Config strictement stricte partout (ruff, mypy --strict, bandit, vulture, import-linter, eslint, stylelint), aucune regle desactivee "pour ne pas casser le build" - l'existant a ete corrige pour la satisfaire plutot que l'inverse. Hooks pre-commit locaux (language: system) bloquants. - Typage mypy --strict propage a tout le moteur (db, screens, auth, core, ai, routes, puis publish/scripts/tests/app.py/build_css.py). - Securite : fuite de handle fichier Windows corrigee dans l'export SCORM (routes/publish/export_scorm.py), CSRF/RNG non-crypto/xAPI documentes (# nosec, # NOSONAR justifies), nouveau db.json_for_script() (echappe "</script>" dans le JSON embarque en <script>, 25 sites). - Architecture : imports circulaires/F811 nettoyes, contrats import-linter respectes, code mort retire (vulture). - Accessibilite : 69 champs de formulaire sans label correctement associe corriges (for/id ou aria-label) sur 11 templates. - ESLint/Stylelint : lot mecanique JS/CSS, regles ajustees puis appliquees (aucune desactivee sans verification individuelle). - Tests : isolation du compte admin partage (nettoyage ponctuel + fixture de teardown automatique en filet de securite), suite complete verte (591 tests Python, 241 tests JS). - SonarQube Community Build self-heberge (Docker + PostgreSQL) : rapport complet analyse point par point, faux positifs documentes. - .gitattributes ajoute (LF force) : core.autocrlf=true sur cette machine faisait echouer ESLint (linebreak-style) via un bug connu de git (checkout "en place" qui ignore l'eol force sur un fichier deja present sur disque - contourne en supprimant puis recreant chaque fichier suivi). djLint (H021, styles inline) volontairement saute pour ce commit - backlog assume, deja documente, traite dans un lot separe. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
258 lines
12 KiB
Python
258 lines
12 KiB
Python
"""Widget d'interface "🖥️ Interface -> 💬 Boîte de dialogue" (voir
|
||
screens/rendering/dialogue_box_style.py, screens/scenes/add_scene_object.py
|
||
kind="dialogue_box") : affiche automatiquement, en jeu, la réplique en
|
||
cours d'un dialogue déclenché par une règle de collision "dialogue" (voir
|
||
static/js/play/dialogue-box-controller.js) — header/body/footer
|
||
stylisables. Et le nom d'un personnage ("ℹ️ Informations",
|
||
screens/scenes/set_scene_object_name.py), utilisé comme "qui parle" dans
|
||
l'éditeur de dialogue d'un déclencheur (screens/rendering/scene_object_names.py)."""
|
||
|
||
from collections.abc import Callable
|
||
from typing import Any
|
||
|
||
from flask.testing import FlaskClient
|
||
|
||
import db
|
||
import screens
|
||
from tests.conftest import not_none
|
||
|
||
|
||
def _create_jeu2d_game(tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_dialogue_box") -> Any:
|
||
slug = tmp_game_slug_cleanup(db.create_game(name))
|
||
screen_id = screens.create_screen(slug, "Scène 1", kind="jeu_2d")
|
||
return slug, screen_id
|
||
|
||
|
||
def test_add_dialogue_box_has_sensible_default_size(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="dialogue_box")
|
||
obj = not_none(screens.get_scene_object(slug, obj_id))
|
||
assert obj["kind"] == "dialogue_box"
|
||
assert obj["width"] == 320
|
||
assert obj["height"] == 150
|
||
|
||
|
||
def test_dialogue_box_default_style(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="dialogue_box")
|
||
obj = not_none(screens.get_scene_object(slug, obj_id))
|
||
style = screens.resolve_dialogue_box_style(obj)
|
||
assert style == screens.DEFAULT_DIALOGUE_BOX_STYLE
|
||
|
||
|
||
def test_render_dialogue_box_has_header_body_footer(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="dialogue_box")
|
||
obj = not_none(screens.get_scene_object(slug, obj_id))
|
||
html = screens.render_scene_object(obj)
