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>
138 lines
5.6 KiB
Python
138 lines
5.6 KiB
Python
"""Boîte de collision d'un objet de scène (voir
|
|
screens/rendering/collision_settings.py, static/js/play/conditions.js::
|
|
elementsOverlap pour son usage au jeu, testé côté client dans
|
|
static/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 screens
|
|
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 = screens.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(screens.get_scene_object(slug, obj_id))
|
|
collision = screens.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(screens.get_scene_object(slug, obj_id))
|
|
assert screens.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(screens.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 = screens.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
|