Éditeur de collision (jeu 2D) : règles trigger -> action par objet
Nouvel onglet "🧩 Collision" dans l'éditeur de scène 2D : chaque objet (hors joueur et fond) peut porter des règles "à la collision" ou "dans un périmètre (px)" déclenchant une action (quête, attaque, événement, ou interagir - qui affiche "Appuie sur [touche]" puis exécute une sous-action à l'appui, un seul niveau d'imbrication). Backend (sanitisation, route de persistance, exposition dans full_game_payload) + assistant modal en cartes empilées côté client. Ajoute le moteur d'exécution runtime (collision-rules-controller.js) : détecte l'entrée en collision/périmètre avec le joueur à chaque tick, déclenche l'action une seule fois par entrée, pur JS client sans appel serveur (fonctionne à l'identique en ligne et en export SCORM). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Claude Sonnet 5
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"""Éditeur de collision (onglet "🧩 Collision", voir
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screens/rendering/collision_rules.py) : une règle "déclencheur (collision/
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périmètre) -> action (quête/attaque/événement/interagir)" par carte
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objet — toujours les AUTRES objets qui réagissent à la présence du
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joueur, jamais l'inverse. static/js/scenes/collision-rules-editor.js
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construit l'assistant "+ Action" ; ce fichier teste la couche serveur
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(défauts, validation, exposition dans full_game_payload)."""
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import re
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import screens
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def _create_jeu2d_game(client, tmp_game_slug_cleanup, name="pytest_collision_rules"):
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resp = client.post("/games/new", data={"name": name}, follow_redirects=False)
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slug = tmp_game_slug_cleanup(resp.headers["Location"].rstrip("/").split("/")[-1])
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screen_id = screens.create_screen(slug, "Scène 1", kind="jeu_2d")
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return slug, screen_id
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def _add_personnage(client, slug, screen_id, role=None):
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resp = client.post(f"/game/{slug}/screens/{screen_id}/scene-objects/add", data={"kind": "personnage"}, follow_redirects=False)
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assert resp.status_code == 302, resp.data
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obj_id = int(re.search(r"selected=(\d+)", resp.headers["Location"]).group(1))
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if role:
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client.post(f"/game/{slug}/scene-objects/{obj_id}/role", data=f'{{"role": "{role}"}}', content_type="application/json")
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return obj_id
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def _add_custom_event(client, slug, name="NEED_HELP"):
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resp = client.post(f"/game/{slug}/events/new", data={"name": name}, follow_redirects=False)
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assert resp.status_code == 302, resp.data
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events = screens.list_custom_events(slug) if hasattr(screens, "list_custom_events") else __import__("db").list_custom_events(slug)
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return next(e["id"] for e in events if e["name"] == name)
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def test_freshly_placed_object_has_no_collision_rules(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
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obj = screens.get_scene_object(slug, enemy_id)
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assert screens.resolve_collision_rules(obj) == []
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def test_rules_route_persists_a_collision_trigger_attack_action(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
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resp = client.post(
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f"/game/{slug}/scene-objects/{enemy_id}/collision-rules",
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data='{"rules": [{"trigger": "collision", "action": {"type": "attaque"}}]}',
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content_type="application/json",
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)
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assert resp.status_code == 200
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assert resp.get_json()["rules"] == [{"trigger": "collision", "action": {"type": "attaque"}}]
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obj = screens.get_scene_object(slug, enemy_id)
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assert screens.resolve_collision_rules(obj) == [{"trigger": "collision", "action": {"type": "attaque"}}]
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def test_rules_route_persists_a_perimeter_trigger_with_custom_radius(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
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resp = client.post(
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f"/game/{slug}/scene-objects/{enemy_id}/collision-rules",
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data='{"rules": [{"trigger": "perimetre", "perimetre_px": 40, "action": {"type": "attaque"}}]}',
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content_type="application/json",
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)
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rules = resp.get_json()["rules"]
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assert rules == [{"trigger": "perimetre", "perimetre_px": 40.0, "action": {"type": "attaque"}}]
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def test_rules_route_persists_a_quest_action_with_free_form_id(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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pnj_id = _add_personnage(client, slug, screen_id, role="pnj")
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resp = client.post(
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f"/game/{slug}/scene-objects/{pnj_id}/collision-rules",
