus/le côté). Un "decor"/"personnage" garde lui sa
# position de dépôt normale.
new_id = screens.add_scene_object(
slug, screen_id, kind=kind, forge_character=forge_character,
background_slug=background_slug, image_url=image_url,
image_width=image_width, image_height=image_height,
x=(None if kind == "fond" else drop_x), y=(None if kind == "fond" else drop_y),
slug,
screen_id,
kind=kind,
forge_character=forge_character,
background_slug=background_slug,
image_url=image_url,
image_width=image_width,
image_height=image_height,
x=(None if kind == "fond" else drop_x),
y=(None if kind == "fond" else drop_y),
)
if drop_x is not None and drop_y is not None and kind != "fond":
# Ramène dans le cadre de la caméra si le dépôt était trop proche
@@ -87,25 +94,42 @@ def scene_object_add(slug, screen_id):
# _clamp_to_camera pour l'IA, ici pour un dépôt manuel.
obj_for_clamp = screens.get_scene_object(slug, new_id)
screen = screens.get_screen(slug, screen_id)
assert obj_for_clamp is not None, ( # nosec B101 # noqa: S101 - narrowing de type, sur par construction
"new_id vient d'etre cree par screens.add_scene_object juste au-dessus"
)
assert screen is not None, ( # nosec B101 # noqa: S101 - narrowing de type, sur par construction
"screen_id valide : add_scene_object aurait leve IntegrityError sinon (FK scene_id)"
)
max_x = max(0, screen["scene_width"] - obj_for_clamp["width"])
max_y = max(0, screen["scene_height"] - obj_for_clamp["height"])
clamped_x = min(max(drop_x, 0), max_x)
clamped_y = min(max(drop_y, 0), max_y)
if (clamped_x, clamped_y) != (obj_for_clamp["x"], obj_for_clamp["y"]):
screens.update_scene_object_geometry(slug, new_id, clamped_x, clamped_y, obj_for_clamp["width"], obj_for_clamp["height"])
screens.update_scene_object_geometry(
slug, new_id, clamped_x, clamped_y, obj_for_clamp["width"], obj_for_clamp["height"]
)
if request.headers.get("X-Requested-With") == "fetch":
obj = screens.get_scene_object(slug, new_id)
return jsonify({
"id": new_id, "kind": obj["kind"],
"x": obj["x"], "y": obj["y"], "width": obj["width"], "height": obj["height"],
"rendered_html": screens.render_scene_object(obj),
# Relance l'aperçu animé tout de suite (voir personnage-preview.js
# ::restartPersonnageIdlePreview) — sans ça, un personnage
# fraîchement posé restait figé sur sa première frame jusqu'au
# prochain rechargement de page (qui n'arrive plus jamais, voir
# addSceneObject() côté JS).
"animations": screens.resolve_personnage_animations(obj) if obj["kind"] == "personnage" else None,
})
assert obj is not None, ( # nosec B101 # noqa: S101 - narrowing de type, sur par construction
"new_id vient d'etre cree par screens.add_scene_object plus haut"
)
return jsonify(
{
"id": new_id,
"kind": obj["kind"],
"x": obj["x"],
"y": obj["y"],
"width": obj["width"],
"height": obj["height"],
"rendered_html": screens.render_scene_object(obj),
# Relance l'aperçu animé tout de suite (voir personnage-preview.js
# ::restartPersonnageIdlePreview) — sans ça, un personnage
# fraîchement posé restait figé sur sa première frame jusqu'au
# prochain rechargement de page (qui n'arrive plus jamais, voir
# addSceneObject() côté JS).
"animations": screens.resolve_personnage_animations(obj) if obj["kind"] == "personnage" else None,
}
)
# Même route que l'éditeur document (/game/<slug>/screens/<id>/edit,
# endpoint "screen_edit") — c'est CE dispatcher qui bascule vers la
# vue de scène selon game_type, voir routes/screens/screen_edit.py.
+9 -4
View File
@@ -1,12 +1,14 @@
from flask import request, jsonify
from typing import Any
from flask import jsonify, request
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
@app.route("/game/<slug>/scene-objects/<int:object_id>/collision", methods=["POST"])
def scene_object_collision(slug, object_id):
def scene_object_collision(slug: str, object_id: int) -> Response | tuple[Response, int]:
"""Boîte de collision d'un objet de scène (voir "🧱 Collision" dans
templates/scene_edit.html, static/js/play/conditions.js::
elementsOverlap pour son usage au jeu)."""
