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williamandClaude Sonnet 5 b2e933f322
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Reorganisation game/document : renommage screens->game_engine + sous-dossiers game/ dans routes, scripts, static, templates, tests
Prepare la scission a venir entre l'editeur Jeu 2D et le futur editeur
Support de formation (voir docs/plan/PLAN.md), sans toucher a
l'architecture en couches existante :

- screens/ renomme en game_engine/ (nom clair pour le moteur du jeu 2D,
  avant l'arrivee d'un second "moteur" cote document) : ~85 imports
  corriges, contrat import-linter mis a jour, meme forme de couches.
- routes/, scripts/, static/, templates/, tests/ : tout ce qui est
  propre au jeu 2D deplace dans un sous-dossier game/ de chacun
  (routes/game/, static/game/, templates/game/, tests/game/,
  scripts/game/) ; ce qui est partage par le site (auth, onboarding,
  dashboard, uploads, db/) reste a la racine de chaque dossier. Un
  sous-dossier document/ (vide) cree dans chacun pour le futur chantier.
- styles/ volontairement inchange : les 3 fichiers sources sont
  concatenes en un seul static/style.css charge par tout le site,
  scinder leur CONTENU (editeur vs partage) serait un refactor CSS
  distinct, pas un deplacement mecanique.
- Chaine d'export SCORM (publish/build_scorm_package.py) mise a jour en
  profondeur : copie des assets, URLs d'icones relatives a
  static/style.css (qui ne bouge pas), manifeste, wrapper SCORM.
- Deux regressions d'un sweep de renommage anterieur corrigees au passage
  (screens.js/screens/scene-objects incorrectement convertis en
  game_engine.js/game_engine/scene-objects dans des commentaires).
- Effet de bord Windows decouvert et corrige : git mv + Path.write_text
  convertissent des fichiers en CRLF (core.autocrlf=true) - ~189 fichiers
  normalises en LF.
- .eslintrc.json/package.json : uniquement les chemins de glob mis a jour
  (static/game/js/...) ; la preparation eslint-plugin-unicorn du lot 7
  reste volontairement non committee (package-lock.json restaure a la
  version precedente).

Verifications : ruff, mypy --strict (391 fichiers), vulture, bandit,
lint-imports tous verts ; 591/591 tests Python, 276/276 tests JS ;
demarrage serveur + requetes HTTP manuelles confirmant que les assets
deplaces repondent en 200 au nouvel emplacement et 404 a l'ancien.

SKIP=djlint : backlog H021 (styles inline) deja documente comme dette
assumee dans CODE_QUALITY.md section 6, aucun template touche par ce
commit au-dela d'un deplacement de fichier.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-19 12:27:53 +02:00

345 lines
15 KiB
Python

"""ai/chat.py — la boucle tool-use (voir plan Phase 2, §5). Jamais un
vrai appel à l'API Claude ici : client.messages.create est monkeypatché
par une fausse classe qui rejoue une séquence de réponses programmée."""
from collections.abc import Callable
from typing import Any
import pytest
from flask.testing import FlaskClient
import ai
import db
import game_engine
from tests.conftest import not_none
def _create_jeu2d_game_with_conversation(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_ai_chat"
) -> Any:
resp = client.post("/games/new", data={"name": name}, follow_redirects=False)
slug = tmp_game_slug_cleanup(resp.headers["Location"].rstrip("/").split("/")[-1])
screen_id = game_engine.create_screen(slug, "Scène 1", kind="jeu_2d")
conversation_id = game_engine.create_ia_conversation(slug, screen_id)
return slug, screen_id, conversation_id
class _FakeBlock:
def __init__(
self, type: str, text: str | None = None, id: str | None = None, name: str | None = None, input: Any = None
) -> None:
self.type = type
self.text = text
self.id = id
self.name = name
self.input = input or {}
class _FakeResponse:
def __init__(self, content: Any, stop_reason: Any) -> None:
self.content = content
self.stop_reason = stop_reason
class _FakeMessages:
def __init__(self, responses: Any) -> None:
self._responses = list(responses)
self.call_count = 0
self.last_kwargs: dict[str, Any] | None = None
def create(self, **kwargs: Any) -> Any:
self.call_count += 1
self.last_kwargs = kwargs
if len(self._responses) > 1:
return self._responses.pop(0)
return self._responses[0] # rejoue la dernière indéfiniment (voir test de la borne)
class _FakeClient:
def __init__(self, responses: Any) -> None:
self.messages = _FakeMessages(responses)
def test_run_chat_turn_returns_text_directly_when_no_tool_is_used(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], monkeypatch: pytest.MonkeyPatch
) -> None:
slug, screen_id, conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
fake_client = _FakeClient([_FakeResponse([_FakeBlock("text", text="Bonjour, que veux-tu créer ?")], "end_turn")])
monkeypatch.setattr("ai.chat.get_client", lambda: fake_client)
reply = ai.run_chat_turn(slug, screen_id, conversation_id, 1, "Salut")
assert reply == "Bonjour, que veux-tu créer ?"
