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Forge-Engine/tests/test_collision_rules.py
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williamandClaude Sonnet 5 51427b5297
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Éditeur de quêtes : titre/objectif/récompense/statut/résultat + dialogue à 3 colonnes
Nouvel espace "🗺️ Quêtes" (game-wide, comme les événements
personnalisés) : liste de cartes + "+ Nouvelle quête", chaque carte
ouvrant une modale d'arbre de dialogue en bulles de théâtre
("speaker: texte"), une colonne par statut de quête (nouvelle/en
cours/terminée) puisque le dialogue joué dépend de l'état de la
quête au moment où le joueur parle au PNJ. Bulles alternées
joueur/PNJ, couleur différente selon qui parle.

L'action "Déclencher une quête" de l'éditeur de collision n'est plus
un champ texte libre : elle ouvre directement CETTE MÊME modale
(picker de quêtes existantes + création à la volée), et finalise la
règle avec l'id numérique de la quête choisie — collision_rules.py
migré en conséquence (quete_id devient un entier, comme evenement_id).

Corrige aussi la miniature d'objet de la carte "🧩 Collision", 3× plus
grande (120px) comme demandé.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-02 20:24:57 +02:00

160 lines
7.9 KiB
Python

"""Éditeur de collision (onglet "🧩 Collision", voir
screens/rendering/collision_rules.py) : une règle "déclencheur (collision/
périmètre) -> action (quête/attaque/événement/interagir)" par carte
objet — toujours les AUTRES objets qui réagissent à la présence du
joueur, jamais l'inverse. static/js/scenes/collision-rules-editor.js
construit l'assistant "+ Action" ; ce fichier teste la couche serveur
(défauts, validation, exposition dans full_game_payload)."""
import re
import db
import screens
def _create_jeu2d_game(client, tmp_game_slug_cleanup, name="pytest_collision_rules"):
resp = client.post("/games/new", data={"name": name}, follow_redirects=False)
slug = tmp_game_slug_cleanup(resp.headers["Location"].rstrip("/").split("/")[-1])
screen_id = screens.create_screen(slug, "Scène 1", kind="jeu_2d")
return slug, screen_id
def _add_personnage(client, slug, screen_id, role=None):
resp = client.post(f"/game/{slug}/screens/{screen_id}/scene-objects/add", data={"kind": "personnage"}, follow_redirects=False)
assert resp.status_code == 302, resp.data
obj_id = int(re.search(r"selected=(\d+)", resp.headers["Location"]).group(1))
if role:
client.post(f"/game/{slug}/scene-objects/{obj_id}/role", data=f'{{"role": "{role}"}}', content_type="application/json")
return obj_id
def _add_custom_event(client, slug, name="NEED_HELP"):
resp = client.post(f"/game/{slug}/events/new", data={"name": name}, follow_redirects=False)
assert resp.status_code == 302, resp.data
events = screens.list_custom_events(slug) if hasattr(screens, "list_custom_events") else __import__("db").list_custom_events(slug)
return next(e["id"] for e in events if e["name"] == name)
def test_freshly_placed_object_has_no_collision_rules(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
obj = screens.get_scene_object(slug, enemy_id)
assert screens.resolve_collision_rules(obj) == []
def test_rules_route_persists_a_collision_trigger_attack_action(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
resp = client.post(
f"/game/{slug}/scene-objects/{enemy_id}/collision-rules",
data='{"rules": [{"trigger": "collision", "action": {"type": "attaque"}}]}',
content_type="application/json",
)
assert resp.status_code == 200
assert resp.get_json()["rules"] == [{"trigger": "collision", "action": {"type": "attaque"}}]
obj = screens.get_scene_object(slug, enemy_id)
assert screens.resolve_collision_rules(obj) == [{"trigger": "collision", "action": {"type": "attaque"}}]
def test_rules_route_persists_a_perimeter_trigger_with_custom_radius(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
resp = client.post(
f"/game/{slug}/scene-objects/{enemy_id}/collision-rules",
data='{"rules": [{"trigger": "perimetre", "perimetre_px": 40, "action": {"type": "attaque"}}]}',
content_type="application/json",
)
rules = resp.get_json()["rules"]