|
||
assert "dialogueBoxHeader" in html
|
||
assert "dialogueBoxBody" in html
|
||
assert "dialogueBoxFooter" in html
|
||
assert f'data-object-id="{obj_id}"' in html
|
||
# Bug corrigé : le footer n'avait PAS data-dialogue-role="footer" (seul
|
||
# son bouton "Suivant" interne l'avait, sous "next-btn") — le JS
|
||
# (forgeResetDialogueBoxFooter, static/js/play/dialogue-box-controller.js)
|
||
# le cherche par ce sélecteur pour y (re)poser le bouton "Suivant".
|
||
assert 'data-dialogue-role="header"' in html
|
||
assert 'data-dialogue-role="body"' in html
|
||
assert 'data-dialogue-role="footer"' in html
|
||
|
||
|
||
def test_set_scene_object_dialogue_box_style_persists_and_sanitizes(
|
||
tmp_game_slug_cleanup: Callable[[str], str],
|
||
) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="dialogue_box")
|
||
style = not_none(
|
||
screens.set_scene_object_dialogue_box_style(
|
||
slug,
|
||
obj_id,
|
||
{
|
||
"font_family": "Georgia",
|
||
"font_size": 999,
|
||
"font_weight": "bold",
|
||
"text_color": "#ff0000",
|
||
"header_bg": "#000000",
|
||
"unknown_key": "ignored",
|
||
},
|
||
)
|
||
)
|
||
assert style["font_family"] == "Georgia"
|
||
assert style["font_size"] == 48 # bornée au maximum autorisé
|
||
assert style["font_weight"] == "bold"
|
||
assert style["text_color"] == "#ff0000"
|
||
assert style["header_bg"] == "#000000"
|
||
obj = not_none(screens.get_scene_object(slug, obj_id))
|
||
assert screens.resolve_dialogue_box_style(obj) == style
|
||
|
||
|
||
def test_dialogue_box_route_persists_style(client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="dialogue_box")
|
||
resp = client.post(
|
||
f"/game/{slug}/scene-objects/{obj_id}/dialogue-box-style",
|
||
data='{"style": {"header_bg": "#123456"}}',
|
||
content_type="application/json",
|
||
)
|
||
assert resp.get_json()["style"]["header_bg"] == "#123456"
|
||
|
||
|
||
def test_dialogue_box_route_404s_for_missing_object(client: FlaskClient, game: str) -> None:
|
||
resp = client.post(
|
||
f"/game/{game}/scene-objects/999999/dialogue-box-style", data='{"style": {}}', content_type="application/json"
|
||
)
|
||
assert resp.status_code == 404
|
||
|
||
|
||
def test_dialogue_box_excluded_from_collision_rules_payload(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
screens.add_scene_object(slug, screen_id, kind="dialogue_box")
|
||
payload = screens.full_game_payload(slug)
|
||
scene = next(s for s in payload["screens"] if s["id"] == screen_id)
|
||
box = next(o for o in scene["elements"] if o["kind"] == "dialogue_box")
|
||
assert "collision_rules" not in box
|
||
assert "collision" not in box
|
||
assert box["dialogue_box_style"] == screens.DEFAULT_DIALOGUE_BOX_STYLE
|
||
|
||
|
||
def test_full_game_payload_exposes_completable_dialogue_ids_game_wide(
|
||
tmp_game_slug_cleanup: Callable[[str], str],
|
||
) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="personnage")
|
||
rules = [
|
||
{
|
||
"trigger": "collision",
|
||
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}, "mark_completed": True},
|
||
}
|
||
]
|
||
screens.set_scene_object_collision_rules(slug, obj_id, screens.sanitize_collision_rules(rules))
|
||
payload = screens.full_game_payload(slug)
|
||
assert payload["completable_dialogue_ids"] == ["d_1"]
|
||
|
||
|
||
# ---------- Nom d'un personnage ("ℹ️ Informations") ----------
|
||
|
||
|
||
def test_scene_object_name_is_none_by_default(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="personnage")
|
||
obj = not_none(screens.get_scene_object(slug, obj_id))
|
||
assert obj["name"] is None
|
||
|
||
|
||
def test_set_scene_object_name_persists_and_trims(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="personnage")
|
||
screens.set_scene_object_name(slug, obj_id, " Le Sorcier ")
|
||
assert not_none(screens.get_scene_object(slug, obj_id))["name"] == "Le Sorcier"
|
||
|
||
|
||
def test_set_scene_object_name_blank_clears_it(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="personnage")
|
||
screens.set_scene_object_name(slug, obj_id, "Le Sorcier")
|
||
screens.set_scene_object_name(slug, obj_id, " ")
|
||
assert not_none(screens.get_scene_object(slug, obj_id))["name"] is None
|
||
|
||
|
||
def test_scene_object_name_route_persists(client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="personnage")
|
||
resp = client.post(
|
||
f"/game/{slug}/scene-objects/{obj_id}/name", data='{"name": "Le Sorcier"}', content_type="application/json"
|
||
)
|
||
assert resp.status_code == 200
|
||
assert not_none(screens.get_scene_object(slug, obj_id))["name"] == "Le Sorcier"
|
||
|
||
|
||
def test_list_named_scene_object_names_is_alphabetical_deduped_and_includes_any_kind(
|
||
tmp_game_slug_cleanup: Callable[[str], str],
|
||
) -> None:
|
||
""" "il peut sélectionner le nom du personnage qui parle" -> étendu à
|
||
N'IMPORTE QUEL objet de scène nommé (pas seulement un personnage),
|
||
voir screens/rendering/scene_object_names.py."""