@@ -15,7 +17,7 @@ def scene_object_collision(slug, object_id):
if not obj:
return jsonify({"error": "objet introuvable"}), 404
settings = {"enabled": bool(body.get("enabled", True))}
settings: dict[str, Any] = {"enabled": bool(body.get("enabled", True))}
settings["shape"] = body.get("shape") if body.get("shape") in screens.COLLISION_SHAPES else "rectangle"
for key in ("width", "height"):
try:
@@ -31,4 +33,7 @@ def scene_object_collision(slug, object_id):
screens.set_scene_object_collision(slug, object_id, settings)
obj = screens.get_scene_object(slug, object_id)
assert obj is not None, ( # nosec B101 # noqa: S101 - narrowing de type, sur par construction
"object_id valide (deja lu ci-dessus, rien ne l'a supprime entre-temps)"
)
return jsonify({"ok": True, "collision": screens.resolve_collision_settings(obj)})
+6 -4
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@@ -1,12 +1,14 @@
from flask import request, jsonify
from typing import Any
from flask import jsonify, request
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
@app.route("/game/<slug>/scene-objects/<int:object_id>/commandes", methods=["POST"])
def scene_object_commands(slug, object_id):
def scene_object_commands(slug: str, object_id: int) -> Response | tuple[Response, int]:
"""Touches de déplacement/interaction + blocage d'axe d'un personnage
(voir templates/scene_edit.html, section "Commandes" du panneau
Personnage, et static/js/play/personnage-controller.js pour leur
@@ -18,7 +20,7 @@ def scene_object_commands(slug, object_id):
return jsonify({"error": "objet introuvable"}), 404
defaults = screens.DEFAULT_PERSONNAGE_COMMANDS
commands = {}
commands: dict[str, Any] = {}
for key in ("haut", "bas", "gauche", "droite", "interagir"):
# Jamais de .strip() ici : " " (Espace) est une valeur ev.key
# parfaitement valide côté client (voir personnage-controller.js)
+3 -3
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@@ -1,12 +1,12 @@
from flask import redirect, request, url_for, jsonify
from flask import jsonify, redirect, request, url_for
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
@app.route("/game/<slug>/scene-objects/<int:object_id>/delete", methods=["POST"])
def scene_object_delete(slug, object_id):
def scene_object_delete(slug: str, object_id: int) -> Response | tuple[Response, int]:
"""Supprime un objet de scène — bouton 🗑️ du panneau de propriétés
(voir templates/scene_edit.html), toujours pour l'objet SÉLECTIONNÉ (le
seul dont ce bouton est affiché).
@@ -1,12 +1,12 @@
from flask import request, jsonify
from flask import jsonify, request
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
@app.route("/game/<slug>/scene-objects/<int:object_id>/dialogue-box-style", methods=["POST"])
def scene_object_dialogue_box_style(slug, object_id):
def scene_object_dialogue_box_style(slug: str, object_id: int) -> Response | tuple[Response, int]:
body = request.get_json(silent=True) or {}
style = screens.set_scene_object_dialogue_box_style(slug, object_id, body.get("style"))
if style is None:
+20 -7
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@@ -1,20 +1,31 @@
from flask import request, jsonify
from flask import jsonify, request
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
@app.route("/game/<slug>/scene-objects/<int:object_id>/geometry", methods=["POST"])
def scene_object_geometry(slug, object_id):
def scene_object_geometry(slug: str, object_id: int) -> Response | tuple[Response, int]:
"""Mirror exact de routes/elements/element_geometry.py, mais en pixels
(voir screens/scenes/update_scene_object_geometry.py) — appelé en AJAX
pendant/à la fin d'un glisser-déposer sur la scène."""
# Vérifié AVANT l'update (pas seulement après) : update_scene_object_geometry
# ne valide pas object_id elle-même (simple UPDATE ... WHERE id = ?, sans
# effet silencieux si la ligne n'existe plus) — un objet supprimé entre
# temps (ex. course avec un autre onglet/une suppression concurrente)
# aurait sinon fait planter obj["scene_id"] plus bas sur un obj devenu None.
obj = screens.get_scene_object(slug, object_id)
if obj is None:
return jsonify({"error": "objet introuvable"}), 404
data = request.get_json(force=True)
screens.update_scene_object_geometry(
slug, object_id,
x=float(data["x"]), y=float(data["y"]),
width=float(data["width"]), height=float(data["height"]),
slug,
object_id,
x=float(data["x"]),
y=float(data["y"]),
width=float(data["width"]),
height=float(data["height"]),
)
# Un "fond" agrandi manuellement au-delà du champ de la caméra doit
# élargir le "monde" tout de suite (voir screens.resolve_scene_world_size)
@@ -22,8 +33,10 @@ def scene_object_geometry(slug, object_id):
