"""Événements personnalisés (db/custom_events/, screens/custom_events/) : un événement game-wide (ex. NEED_ACTION) écouté par un nœud Déclencheur ("trigger_event"="evenement") sur UNE scène/UN modèle, et déclenché par un nœud Action ("action_type"="declencher_evenement") sur UNE AUTRE scène/UN AUTRE modèle — la seule entité game-wide du moteur dont la suppression cascade RÉELLEMENT vers les nœuds qui la référencent, partout à la fois (voir screens/custom_events/delete_custom_event.py).""" import json import re import db import screens def _create_screen(client, slug, name="Accueil"): resp = client.post(f"/game/{slug}/screens/new", data={"name": name}, follow_redirects=False) return int(re.search(r"/screens/(\d+)/edit", resp.headers["Location"]).group(1)) def _add_element(client, slug, screen_id, widget="bouton"): resp = client.post(f"/game/{slug}/screens/{screen_id}/elements/add", data={"widget": widget}, follow_redirects=False) return int(re.search(r"selected=(\d+)", resp.headers["Location"]).group(1)) def _add_flow_node(client, slug, screen_id, **fields): resp = client.post( f"/game/{slug}/screens/{screen_id}/flow/nodes/add", data=json.dumps(fields), content_type="application/json", ) assert resp.status_code == 200 return resp.get_json()["id"] def test_create_event_is_idempotent_by_name(client, game): screen_id = _create_screen(client, game) resp = client.post(f"/game/{game}/events/new", data={ "name": "NEED_ACTION", "description": "Besoin d'action", "has_element_param": "on", "screen_id": screen_id, }) assert resp.status_code == 302 events = db.list_custom_events(game) assert len(events) == 1 assert events[0]["name"] == "NEED_ACTION" assert events[0]["has_element_param"] == 1 # Double soumission : ne crée pas un deuxième événement du même nom. client.post(f"/game/{game}/events/new", data={"name": "NEED_ACTION", "screen_id": screen_id}) assert len(db.list_custom_events(game)) == 1 def test_edit_event_updates_description_and_param_flag(client, game): screen_id = _create_screen(client, game) event_id = db.create_custom_event(game, "NEED_ACTION", "old", False) resp = client.post(f"/game/{game}/events/{event_id}/edit", data={ "description": "new", "has_element_param": "on", "screen_id": screen_id, }) assert resp.status_code == 302 event = db.get_custom_event(game, event_id) assert event["description"] == "new" assert event["has_element_param"] == 1 def test_usages_reports_listener_and_dispatcher_across_different_screens(client, game): event_id = db.create_custom_event(game, "NEED_ACTION", "", True) listener_screen = _create_screen(client, game, "Écran écouteur") _add_flow_node(client, game, listener_screen, node_type="trigger", trigger_event="evenement", trigger_custom_event_id=event_id) dispatcher_screen = _create_screen(client, game, "Écran déclencheur") element_id = _add_element(client, game, dispatcher_screen) _add_flow_node( client, game, dispatcher_screen, node_type="action", action_type="declencher_evenement", target_custom_event_id=event_id, target_element_id=element_id, ) usages = screens.list_custom_event_usages(game) roles = {u["role"] for u in usages[event_id]} screen_ids = {u["screen_id"] for u in usages[event_id]} assert roles == {"ecoute", "declenche"} assert screen_ids == {listener_screen, dispatcher_screen} def test_deleting_an_event_cascades_to_every_referencing_node_everywhere(client, game): event_id = db.create_custom_event(game, "NEED_ACTION", "", True) listener_screen = _create_screen(client, game, "Écran écouteur") listener_node_id = _add_flow_node( client, game, listener_screen, node_type="trigger", trigger_event="evenement", trigger_custom_event_id=event_id, ) # Le modèle (élément de jeu réutilisable) est un écran caché — voir # screens.create_element_type — le déclencheur y est posé exactement # comme sur une vraie scène. screens.create_element_type(game, "Carte email", "📧") template = next(t for t in screens.list_element_types(game) if t["name"] == "Carte email") template_screen_id = template["template_screen_id"] dispatcher_node_id = _add_flow_node( client, game, template_screen_id, node_type="action", action_type="declencher_evenement", target_custom_event_id=event_id, ) resp = client.post(f"/game/{game}/events/{event_id}/delete", data={"screen_id": listener_screen}, follow_redirects=False) assert resp.status_code == 302 assert db.get_custom_event(game, event_id) is None assert screens.get_flow_node(game, listener_node_id) is None assert screens.get_flow_node(game, dispatcher_node_id) is None # Les écrans/modèles eux-mêmes ne sont pas touchés, seuls les nœuds. assert screens.get_screen(game, listener_screen) is not None assert screens.get_screen(game, template_screen_id) is not None def test_runtime_payload_exposes_both_nodes_for_the_client_js(client, game): """templates/play.html::dispatchGameEvent()/findTriggerNode() scannent gameData.flows (toutes les scènes ET tous les modèles à la fois) pour retrouver un nœud par trigger_custom_event_id/target_custom_event_id — ce test verrouille que full_game_payload() expose bien ces deux champs intacts pour chaque écran, avec le bon type (entier, pas une chaîne), faute de quoi une comparaison stricte "===" côté JS échouerait silencieusement.""" event_id = db.create_custom_event(game, "NEED_ACTION", "", True) listener_screen = _create_screen(client, game, "Écran écouteur") listener_node_id = _add_flow_node( client, game, listener_screen, node_type="trigger", trigger_event="evenement", trigger_custom_event_id=event_id, ) dispatcher_screen = _create_screen(client, game, "Écran déclencheur") element_id = _add_element(client, game, dispatcher_screen) dispatcher_node_id = _add_flow_node( client, game, dispatcher_screen, node_type="action", action_type="declencher_evenement", target_custom_event_id=event_id, target_element_id=element_id, ) payload = screens.full_game_payload(game) flows = payload["flows"] listener_node = next(n for n in flows[str(listener_screen)]["nodes"] if n["id"] == listener_node_id) assert listener_node["trigger_event"] == "evenement" assert listener_node["trigger_custom_event_id"] == event_id dispatcher_node = next(n for n in flows[str(dispatcher_screen)]["nodes"] if n["id"] == dispatcher_node_id) assert dispatcher_node["action_type"] == "declencher_evenement" assert dispatcher_node["target_custom_event_id"] == event_id assert dispatcher_node["target_element_id"] == element_id def test_modifier_element_from_event_flag_persists(client, game): screen_id = _create_screen(client, game) node_id = _add_flow_node( client, game, screen_id, node_type="action", action_type="modifier_element", target_element_from_event=1, element_property="surbrillance", element_value="pulse", ) node = screens.get_flow_node(game, node_id) assert node["target_element_from_event"] == 1 assert node["target_element_id"] is None def test_flow_node_run_data_resolves_event_row_id_from_request_body(client, game): """Miroir serveur du sentinel EVENT_ROW_ID (voir play.html, readFieldValue) — flow_node_run_data.py doit résoudre target_row_id depuis le corps JSON ("event_row_id") exactement comme il le fait déjà pour CLICKED_ROW_ID ("clicked_row_id").""" resp = client.post(f"/game/{game}/objects/new", data={ "object_name": "Jauge", "field_name[]": ["valeur"], "field_type[]": ["nombre_entier"], "field_relation[]": [""], "field_required[]": ["0"], "field_min[]": [""], "field_max[]": [""], }, follow_redirects=False) def_id = int(resp.headers["Location"].rstrip("/").split("/")[-1]) client.post(f"/game/{game}/objects/{def_id}/data/new", data={"valeur": "1"}) client.post(f"/game/{game}/objects/{def_id}/data/new", data={"valeur": "2"}) rows = db.list_rows(game, db.get_definition(game, def_id)) row_id = next(r["id"] for r in rows if r["valeur"] == 2) screen_id = _create_screen(client, game) node_id = _add_flow_node( client, game, screen_id, node_type="action", action_type="modifier_donnee", target_definition_id=def_id, target_row_id=screens.EVENT_ROW_ID, target_field="valeur", data_operation="definir_nombre", data_value="99", ) resp = client.post( f"/game/{game}/flow/nodes/{node_id}/run-data", data=json.dumps({"clicked_row_id": None, "event_row_id": row_id}), content_type="application/json", ) assert resp.status_code == 200 assert resp.get_json()["ok"] is True row = db.get_row(game, db.get_definition(game, def_id), row_id) assert row["valeur"] == 99