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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>
681 lines
25 KiB
Python
681 lines
25 KiB
Python
"""Déclencheurs de collision — onglet "Déclencheurs" (voir
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game_engine/rendering/trigger_graph.py, routes/game/triggers/triggers.py) : TOUS
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les déclencheurs du jeu, plus aucune notion de quête pour les regrouper —
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un créateur peut faire un simple quiz sans jamais poser de personnage.
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Chaque occurrence de "Déclencher ce dialogue" porte son propre dialogue
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({id, lines}, voir game_engine/rendering/collision_rules.py::"dialogue".dialogue),
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édité en ligne (voir routes POST .../triggers/<object_id>/dialogue
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ci-dessous). Source de données UNIQUE avec l'éditeur de collision : toute
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règle ajoutée/retirée/modifiée ici doit rester visible/cohérente via
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game_engine.resolve_collision_rules directement sur l'objet."""
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import re
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from collections.abc import Callable
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from typing import Any
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from flask.testing import FlaskClient
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import game_engine
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from tests.conftest import not_none
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from tests.test_auth import anon_client # noqa: F401
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def _create_jeu2d_game(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_triggers"
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) -> Any:
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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 = game_engine.create_screen(slug, "Scène 1", kind="jeu_2d")
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return slug, screen_id
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def _add_personnage(client: FlaskClient, slug: str, screen_id: int, role: str | None = None) -> Any:
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/scene-objects/add", data={"kind": "personnage"}, follow_redirects=False
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)
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assert resp.status_code == 302, resp.data
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obj_id = int(not_none(re.search(r"selected=(\d+)", resp.headers["Location"])).group(1))
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if role:
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client.post(
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f"/game/{slug}/scene-objects/{obj_id}/role", data=f'{{"role": "{role}"}}', content_type="application/json"
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)
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return obj_id
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def _set_rules(slug: str, object_id: int, rules: Any) -> None:
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"""Pose des règles directement (sans passer par une route HTTP —
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l'ancienne route de sauvegarde, routes/game/scenes/scene_object_collision_rules.py,
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a été retirée avec l'éditeur de collision séparé) pour préparer un
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scénario de test."""
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game_engine.set_scene_object_collision_rules(slug, object_id, game_engine.sanitize_collision_rules(rules))
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def test_mark_completed_is_kept_when_true(client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(slug, obj_id, [{"trigger": "collision", "action": {"type": "dialogue", "mark_completed": True}}])
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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rules = game_engine.resolve_collision_rules(obj)
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assert rules[0]["action"]["mark_completed"] is True
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def test_mark_completed_is_dropped_when_false_or_absent(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(slug, obj_id, [{"trigger": "collision", "action": {"type": "dialogue", "mark_completed": False}}])
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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rules = game_engine.resolve_collision_rules(obj)
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assert "mark_completed" not in rules[0]["action"]
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def test_list_all_triggers_finds_direct_and_nested_rules(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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direct_id = _add_personnage(client, slug, screen_id, role="pnj")
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nested_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(slug, direct_id, [{"trigger": "collision", "action": {"type": "dialogue"}}])
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_set_rules(
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slug, nested_id, [{"trigger": "collision", "action": {"type": "interagir", "sub_action": {"type": "dialogue"}}}]
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)
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result = game_engine.list_all_triggers(slug)
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ids = [o["object_id"] for o in result]
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assert direct_id in ids
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assert nested_id in ids
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direct_entry = next(o for o in result if o["object_id"] == direct_id)
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assert direct_entry["has_interagir"] is False
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nested_entry = next(o for o in result if o["object_id"] == nested_id)
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assert nested_entry["has_interagir"] is True
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def test_list_all_triggers_surfaces_both_branches_of_a_condition_independently(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Losange à embranchement (maquette validée, lecture verticale) :
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Vrai ET Faux peuvent chacun déclencher LEUR PROPRE dialogue,
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indépendamment l'un de l'autre — plus de "branche qui mène à telle
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quête" à choisir (voir static/game/js/triggers/trigger-editor.js::
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triggerConditionColumnHtml pour son affichage)."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(
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slug,
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obj_id,
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[
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{
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"trigger": "collision",
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"action": {
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"type": "condition",
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"variable": "inventaire_cle",
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"operateur": "superieur",
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"valeur": "0",
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"si_vrai": {"type": "dialogue", "dialogue": {"id": "d_vrai", "lines": []}},
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"si_faux": {"type": "dialogue", "dialogue": {"id": "d_faux", "lines": []}},
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},
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}
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],
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)
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result = game_engine.list_all_triggers(slug)
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entry = next(o for o in result if o["object_id"] == obj_id)
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assert entry["condition"]["variable"] == "inventaire_cle"
