Files
Forge-Engine/tests/game/test_collision_settings.py
williamandClaude Sonnet 5 b2e933f322
Build and deploy / test-python (push) Successful in 11m12s
Build and deploy / test-js (push) Successful in 53s
Build and deploy / lint-python (push) Successful in 3m56s
Build and deploy / lint-js (push) Successful in 3m1s
Build and deploy / build-and-push (push) Skipped
Build and deploy / deploy (push) Skipped
Build and deploy / sonarqube (push) Failing after 3m58s
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

138 lines
5.6 KiB
Python

"""Boîte de collision d'un objet de scène (voir
game_engine/rendering/collision_settings.py, static/game/js/play/conditions.js::
elementsOverlap pour son usage au jeu, testé côté client dans
static/game/js/play/__tests__/conditions.test.js) : posée AUTOMATIQUEMENT sur
CHAQUE objet (= sa propre boîte, tant que rien n'est réglé), activable/
désactivable, taille/forme/décalage configurables."""
import re
from collections.abc import Callable
from typing import Any
from flask.testing import FlaskClient
import game_engine
from tests.conftest import not_none
def _create_jeu2d_game(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_collision"
) -> 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")
return slug, screen_id
def _add_decor(client: FlaskClient, slug: str, screen_id: int) -> Any:
resp = client.post(
f"/game/{slug}/screens/{screen_id}/scene-objects/add", data={"kind": "decor"}, follow_redirects=False
)
assert resp.status_code == 302, resp.data
return int(not_none(re.search(r"selected=(\d+)", resp.headers["Location"])).group(1))
def test_freshly_placed_object_defaults_to_its_own_box_as_collision(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
"""Sans réglage explicite, la boîte de collision EST la boîte de
l'objet (comportement inchangé pour tout objet déjà posé — la
collision se comportait déjà comme ça, implicitement, avant l'ajout
de ce réglage)."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_decor(client, slug, screen_id)
obj = not_none(game_engine.get_scene_object(slug, obj_id))
collision = game_engine.resolve_collision_settings(obj)
assert collision["enabled"] is True
assert collision["shape"] == "rectangle"
assert collision["width"] == obj["width"]
assert collision["height"] == obj["height"]
assert collision["offset_x"] == 0 and collision["offset_y"] == 0
def test_collision_route_persists_a_custom_box(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_decor(client, slug, screen_id)
resp = client.post(
f"/game/{slug}/scene-objects/{obj_id}/collision",
data='{"enabled": true, "shape": "cercle", "width": 30, "height": 30, "offset_x": 5, "offset_y": -5}',
content_type="application/json",
)
assert resp.status_code == 200
assert resp.get_json()["collision"] == {
"enabled": True,
"shape": "cercle",
"width": 30.0,
"height": 30.0,
"offset_x": 5.0,
"offset_y": -5.0,
}
obj = not_none(game_engine.get_scene_object(slug, obj_id))
assert game_engine.resolve_collision_settings(obj)["shape"] == "cercle"
def test_collision_route_can_disable_the_box_entirely(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_decor(client, slug, screen_id)
resp = client.post(
f"/game/{slug}/scene-objects/{obj_id}/collision",
data='{"enabled": false}',
content_type="application/json",
)
assert resp.get_json()["collision"]["enabled"] is False
def test_collision_route_rejects_an_unknown_shape_and_falls_back_to_rectangle(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_decor(client, slug, screen_id)
resp = client.post(
f"/game/{slug}/scene-objects/{obj_id}/collision",
data='{"shape": "triangle"}',
content_type="application/json",
)
assert resp.get_json()["collision"]["shape"] == "rectangle"
def test_collision_route_ignores_invalid_size_values(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
"""Une largeur/hauteur invalide (texte, vide) ne plante pas — retombe
sur la taille de l'objet, comme si rien n'avait été réglé."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_decor(client, slug, screen_id)
resp = client.post(
f"/game/{slug}/scene-objects/{obj_id}/collision",
data='{"width": "pas-un-nombre", "height": ""}',
content_type="application/json",
)
obj = not_none(game_engine.get_scene_object(slug, obj_id))
collision = resp.get_json()["collision"]
assert collision["width"] == obj["width"]
assert collision["height"] == obj["height"]
def test_collision_route_404s_for_missing_object(client: FlaskClient, game: str) -> None:
resp = client.post(f"/game/{game}/scene-objects/999999/collision", data="{}", content_type="application/json")
assert resp.status_code == 404
def test_full_game_payload_exposes_collision_settings_for_every_scene_object_kind(
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
) -> None:
"""Pas seulement "personnage" — un décor/fond peut aussi servir
d'obstacle à une condition de collision."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_decor(client, slug, screen_id)
payload = game_engine.full_game_payload(slug)
scene_screen = next(s for s in payload["screens"] if s["id"] == screen_id)
obj_payload = next(o for o in scene_screen["elements"] if o["id"] == obj_id)
assert obj_payload["collision"]["enabled"] is True