"""Objets de scène (_scene_objects) — fondations de l'éditeur de scène 2D (écrans "jeu_2d", voir game_engine/screens_repo/ensure_schema.py). Positions en PIXELS fixes (pas des %, voir ensure_scene_schema.py). kind="personnage" réutilise TELLE QUELLE la structure _personnage_data et les fonctions resolve_personnage_* déjà écrites pour le widget "personnage" de l'éditeur document (Phase 8) — même bibliothèque Forge, même moteur d'animation côté client, juste une autre table de stockage.""" from collections.abc import Callable from typing import Any import db import game_engine from tests.conftest import not_none def _create_jeu2d_game(tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_scene_test") -> Any: slug = tmp_game_slug_cleanup(db.create_game(name)) screen_id = game_engine.create_screen(slug, "Scène 1", kind="jeu_2d") return slug, screen_id def test_scene_object_defaults_to_forge_personnage(tmp_game_slug_cleanup: Callable[[str], str]) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id) obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert obj["kind"] == "personnage" assert obj["attributes"]["_personnage_data"] data = game_engine.resolve_personnage_data(obj) assert data["source"] == "forge" assert data["forge_character"] in game_engine.SPRITE_LIBRARY def test_add_scene_object_with_specific_forge_character(tmp_game_slug_cleanup: Callable[[str], str]) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, kind="personnage", forge_character="zombie") obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert game_engine.resolve_personnage_data(obj)["forge_character"] == "zombie" def test_add_decor_scene_object(tmp_game_slug_cleanup: Callable[[str], str]) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, kind="decor") obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert obj["kind"] == "decor" def test_add_decor_scene_object_with_an_image_defaults_to_200x200_with_a_150x150_collision_box( tmp_game_slug_cleanup: Callable[[str], str], ) -> None: """Demande explicite : un objet/décor posé depuis "Mes assets" doit toujours démarrer à 200×200 (jamais la taille réelle, souvent bien plus grande, ni le défaut 128×128 du schéma), avec une boîte de collision plus petite (150×150, centrée) pour rester proche de la silhouette réelle.""" slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, kind="decor", image_url="/assets/1/photo.png") obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert (obj["width"], obj["height"]) == (200, 200) collision = game_engine.resolve_collision_settings(obj) assert (collision["width"], collision["height"]) == (150, 150) def test_add_decor_scene_object_with_an_image_ignores_real_image_dimensions( tmp_game_slug_cleanup: Callable[[str], str], ) -> None: """Contrairement à "fond" (voir add_scene_object.py), un "decor" ne doit JAMAIS être posé à la taille réelle de l'image importée — même quand elle est connue (image_width/image_height fournis).""" slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object( slug, screen_id, kind="decor", image_url="/assets/1/photo.png", image_width=5504, image_height=3072, ) obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert (obj["width"], obj["height"]) == (200, 200) def test_scene_object_geometry_is_pixels_not_percent(tmp_game_slug_cleanup: Callable[[str], str]) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id) game_engine.update_scene_object_geometry(slug, obj_id, x=320, y=200, width=128, height=128) obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert (obj["x"], obj["y"], obj["width"], obj["height"]) == (320, 200, 128, 128) def test_list_scene_objects_ordered_by_z_index(tmp_game_slug_cleanup: Callable[[str], str]) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) first = game_engine.add_scene_object(slug, screen_id) second = game_engine.add_scene_object(slug, screen_id) objs = game_engine.list_scene_objects(slug, screen_id) assert [o["id"] for o in objs] == [first, second] def test_swap_scene_object_forge_character(tmp_game_slug_cleanup: Callable[[str], str]) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, forge_character="male-adventurer") game_engine.set_scene_object_personnage_data(slug, obj_id, {"source": "forge", "forge_character": "robot"}) obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert