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Forge-Engine/tests/test_collision_settings.py
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williamandClaude Sonnet 5 c57420c8c9 Phase 3 : hardening qualite de code - typage strict, securite, dead code, a11y
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>
2026-09-15 16:06:15 +02:00

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