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assert entry["condition"]["si_vrai"] == {"chain": [{"type": "dialogue", "dialogue": {"id": "d_vrai", "lines": []}}]}
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assert entry["condition"]["si_faux"] == {"chain": [{"type": "dialogue", "dialogue": {"id": "d_faux", "lines": []}}]}
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def test_list_all_triggers_leaves_a_branch_none_when_it_does_nothing(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(
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slug,
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obj_id,
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[
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{
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"trigger": "collision",
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"action": {
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"type": "condition",
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"variable": "score",
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"operateur": "egal",
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"valeur": "0",
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"si_vrai": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
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"si_faux": None,
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},
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}
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],
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)
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result = game_engine.list_all_triggers(slug)
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entry = next(o for o in result if o["object_id"] == obj_id)
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assert entry["condition"]["si_faux"] is None
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def test_triggers_delete_removes_all_rules_on_the_object(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(slug, obj_id, [{"trigger": "collision", "action": {"type": "dialogue"}}])
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resp = client.delete(f"/game/{slug}/triggers/{obj_id}")
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assert resp.status_code == 200
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert game_engine.resolve_collision_rules(obj) == []
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def test_triggers_route_add_then_get_then_delete(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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resp = client.post(
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f"/game/{slug}/triggers",
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json={
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"object_id": obj_id,
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"rule": {
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"trigger": "collision",
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"action": {"type": "interagir", "sub_action": {"type": "dialogue", "mark_completed": True}},
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},
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},
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)
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assert resp.status_code == 200
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# Même donnée, visible directement via la couche collision (source unique).
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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rules = game_engine.resolve_collision_rules(obj)
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assert rules == [
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{
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"trigger": "collision",
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"action": {"type": "interagir", "sub_action": {"type": "dialogue", "mark_completed": True}},
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}
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]
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resp = client.get(f"/game/{slug}/triggers")
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result = resp.get_json()
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assert [o["object_id"] for o in result] == [obj_id]
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assert result[0]["has_interagir"] is True
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resp = client.delete(f"/game/{slug}/triggers/{obj_id}")
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assert resp.status_code == 200
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert game_engine.resolve_collision_rules(obj) == []
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def test_list_all_triggers_surfaces_the_dialogue(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(
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slug,
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obj_id,
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[
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{
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"trigger": "collision",
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"action": {
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"type": "dialogue",
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"dialogue": {"id": "d_1", "lines": [{"speaker": "pnj", "text": "Salut !"}]},
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},
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}
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],
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)
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result = game_engine.list_all_triggers(slug)
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assert result[0]["chain"] == [
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{
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"type": "dialogue",
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"dialogue": {"id": "d_1", "lines": [{"type": "dialogue", "speaker": "pnj", "text": "Salut !"}]},
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}
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]
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def test_list_all_triggers_surfaces_a_chain_of_actions(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Chaînage (demande explicite : "pouvoir modifier un déclencheur pour
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lui ajouter des actions") : dialogue -> then variable, la chaîne
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ENTIÈRE est aplatie dans l'ordre d'exécution."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(
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slug,
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obj_id,
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[
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{
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"trigger": "collision",
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"action": {
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"type": "dialogue",
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"dialogue": {"id": "d_1", "lines": []},
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"then": {
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"type": "variable",
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"id": "v_1",
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"target_variable": "score",
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"data_operation": "incrementer",
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"data_value": "1",
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},
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},
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}
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],
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)
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result = game_engine.list_all_triggers(slug)
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assert result[0]["chain"] == [
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{"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
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{
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"type": "variable",
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"id": "v_1",
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"target_variable": "score",
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"data_operation": "incrementer",
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"data_value": "1",
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},