game_engine.resolve_personnage_data(obj)["forge_character"] == "robot" def test_render_scene_object_shows_idle_frame_pixel_positioned(tmp_game_slug_cleanup: Callable[[str], str]) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, forge_character="zombie") game_engine.update_scene_object_geometry(slug, obj_id, x=50, y=60, width=64, height=64) obj = not_none(game_engine.get_scene_object(slug, obj_id)) html = game_engine.render_scene_object(obj) assert "/static/game/characters/zombie/idle.png" in html assert "left:50" in html and "top:60" in html assert f'data-object-id="{obj_id}"' in html assert 'data-personnage="1"' in html def test_render_scene_object_alt_uses_the_authored_name_rgaa(tmp_game_slug_cleanup: Callable[[str], str]) -> None: """RGAA/WCAG 1.1.1 : le nom donné par l'auteur (panneau "ℹ️ Informations") sert d'alternative textuelle — jamais aucun attribut alt du tout n'était généré avant.""" slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, forge_character="zombie") game_engine.set_scene_object_name(slug, obj_id, "Zombie du hangar") obj = not_none(game_engine.get_scene_object(slug, obj_id)) html = game_engine.render_scene_object(obj) assert 'alt="Zombie du hangar"' in html def test_render_scene_object_alt_is_empty_when_unnamed_rgaa(tmp_game_slug_cleanup: Callable[[str], str]) -> None: """alt="" (décoratif) plutôt qu'aucun attribut du tout quand l'auteur n'a pas nommé l'objet.""" slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, forge_character="zombie") obj = not_none(game_engine.get_scene_object(slug, obj_id)) html = game_engine.render_scene_object(obj) assert 'alt=""' in html def test_render_scene_object_fond_alt_is_always_empty_rgaa(tmp_game_slug_cleanup: Callable[[str], str]) -> None: """Un "fond" est toujours décoratif — alt="" même s'il est nommé.""" slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, kind="fond", background_slug="foret") game_engine.set_scene_object_name(slug, obj_id, "Grand décor de fond") obj = not_none(game_engine.get_scene_object(slug, obj_id)) html = game_engine.render_scene_object(obj) assert 'alt=""' in html def test_add_scene_object_with_explicit_position_uses_it_instead_of_the_default( tmp_game_slug_cleanup: Callable[[str], str], ) -> None: """Vrai glisser-déposer depuis la galerie (demande explicite : "n'importe où sur la scène") — x/y explicites remplacent le défaut 100/100 posé par le schéma (voir ensure_scene_schema.py).""" slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, kind="decor", x=250, y=340) obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert obj["x"] == 250 assert obj["y"] == 340 def test_add_scene_object_without_position_still_defaults_to_100_100( tmp_game_slug_cleanup: Callable[[str], str], ) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, kind="decor") obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert obj["x"] == 100 assert obj["y"] == 100 def test_add_scene_object_fond_with_explicit_position_overrides_the_top_left_default( tmp_game_slug_cleanup: Callable[[str], str], ) -> None: """Un "fond" reste au coin haut-gauche (0,0) SANS position explicite (comportement inchangé), mais un glisser-déposer précis doit pouvoir le positionner ailleurs si le créateur le demande explicitement.""" slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, kind="fond", background_slug="foret", x=50, y=60) obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert obj["x"] == 50 assert obj["y"] == 60 def test_add_scene_object_fond_without_position_still_defaults_to_top_left( tmp_game_slug_cleanup: Callable[[str], str], ) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id, kind="fond", background_slug="foret") obj = not_none(game_engine.get_scene_object(slug, obj_id)) assert obj["x"] == 0 assert obj["y"] == 0 def test_delete_scene_object_cleans_up_referencing_flow_nodes(tmp_game_slug_cleanup: Callable[[str], str]) -> None: slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup) obj_id = game_engine.add_scene_object(slug, screen_id) node_id = game_engine.add_flow_node( slug, screen_id, node_type="action", action_type="jouer_animation_sprite", target_object_id=obj_id, data_value='{"animation":"idle","fps":8,"loop":true}', ) game_engine.delete_scene_object(slug, obj_id) assert game_engine.get_flow_node(slug, node_id) is None