assert fake_client.messages.call_count == 1
def test_run_chat_turn_dispatches_a_tool_call_then_returns_the_final_text(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], monkeypatch: pytest.MonkeyPatch
) -> None:
slug, screen_id, conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
tool_use_response = _FakeResponse(
[
_FakeBlock(
"tool_use",
id="t1",
name="create_global_variable",
input={"name": "score_ia", "var_type": "nombre_entier"},
)
],
"tool_use",
)
final_response = _FakeResponse([_FakeBlock("text", text="Variable créée.")], "end_turn")
fake_client = _FakeClient([tool_use_response, final_response])
monkeypatch.setattr("ai.chat.get_client", lambda: fake_client)
reply = ai.run_chat_turn(slug, screen_id, conversation_id, 1, "Crée une variable score_ia")
assert reply == "Variable créée."
names = [v["name"] for v in db.list_global_variables(slug)]
assert "score_ia" in names
def test_run_chat_turn_stops_after_the_max_iterations_even_if_claude_keeps_calling_tools(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], monkeypatch: pytest.MonkeyPatch
) -> None:
slug, screen_id, conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
always_tool_use = _FakeResponse(
[_FakeBlock("tool_use", id="t1", name="create_global_variable", input={"name": "boucle_infinie"})],
"tool_use",
)
fake_client = _FakeClient([always_tool_use])
monkeypatch.setattr("ai.chat.get_client", lambda: fake_client)
reply = ai.run_chat_turn(slug, screen_id, conversation_id, 1, "Fais quelque chose")
assert fake_client.messages.call_count == ai.chat._MAX_TOOL_ITERATIONS
assert reply == "(pas de réponse textuelle)"
def test_run_chat_turn_explains_when_cut_short_by_max_tokens(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], monkeypatch: pytest.MonkeyPatch
) -> None:
"""Bug corrigé : max_tokens=4096 pouvait couper Claude EN PLEINE
RÉFLEXION sur une demande riche, avant le moindre appel d'outil —
symptôme observé : "(pas de réponse textuelle)" dès le premier tour,
aucune progression. Message désormais plus clair pour le créateur."""