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]
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def test_list_completable_dialogue_ids_collects_mark_completed_dialogues_everywhere(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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direct_id = _add_personnage(client, slug, screen_id, role="pnj")
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cond_id = _add_personnage(client, slug, screen_id, role="pnj")
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other_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(
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slug,
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direct_id,
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[
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{
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"trigger": "collision",
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"action": {"type": "dialogue", "dialogue": {"id": "d_direct", "lines": []}, "mark_completed": True},
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}
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],
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)
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_set_rules(
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slug,
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cond_id,
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[
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{
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"trigger": "collision",
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"action": {
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"type": "condition",
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"variable": "score",
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"operateur": "egal",
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"valeur": "1",
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"si_vrai": {"type": "dialogue", "dialogue": {"id": "d_cond", "lines": []}, "mark_completed": True},
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"si_faux": None,
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},
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}
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],
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)
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_set_rules(
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slug,
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other_id,
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[
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{
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"trigger": "collision",
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"action": {"type": "dialogue", "dialogue": {"id": "d_not_completing", "lines": []}},
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}
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],
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)
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ids = game_engine.list_completable_dialogue_ids(slug)
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assert set(ids) == {"d_direct", "d_cond"}
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def test_trigger_dialogue_update_route_persists_the_new_lines(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(
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slug,
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obj_id,
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[
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{
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"trigger": "collision",
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"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
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}
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],
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)
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resp = client.post(
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f"/game/{slug}/triggers/{obj_id}/dialogue",
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json={"dialogue_id": "d_1", "lines": [{"speaker": "pnj", "text": "Trouvé !"}]},
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)
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assert resp.status_code == 200
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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rules = game_engine.resolve_collision_rules(obj)
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assert rules[0]["action"]["dialogue"]["lines"] == [{"type": "dialogue", "speaker": "pnj", "text": "Trouvé !"}]
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def test_trigger_dialogue_update_route_404s_for_an_unknown_dialogue_id(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_personnage(client, slug, screen_id, role="pnj")
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_set_rules(
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slug,
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obj_id,
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[
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{
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"trigger": "collision",
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"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
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}
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],
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)
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resp = client.post(
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f"/game/{slug}/triggers/{obj_id}/dialogue",
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json={"dialogue_id": "d_absent", "lines": [{"speaker": "pnj", "text": "x"}]},
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)
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assert resp.status_code == 404
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def test_trigger_dialogue_update_route_404s_for_an_unknown_object(client: FlaskClient, game: str) -> None:
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resp = client.post(
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f"/game/{game}/triggers/999999/dialogue",
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json={"dialogue_id": "d_1", "lines": []},
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)
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assert resp.status_code == 404
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|
def test_trigger_append_action_route_attaches_a_then_at_the_end_of_the_chain(
|
|
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
|
) -> None:
|
|
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
|
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
|
|
_set_rules(
|
|
slug,
|
|
obj_id,
|
|
[
|
|
{
|
|
"trigger": "collision",
|
|
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
|
|
}
|
|
],
|
|
)
|
|
|
|
resp = client.post(
|
|
f"/game/{slug}/triggers/{obj_id}/append-action",
|
|
json={
|
|
"after_id": "d_1",
|
|
"action": {
|
|
"type": "variable",
|
|
"id": "v_1",
|
|
"target_variable": "score",
|
|
"data_operation": "incrementer",
|
|
"data_value": "1",
|
|
},
|
|
},
|
|
)
|
|
assert resp.status_code == 200
|
|
obj = not_none(game_engine.get_scene_object(slug, obj_id))
|
|
rules = game_engine.resolve_collision_rules(obj)
|
|
assert rules[0]["action"]["then"] == {
|
|
"type": "variable",
|
|
"id": "v_1",
|
|
"target_variable": "score",
|
|
"data_operation": "incrementer",
|
|
"data_value": "1",
|
|
}
|
|
|
|
|
|
def test_trigger_append_action_route_404s_for_an_unknown_after_id(
|
|
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
|
) -> None:
|
|
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
|
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
|
|
_set_rules(
|
|
slug,
|
|
obj_id,
|
|
[
|
|
{
|
|
"trigger": "collision",
|
|
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
|
|
}
|
|
],
|
|
)
|
|
|
|
resp = client.post(
|
|
f"/game/{slug}/triggers/{obj_id}/append-action",
|
|
json={
|
|
"after_id": "d_absent",
|
|
"action": {"type": "variable", "target_variable": "score", "data_operation": "incrementer"},
|
|
},
|
|
)
|
|
assert resp.status_code == 404
|
|
|
|
|
|
def test_trigger_append_action_route_inserts_between_a_leaf_and_its_existing_then(
|
|
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
|
) -> None:
|
|
"""Demande explicite : "pouvoir ajouter n'importe quelle action à
|
|
n'importe quel niveau du schéma" — poser "+ Ajouter une action" sur
|
|
un bloc qui a déjà une suite INSÈRE la nouvelle action devant cette
|
|
suite plutôt que d'échouer (comportement précédent)."""