assert rules == [{"trigger": "perimetre", "perimetre_px": 40.0, "action": {"type": "attaque"}}]
def test_rules_route_persists_a_quest_action_referencing_a_quest_id(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
pnj_id = _add_personnage(client, slug, screen_id, role="pnj")
quest = db.create_quest(slug, "Trouver la clé")
resp = client.post(
f"/game/{slug}/scene-objects/{pnj_id}/collision-rules",
data='{"rules": [{"trigger": "collision", "action": {"type": "quete", "quete_id": ' + str(quest["id"]) + '}}]}',
content_type="application/json",
)
assert resp.get_json()["rules"] == [{"trigger": "collision", "action": {"type": "quete", "quete_id": quest["id"]}}]
def test_rules_route_persists_an_interagir_action_with_one_level_of_nesting(client, tmp_game_slug_cleanup):
""""interagir" affiche "Appuie sur [touche]" puis exécute une SOUS-action
à l'appui — un seul niveau d'imbrication autorisé (voir
screens/rendering/collision_rules.py::_MAX_ACTION_DEPTH)."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
pnj_id = _add_personnage(client, slug, screen_id, role="pnj")
resp = client.post(
f"/game/{slug}/scene-objects/{pnj_id}/collision-rules",
data='{"rules": [{"trigger": "collision", "action": {"type": "interagir", "sub_action": {"type": "quete", "quete_id": 1}}}]}',
content_type="application/json",
)
assert resp.get_json()["rules"] == [
{"trigger": "collision", "action": {"type": "interagir", "sub_action": {"type": "quete", "quete_id": 1}}},
]
def test_rules_route_rejects_interagir_nested_inside_interagir(client, tmp_game_slug_cleanup):
"""Une imbrication trop profonde (interagir -> interagir -> ...) est
ignorée plutôt que d'accepter une structure sans fin postée à la main."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
pnj_id = _add_personnage(client, slug, screen_id, role="pnj")
resp = client.post(
f"/game/{slug}/scene-objects/{pnj_id}/collision-rules",
data='{"rules": [{"trigger": "collision", "action": {"type": "interagir", "sub_action": {"type": "interagir", "sub_action": {"type": "attaque"}}}}]}',
content_type="application/json",
)
assert resp.get_json()["rules"] == [] # la règle entière est rejetée
def test_rules_route_drops_malformed_rules(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
resp = client.post(
f"/game/{slug}/scene-objects/{enemy_id}/collision-rules",
data='{"rules": [{"trigger": "diagonale", "action": {"type": "attaque"}}, {"trigger": "collision", "action": {"type": "sorcellerie"}}, "pas un objet"]}',
content_type="application/json",
)
assert resp.get_json()["rules"] == []
def test_rules_route_404s_for_missing_object(client, game):
resp = client.post(f"/game/{game}/scene-objects/999999/collision-rules", data='{"rules": []}', content_type="application/json")
assert resp.status_code == 404
def test_full_game_payload_excludes_the_player_and_fond_from_collision_rule_objects(client, tmp_game_slug_cleanup):
"""Toujours les AUTRES objets qui réagissent à la présence du joueur,
jamais l'inverse — le joueur lui-même et un fond n'ont pas de champ
"collision_rules" dans le payload."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
player_id = _add_personnage(client, slug, screen_id) # rôle par défaut : joueur
enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
payload = screens.full_game_payload(slug)
scene_screen = next(s for s in payload["screens"] if s["id"] == screen_id)
player_payload = next(o for o in scene_screen["elements"] if o["id"] == player_id)
enemy_payload = next(o for o in scene_screen["elements"] if o["id"] == enemy_id)
assert "collision_rules" not in player_payload
assert enemy_payload["collision_rules"] == []
def test_scene_edit_view_lists_eligible_objects_only(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
player_id = _add_personnage(client, slug, screen_id) # rôle par défaut : joueur, exclu
enemy_id = _add_personnage(client, slug, screen_id, role="ennemie")
html = client.get(f"/game/{slug}/screens/{screen_id}/edit").get_data(as_text=True)
idx = html.find("var COLLISION_RULE_OBJECTS")
end = html.find(";", idx)
snippet = html[idx:end]
assert f'"id": {enemy_id}' in snippet
assert f'"id": {player_id}' not in snippet