slug, screen_id, conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
cut_short = _FakeResponse([], "max_tokens") # aucun bloc texte, coupé en cours de réflexion
fake_client = _FakeClient([cut_short])
monkeypatch.setattr("ai.chat.get_client", lambda: fake_client)
reply = ai.run_chat_turn(slug, screen_id, conversation_id, 1, "Fais quelque chose de complexe")
assert "interrompue" in reply
assert fake_client.messages.call_count == 1 # stop_reason != "tool_use" -> sort dès le premier tour
def test_run_chat_turn_uses_a_generous_max_tokens_not_the_old_lowballed_value(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], monkeypatch: pytest.MonkeyPatch
) -> None:
slug, screen_id, conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
fake_client = _FakeClient([_FakeResponse([_FakeBlock("text", text="ok")], "end_turn")])
monkeypatch.setattr("ai.chat.get_client", lambda: fake_client)
ai.run_chat_turn(slug, screen_id, conversation_id, 1, "Salut")
assert not_none(fake_client.messages.last_kwargs)["max_tokens"] >= 16000
def test_run_chat_turn_raises_when_anthropic_is_not_configured(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
slug, screen_id, conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
try:
ai.run_chat_turn(slug, screen_id, conversation_id, 1, "Salut")
raise AssertionError("devrait lever AnthropicNotConfiguredError")
except ai.AnthropicNotConfiguredError:
pass
# ---------- État de scène ré-injecté à chaque tour (bug corrigé : Ruby
# dupliquait des objets faute de voir ce qui existait déjà) ----------
def test_describe_scene_state_reports_dimensions_and_no_objects(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
slug, screen_id, _ = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
description = ai.chat._describe_scene_state(slug, screen_id)
assert "0 à 960" in description and "0 à 540" in description
assert "Aucun objet" in description
def test_describe_scene_state_lists_existing_objects_with_role_and_trigger_flag(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
slug, screen_id, _ = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
player_id = game_engine.add_scene_object(slug, screen_id, kind="personnage")
game_engine.set_scene_object_role(slug, player_id, "joueur")
pnj_id = game_engine.add_scene_object(slug, screen_id, kind="personnage")
game_engine.set_scene_object_collision_rules(
slug,
pnj_id,
game_engine.sanitize_collision_rules(
[
{"trigger": "collision", "action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}}},
]
),
)
description = ai.chat._describe_scene_state(slug, screen_id)
assert f"id={player_id}" in description
assert "rôle=joueur" in description
assert f"id={pnj_id}" in description
assert "rôle=pnj" in description
assert "[déclencheur déjà configuré]" in description
def test_describe_scene_state_reports_no_screen_trigger_by_default(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
slug, screen_id, _ = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
description = ai.chat._describe_scene_state(slug, screen_id)
assert "Aucun déclencheur d'écran" in description
def test_describe_scene_state_reports_an_existing_screen_trigger(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
slug, screen_id, _ = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
game_engine.set_screen_triggers(
slug,
screen_id,
game_engine.sanitize_screen_triggers(
[
{"trigger": "affichage", "action": {"type": "dialogue"}},
]
),
)
description = ai.chat._describe_scene_state(slug, screen_id)
assert "1 déclencheur(s) D'ÉCRAN" in description
def test_system_prompt_documents_the_new_triggers_and_actions() -> None:
"""Bug à éviter : ajouter un type de déclencheur/action côté moteur
(game_engine/rendering/collision_rules.py) sans jamais le documenter dans
le system prompt le rendrait invisible pour Ruby malgré l'outil qui
l'accepte techniquement."""
prompt = ai.chat._SYSTEM_PROMPT
for keyword in (
'"clic"',
'"survol"',
'"affichage"',
"surbrillance",
"visibilite",
'"son"',
'"video"',
"indication",
):
assert keyword in prompt, keyword
def test_system_prompt_asks_ruby_to_clarify_ambiguous_trigger_choice() -> None:
assert "pose la question" in ai.chat._SYSTEM_PROMPT
def test_system_prompt_asks_ruby_to_clarify_interagir_vs_immediate_action() -> None:
assert "interagir" in ai.chat._SYSTEM_PROMPT
assert "APPUYER SUR UNE TOUCHE" in ai.chat._SYSTEM_PROMPT
def test_system_prompt_documents_the_quiz_box_config_tool() -> None:
"""Demande explicite : "Ruby dois pouvoir aussi piloter ces réglages"
(plein écran/minuteur/modèle d'un quiz autonome) — pas seulement
l'éditeur manuel."""
prompt = ai.chat._SYSTEM_PROMPT
assert "set_quiz_box_config" in prompt
for keyword in ("fullscreen", "timer_mode", "dialog_template", "page_template"):
assert keyword in prompt, keyword
def test_system_prompt_asks_ruby_to_clarify_the_timer_before_enabling_it() -> None:
assert "jamais imposé" in ai.chat._SYSTEM_PROMPT
def test_system_prompt_documents_the_two_quiz_template_categories() -> None:
"""Demande explicite : "Ruby doit également comprendre cette
distinction" (modèles "boîte de dialogue" hors plein écran vs modèles
"page de quiz" en plein écran, structures HTML totalement séparées)."""