|
|
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
|
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
|
|
_set_rules(
|
|
slug,
|
|
obj_id,
|
|
[
|
|
{
|
|
"trigger": "collision",
|
|
"action": {
|
|
"type": "dialogue",
|
|
"dialogue": {"id": "d_1", "lines": []},
|
|
"then": {
|
|
"type": "variable",
|
|
"id": "v_1",
|
|
"target_variable": "score",
|
|
"data_operation": "incrementer",
|
|
"data_value": "1",
|
|
},
|
|
},
|
|
}
|
|
],
|
|
)
|
|
|
|
resp = client.post(
|
|
f"/game/{slug}/triggers/{obj_id}/append-action",
|
|
json={
|
|
"after_id": "d_1",
|
|
"action": {"type": "variable", "target_variable": "vies", "data_operation": "decrementer"},
|
|
},
|
|
)
|
|
assert resp.status_code == 200
|
|
obj = not_none(game_engine.get_scene_object(slug, obj_id))
|
|
action = game_engine.resolve_collision_rules(obj)[0]["action"]
|
|
assert action["then"]["target_variable"] == "vies"
|
|
assert action["then"]["then"]["target_variable"] == "score"
|
|
|
|
|
|
def test_trigger_append_action_route_404s_for_an_unknown_object(client: FlaskClient, game: str) -> None:
|
|
resp = client.post(f"/game/{game}/triggers/999999/append-action", json={"after_id": "d_1", "action": {}})
|
|
assert resp.status_code == 404
|
|
|
|
|
|
def test_trigger_remove_action_route_removes_the_whole_rule_when_it_is_the_only_leaf(
|
|
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
|
) -> None:
|
|
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
|
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
|
|
_set_rules(
|
|
slug,
|
|
obj_id,
|
|
[
|
|
{
|
|
"trigger": "collision",
|
|
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
|
|
}
|
|
],
|
|
)
|
|
|
|
resp = client.delete(f"/game/{slug}/triggers/{obj_id}/action/d_1")
|
|
assert resp.status_code == 200
|
|
obj = not_none(game_engine.get_scene_object(slug, obj_id))
|
|
assert game_engine.resolve_collision_rules(obj) == []
|
|
|
|
|
|
def test_trigger_remove_action_route_404s_for_an_unknown_leaf_id(
|
|
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
|
) -> None:
|
|
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
|
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
|
|
_set_rules(
|
|
slug,
|
|
obj_id,
|
|
[
|
|
{
|
|
"trigger": "collision",
|
|
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
|
|
}
|
|
],
|
|
)
|
|
|
|
resp = client.delete(f"/game/{slug}/triggers/{obj_id}/action/d_absent")
|
|
assert resp.status_code == 404
|
|
|
|
|
|
def test_trigger_move_action_route_swaps_a_leaf_up_in_its_chain(
|
|
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
|
) -> None:
|
|
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
|
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
|
|
_set_rules(
|
|
slug,
|
|
obj_id,
|
|
[
|
|
{
|
|
"trigger": "collision",
|
|
"action": {
|
|
"type": "variable",
|
|
"id": "v_1",
|
|
"target_variable": "score",
|
|
"data_operation": "incrementer",
|
|
"data_value": "1",
|
|
"then": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
|
|
},
|
|
}
|
|
],
|
|
)
|
|
|
|
resp = client.post(f"/game/{slug}/triggers/{obj_id}/action/d_1/move", json={"direction": "up"})
|
|
assert resp.status_code == 200
|
|
obj = not_none(game_engine.get_scene_object(slug, obj_id))
|
|
action = game_engine.resolve_collision_rules(obj)[0]["action"]
|
|
assert action["type"] == "dialogue"
|
|
assert action["then"]["target_variable"] == "score"
|
|
|
|
|
|
def test_trigger_move_action_route_400s_for_an_invalid_direction(
|
|
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
|
) -> None:
|
|
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
|
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
|
|
_set_rules(
|
|
slug,
|
|
obj_id,
|
|
[
|
|
{
|
|
"trigger": "collision",
|
|
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
|
|
}
|
|
],
|
|
)
|
|
|
|
resp = client.post(f"/game/{slug}/triggers/{obj_id}/action/d_1/move", json={"direction": "sideways"})
|
|
assert resp.status_code == 400
|
|
|
|
|
|
def test_triggers_get_route_backfills_and_persists_a_missing_leaf_id(
|
|
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
|
) -> None:
|
|
"""Bug corrigé : une action "variable" posée sans "id" (par une
|
|
session antérieure ou par l'IA) restait à jamais impossible à
|
|
adresser via append-action — le premier GET /triggers doit la rendre
|
|
adressable, DE FAÇON STABLE (persisté, pas régénéré à chaque appel)."""