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data='{"rules": [{"trigger": "collision", "action": {"type": "quete", "quete_id": "quete-001"}}]}',
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content_type="application/json",
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)
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assert resp.get_json()["rules"] == [{"trigger": "collision", "action": {"type": "quete", "quete_id": "quete-001"}}]
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def test_rules_route_persists_an_interagir_action_with_one_level_of_nesting(client, tmp_game_slug_cleanup):
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""""interagir" affiche "Appuie sur [touche]" puis exécute une SOUS-action
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à l'appui — un seul niveau d'imbrication autorisé (voir
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screens/rendering/collision_rules.py::_MAX_ACTION_DEPTH)."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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pnj_id = _add_personnage(client, slug, screen_id, role="pnj")
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resp = client.post(
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f"/game/{slug}/scene-objects/{pnj_id}/collision-rules",
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data='{"rules": [{"trigger": "collision", "action": {"type": "interagir", "sub_action": {"type": "quete", "quete_id": "q1"}}}]}',
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content_type="application/json",
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)
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assert resp.get_json()["rules"] == [
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{"trigger": "collision", "action": {"type": "interagir", "sub_action": {"type": "quete", "quete_id": "q1"}}},
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]
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def test_rules_route_rejects_interagir_nested_inside_interagir(client, tmp_game_slug_cleanup):
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"""Une imbrication trop profonde (interagir -> interagir -> ...) est
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ignorée plutôt que d'accepter une structure sans fin postée à la main."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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pnj_id = _add_personnage(client, slug, screen_id, role="pnj")
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resp = client.post(
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f"/game/{slug}/scene-objects/{pnj_id}/collision-rules",
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data='{"rules": [{"trigger": "collision", "action": {"type": "interagir", "sub_action": {"type": "interagir", "sub_action": {"type": "attaque"}}}}]}',
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content_type="application/json",
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)
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assert resp.get_json()["rules"] == [] # la règle entière est rejetée
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def test_rules_route_drops_malformed_rules(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
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resp = client.post(
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f"/game/{slug}/scene-objects/{enemy_id}/collision-rules",
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data='{"rules": [{"trigger": "diagonale", "action": {"type": "attaque"}}, {"trigger": "collision", "action": {"type": "sorcellerie"}}, "pas un objet"]}',
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content_type="application/json",
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)
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assert resp.get_json()["rules"] == []
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def test_rules_route_404s_for_missing_object(client, game):
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resp = client.post(f"/game/{game}/scene-objects/999999/collision-rules", data='{"rules": []}', content_type="application/json")
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assert resp.status_code == 404
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def test_full_game_payload_excludes_the_player_and_fond_from_collision_rule_objects(client, tmp_game_slug_cleanup):
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"""Toujours les AUTRES objets qui réagissent à la présence du joueur,
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jamais l'inverse — le joueur lui-même et un fond n'ont pas de champ
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"collision_rules" dans le payload."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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player_id = _add_personnage(client, slug, screen_id) # rôle par défaut : joueur
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enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
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payload = screens.full_game_payload(slug)
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scene_screen = next(s for s in payload["screens"] if s["id"] == screen_id)
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player_payload = next(o for o in scene_screen["elements"] if o["id"] == player_id)
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enemy_payload = next(o for o in scene_screen["elements"] if o["id"] == enemy_id)
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assert "collision_rules" not in player_payload
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assert enemy_payload["collision_rules"] == []
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def test_scene_edit_view_lists_eligible_objects_only(client, tmp_game_slug_cleanup):
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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player_id = _add_personnage(client, slug, screen_id) # rôle par défaut : joueur, exclu
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enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
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html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
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idx = html.find("var COLLISION_RULE_OBJECTS")
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end = html.find(";", idx)
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snippet = html[idx:end]
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assert f'"id": {enemy_id}' in snippet
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assert f'"id": {player_id}' not in snippet
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