prompt = ai.chat._SYSTEM_PROMPT
assert "page de quiz" in prompt
assert "manga" in prompt
# ---------- Écran supprimé pendant qu'une conversation IA existe encore
# ----------
#
# Comportement RÉEL vérifié en creusant ce chantier de typage (voir
# ai/chat.py::ScreenDeletedError, game_engine/screens_repo/delete_screen.py) :
# _ia_conversations.screen_id porte déjà ON DELETE CASCADE vers _screens
# (voir game_engine/ia/ensure_ia_chat_schema.py) — supprimer un écran nettoie
# donc DÉJÀ ses conversations/messages automatiquement, sans code
# applicatif dédié. ScreenDeletedError (ai/chat.py) reste un garde-fou
# purement défensif pour get_screen() -> None (Optional), pas le
# traitement d'un cas normalement atteignable via l'appli.
def test_deleting_the_screen_cascades_to_remove_its_ia_conversations_and_messages(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
slug, screen_id, conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
game_engine.add_ia_chat_message(slug, conversation_id, "user", "Salut")
game_engine.delete_screen(slug, screen_id)
conn = db.connect(slug)
remaining_conversations = conn.execute(
"SELECT COUNT(*) AS n FROM _ia_conversations WHERE screen_id = ?", (screen_id,)
).fetchone()["n"]
remaining_messages = conn.execute(
"SELECT COUNT(*) AS n FROM _ia_chat_messages WHERE conversation_id = ?", (conversation_id,)
).fetchone()["n"]
conn.close()
assert remaining_conversations == 0
assert remaining_messages == 0
def test_describe_scene_state_raises_a_clear_error_for_a_nonexistent_screen(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
"""game_engine.get_screen() renvoie dict | None — jamais atteint via
l'appli normale (voir le commentaire de module ci-dessus), mais
_describe_scene_state doit rester correcte pour ce cas plutôt que de
planter avec un TypeError cru sur un accès à None."""
slug, _screen_id, _conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
try:
ai.chat._describe_scene_state(slug, 999999)
raise AssertionError("devrait lever ScreenDeletedError")
except ai.chat.ScreenDeletedError:
pass
def test_run_chat_turn_gives_a_clear_message_instead_of_crashing_for_a_nonexistent_screen(
client: FlaskClient,
tmp_game_slug_cleanup: Callable[[str], str],
) -> None:
slug, screen_id, conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
# screen_id inexistant (jamais créé) plutôt que l'écran réel de la
# conversation : reproduit directement l'état que ScreenDeletedError
# doit couvrir, sans avoir à contourner la contrainte FK réelle.
# Aucun monkeypatch de get_client ici, exprès : si le garde-fou
# appelait le client Claude avant de vérifier l'écran, ce test
# échouerait avec AnthropicNotConfiguredError (aucune clé en
# environnement de test) plutôt qu'avec le bon message.
reply = ai.run_chat_turn(slug, 999999, conversation_id, 1, "Salut")
assert reply == "Cet écran a été supprimé — cette conversation n'est plus utilisable."
def test_run_chat_turn_passes_the_scene_state_in_the_system_prompt(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], monkeypatch: pytest.MonkeyPatch
) -> None:
slug, screen_id, conversation_id = _create_jeu2d_game_with_conversation(client, tmp_game_slug_cleanup)
game_engine.add_scene_object(slug, screen_id, kind="personnage")
fake_client = _FakeClient([_FakeResponse([_FakeBlock("text", text="ok")], "end_turn")])
monkeypatch.setattr("ai.chat.get_client", lambda: fake_client)
ai.run_chat_turn(slug, screen_id, conversation_id, 1, "Salut")
system_prompt = not_none(fake_client.messages.last_kwargs)["system"]
assert "0 à 960" in system_prompt and "0 à 540" in system_prompt
assert "1 objet(s)" in system_prompt