|
|
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
|
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
|
|
_set_rules(
|
|
slug,
|
|
obj_id,
|
|
[
|
|
{
|
|
"trigger": "collision",
|
|
"action": {
|
|
"type": "variable",
|
|
"target_variable": "score",
|
|
"data_operation": "incrementer",
|
|
"data_value": "1",
|
|
},
|
|
}
|
|
],
|
|
)
|
|
|
|
resp1 = client.get(f"/game/{slug}/triggers")
|
|
leaf_id = resp1.get_json()[0]["chain"][0]["id"]
|
|
assert leaf_id
|
|
|
|
resp2 = client.get(f"/game/{slug}/triggers")
|
|
assert resp2.get_json()[0]["chain"][0]["id"] == leaf_id # stable, pas régénéré
|
|
|
|
append_resp = client.post(
|
|
f"/game/{slug}/triggers/{obj_id}/append-action",
|
|
json={"after_id": leaf_id, "action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}}},
|
|
)
|
|
assert append_resp.status_code == 200
|
|
|
|
|
|
def test_objects_catalog_lists_eligible_objects_with_thumbnails(
|
|
client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
|
|
) -> None:
|
|
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
|
|
_add_personnage(client, slug, screen_id, role="pnj")
|
|
|
|
resp = client.get(f"/game/{slug}/triggers/objects-catalog")
|
|
assert resp.status_code == 200
|
|
catalog = resp.get_json()
|
|
assert len(catalog) == 1
|
|
assert catalog[0]["thumbnail_html"]
|
|
|
|
|
|
def test_triggers_route_is_isolated_like_other_game_routes(anon_client: FlaskClient) -> None: # noqa: F811 - anon_client est un fixture pytest (voir tests.test_auth), pas une vraie redefinition - pyflakes ne comprend pas l'injection de fixture par parametre
|
|
"""Même garde d'accès que /game/<slug>/publish (core/auth_guard.py) —
|
|
aucune vérification supplémentaire écrite pour ces routes."""
|
|
from tests.test_auth import _cleanup_project, _complete_onboarding, _confirm_2fa, _register
|
|
|
|
_register(anon_client, "triggersisolation@example.com")
|
|
_confirm_2fa(anon_client)
|
|
_complete_onboarding(anon_client)
|
|
try:
|
|
resp = anon_client.get("/game/un-projet-qui-nest-pas-le-sien/triggers")
|
|
assert resp.status_code == 403
|
|
resp = anon_client.post("/game/un-projet-qui-nest-pas-le-sien/triggers", json={})
|
|
assert resp.status_code == 403
|
|
resp = anon_client.delete("/game/un-projet-qui-nest-pas-le-sien/triggers/1")
|
|
assert resp.status_code == 403
|
|
resp = anon_client.post("/game/un-projet-qui-nest-pas-le-sien/triggers/1/dialogue", json={})
|
|
assert resp.status_code == 403
|
|
resp = anon_client.post("/game/un-projet-qui-nest-pas-le-sien/triggers/1/append-action", json={})
|
|
assert resp.status_code == 403
|
|
resp = anon_client.delete("/game/un-projet-qui-nest-pas-le-sien/triggers/1/action/d_1")
|
|
assert resp.status_code == 403
|
|
resp = anon_client.post(
|
|
"/game/un-projet-qui-nest-pas-le-sien/triggers/1/action/d_1/move", json={"direction": "up"}
|
|
)
|
|
assert resp.status_code == 403
|
|
resp = anon_client.get("/game/un-projet-qui-nest-pas-le-sien/triggers/objects-catalog")
|
|
assert resp.status_code == 403
|
|
finally:
|
|
_cleanup_project("triggersisolation@example.com")
|