# JS après un redimensionnement manuel (contrairement au tour de Ruby,
# voir iaChatRefreshAfterTurn() dans static/js/ia/ia-chat.js), rendant
# injoignable à la souris tout ce qui dépassait la scène nominale.
obj = screens.get_scene_object(slug, object_id)
screen = screens.get_screen(slug, obj["scene_id"])
assert screen is not None, ( # nosec B101 # noqa: S101 - narrowing de type, sur par construction
"obj existe (verifie plus haut) et _scene_objects.scene_id a ON DELETE CASCADE vers _screens"
)
objects = screens.list_scene_objects(slug, obj["scene_id"])
world_width, world_height = screens.resolve_scene_world_size(screen, objects)
return jsonify({"ok": True, "world_width": world_width, "world_height": world_height})
+3 -3
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@@ -1,12 +1,12 @@
from flask import request, jsonify
from flask import jsonify, request
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
@app.route("/game/<slug>/scene-objects/<int:object_id>/name", methods=["POST"])
def scene_object_name(slug, object_id):
def scene_object_name(slug: str, object_id: int) -> Response:
data = request.get_json(force=True)
screens.set_scene_object_name(slug, object_id, data.get("name"))
return jsonify({"ok": True})
+2 -2
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@@ -1,12 +1,12 @@
from flask import jsonify
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
@app.route("/game/<slug>/scene-object-names", methods=["GET"])
def scene_object_names_list(slug):
def scene_object_names_list(slug: str) -> Response:
"""Noms d'objets de scène à jour, pour repeupler le sélecteur "qui
parle" de l'éditeur de dialogue (voir SCENE_OBJECT_NAMES_JSON,
templates/scene_edit.html, triggerSpeakerOptions() dans static/js/
@@ -1,13 +1,13 @@
from flask import request, jsonify
from flask import jsonify, request
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
from core.sprite_gate import forbid_admin_only_character
@app.route("/game/<slug>/scene-objects/<int:object_id>/personnage", methods=["POST"])
def scene_object_personnage_data(slug, object_id):
def scene_object_personnage_data(slug: str, object_id: int) -> Response | tuple[Response, int]:
"""Mirror exact de routes/elements/element_set_personnage_data.py,
mais pour un objet de scène — même réponse (animations résolues) pour
relancer immédiatement l'aperçu animé côté client sans recharger la
@@ -22,4 +22,7 @@ def scene_object_personnage_data(slug, object_id):
forbid_admin_only_character(body["forge_character"])
screens.set_scene_object_personnage_data(slug, object_id, body)
obj = screens.get_scene_object(slug, object_id)
assert obj is not None, ( # nosec B101 # noqa: S101 - narrowing de type, sur par construction
"object_id valide (deja lu ci-dessus, rien ne l'a supprime entre-temps)"
)
return jsonify({"ok": True, "animations": screens.resolve_personnage_animations(obj)})
+6 -3
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@@ -1,12 +1,12 @@
from flask import request, jsonify
from flask import jsonify, request
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
@app.route("/game/<slug>/scene-objects/<int:object_id>/quiz-config", methods=["POST"])
def scene_object_quiz_config(slug, object_id):
def scene_object_quiz_config(slug: str, object_id: int) -> Response | tuple[Response, int]:
"""Réglages "❓ Boîte à quiz" (plein écran/minuteur/modèle, voir
screens/rendering/quiz_box_config.py) — mirror exact de
routes/scenes/scene_object_dialogue_box_style.py."""
@@ -20,4 +20,7 @@ def scene_object_quiz_config(slug, object_id):
# coup, plutôt que de deviner quelle balise ajouter/retirer côté
# client.
obj = screens.get_scene_object(slug, object_id)
assert obj is not None, ( # nosec B101 # noqa: S101 - narrowing de type, sur par construction
"object_id valide : set_scene_object_quiz_config a renvoye une config non-None"
)
return jsonify({"config": config, "rendered_html": screens.render_scene_object(obj)})
+3 -3
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@@ -1,12 +1,12 @@
from flask import request, jsonify
from flask import jsonify, request
from werkzeug.wrappers import Response
import screens
from core.flask_app import app
@app.route("/game/<slug>/scene-objects/<int:object_id>/role", methods=["POST"])
def scene_object_role(slug, object_id):
def scene_object_role(slug: str, object_id: int) -> Response | tuple[Response, int]:
"""Rôle d'un personnage (joueur/ennemie/pnj — voir "🏷️ Rôle" dans le
panneau Personnage, templates/scene_edit.html) : seul un personnage
"joueur" est déplacé/animé automatiquement au clavier (voir