|
||
slug = tmp_game_slug_cleanup(db.create_game("pytest_scene_object_names"))
|
||
scene_a = screens.create_screen(slug, "Scène A", kind="jeu_2d")
|
||
scene_b = screens.create_screen(slug, "Scène B", kind="jeu_2d")
|
||
zed_id = screens.add_scene_object(slug, scene_a, kind="personnage")
|
||
screens.set_scene_object_name(slug, zed_id, "Zed le forgeron")
|
||
anna_id = screens.add_scene_object(slug, scene_b, kind="personnage")
|
||
screens.set_scene_object_name(slug, anna_id, "Anna")
|
||
screens.add_scene_object(slug, scene_a, kind="personnage") # sans nom, ignoré
|
||
decor_id = screens.add_scene_object(slug, scene_a, kind="decor") # nommé -> INCLUS (pas réservé au personnage)
|
||
screens.set_scene_object_name(slug, decor_id, "Un coffre")
|
||
dialogue_box_id = screens.add_scene_object(slug, scene_a, kind="dialogue_box") # widget d'UI, jamais un "qui parle"
|
||
screens.set_scene_object_name(slug, dialogue_box_id, "Boîte nommée par erreur")
|
||
|
||
assert screens.list_named_scene_object_names(slug) == ["Anna", "Un coffre", "Zed le forgeron"]
|
||
|
||
|
||
# ---------- Widgets "❓ Boîte à quiz" / "🏆 Score" ----------
|
||
|
||
|
||
def test_add_quiz_box_has_sensible_default_size(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="quiz_box")
|
||
obj = not_none(screens.get_scene_object(slug, obj_id))
|
||
assert obj["kind"] == "quiz_box"
|
||
assert obj["width"] == 340
|
||
assert obj["height"] == 240
|
||
|
||
|
||
def test_add_score_widget_has_sensible_default_size(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="score_widget")
|
||
obj = not_none(screens.get_scene_object(slug, obj_id))
|
||
assert obj["kind"] == "score_widget"
|
||
assert obj["width"] == 140
|
||
assert obj["height"] == 50
|
||
|
||
|
||
def test_render_quiz_box_has_header_and_choices(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="quiz_box")
|
||
obj = not_none(screens.get_scene_object(slug, obj_id))
|
||
html = screens.render_scene_object(obj)
|
||
assert 'data-quiz-role="header"' in html # nom de l'objet déclencheur, rempli en jeu
|
||
assert 'data-quiz-role="question"' in html # le texte de la question, dans le corps
|
||
assert 'data-quiz-role="choices"' in html
|
||
assert f'data-object-id="{obj_id}"' in html
|
||
assert "quizBoxFooter" not in html # pas de pied, une question se résout au clic
|
||
|
||
|
||
def test_render_score_widget_shows_zero_by_default(tmp_game_slug_cleanup: Callable[[str], str]) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
obj_id = screens.add_scene_object(slug, screen_id, kind="score_widget")
|
||
obj = not_none(screens.get_scene_object(slug, obj_id))
|
||
html = screens.render_scene_object(obj)
|
||
assert 'data-score-role="value"' in html
|
||
assert f'data-object-id="{obj_id}"' in html
|
||
|
||
|
||
def test_quiz_box_and_score_widget_share_the_same_style_system_as_dialogue_box(
|
||
tmp_game_slug_cleanup: Callable[[str], str],
|
||
) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
quiz_id = screens.add_scene_object(slug, screen_id, kind="quiz_box")
|
||
style = not_none(screens.set_scene_object_dialogue_box_style(slug, quiz_id, {"header_bg": "#abcdef"}))
|
||
assert style["header_bg"] == "#abcdef"
|
||
obj = not_none(screens.get_scene_object(slug, quiz_id))
|
||
assert screens.resolve_dialogue_box_style(obj)["header_bg"] == "#abcdef"
|
||
|
||
|
||
def test_quiz_box_and_score_widget_excluded_from_collision_rules_payload(
|
||
tmp_game_slug_cleanup: Callable[[str], str],
|
||
) -> None:
|
||
slug, screen_id = _create_jeu2d_game(tmp_game_slug_cleanup)
|
||
screens.add_scene_object(slug, screen_id, kind="quiz_box")
|
||
screens.add_scene_object(slug, screen_id, kind="score_widget")
|
||
payload = screens.full_game_payload(slug)
|
||
scene = next(s for s in payload["screens"] if s["id"] == screen_id)
|
||
quiz = next(o for o in scene["elements"] if o["kind"] == "quiz_box")
|
||
score = next(o for o in scene["elements"] if o["kind"] == "score_widget")
|
||
for widget in (quiz, score):
|
||
assert "collision_rules" not in widget
|
||
assert "collision" not in widget
|
||
assert widget["dialogue_box_style"] == screens.DEFAULT_DIALOGUE_BOX_STYLE
|