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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>
189 lines
7.8 KiB
Python
189 lines
7.8 KiB
Python
"""Déplacement/animation automatiques d'un personnage posé sur une scène
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2D (voir static/game/js/play/personnage-controller.js) : ZQSD + E par défaut,
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sans le moindre nœud de flow à poser — le panneau "🕹️ Commandes"
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(templates/game/scene_edit.html) permet seulement de les remapper/bloquer un
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axe. Ce fichier teste la couche serveur (défauts, route de sauvegarde,
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exposition dans full_game_payload) ; static/game/js/play/__tests__/
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personnage-controller.test.js teste le comportement client (tick,
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bornage, blocage d'axe)."""
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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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def _create_jeu2d_game(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_personnage_cmd"
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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, forge_character: str = "zombie") -> Any:
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resp = client.post(
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f"/game/{slug}/screens/{screen_id}/scene-objects/add",
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data={"kind": "personnage", "forge_character": forge_character},
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follow_redirects=False,
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)
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assert resp.status_code == 302, resp.data
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return int(not_none(re.search(r"selected=(\d+)", resp.headers["Location"])).group(1))
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def test_freshly_placed_personnage_gets_default_zqsd_commands(
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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)
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert game_engine.resolve_personnage_commands(obj) == game_engine.DEFAULT_PERSONNAGE_COMMANDS
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def test_commands_route_persists_remapped_keys_and_axis_lock(
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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)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data=(
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'{"haut": "ArrowUp", "bas": "ArrowDown", "gauche": "ArrowLeft", "droite": "ArrowRight", '
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'"interagir": " ", "axe": "horizontal", "vitesse": 8}'
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),
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content_type="application/json",
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)
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assert resp.status_code == 200
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assert resp.get_json()["ok"] is True
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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commands = game_engine.resolve_personnage_commands(obj)
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assert commands == {
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"haut": "ArrowUp",
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"bas": "ArrowDown",
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"gauche": "ArrowLeft",
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"droite": "ArrowRight",
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"interagir": " ",
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"axe": "horizontal",
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"vitesse": 8,
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"extra": [],
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}
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def test_commands_route_persists_extra_animation_bound_keys(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Touches supplémentaires (sauter, attaquer...) — bug remonté par
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l'utilisateur : au-delà des 4 touches de déplacement et de
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"interagir", il manquait un moyen de lier une touche à N'IMPORTE
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QUELLE autre pose du personnage."""
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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)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data='{"extra": [{"touche": "j", "animation": "jump"}, {"touche": "a", "animation": "attack"}]}',
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content_type="application/json",
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)
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commands = resp.get_json()["commands"]
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assert commands["extra"] == [{"touche": "j", "animation": "jump"}, {"touche": "a", "animation": "attack"}]
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert game_engine.resolve_personnage_commands(obj)["extra"] == commands["extra"]
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def test_commands_route_drops_malformed_extra_entries(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Une entrée sans touche/animation, un doublon de type, ou une liste
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qui n'en est pas une : ignorée plutôt que de planter ou de polluer le
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panneau avec une ligne inutilisable côté client."""
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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)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data=(
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'{"extra": [{"touche": "j", "animation": "jump"}, {"touche": ""}, '
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'{"animation": "attack"}, "pas un objet", 42]}'
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),
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content_type="application/json",
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)
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assert resp.get_json()["commands"]["extra"] == [{"touche": "j", "animation": "jump"}]
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data='{"extra": "pas une liste"}',
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content_type="application/json",
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)
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assert resp.get_json()["commands"]["extra"] == []
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def test_commands_route_rejects_invalid_axis_and_clamps_speed(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Un axe inconnu retombe sur "libre", une vitesse hors bornes est
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ramenée dans [1, 20] — jamais une valeur qui planterait le calcul
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d'un déplacement côté client (voir personnage-controller.js)."""
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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)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data='{"axe": "diagonal", "vitesse": 999}',
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content_type="application/json",
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)
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commands = resp.get_json()["commands"]
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assert commands["axe"] == "libre"
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assert commands["vitesse"] == 20
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def test_commands_route_falls_back_to_defaults_for_blank_or_missing_keys(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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""" "" (chaîne vide)/absent retombe sur le défaut — mais PAS " "
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(Espace), une valeur ev.key parfaitement valide côté client pour
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"interagir" (voir la note dans routes/game/scenes/scene_object_commands.py)."""
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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)
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resp = client.post(
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f"/game/{slug}/scene-objects/{obj_id}/commandes",
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data='{"haut": "", "interagir": " "}',
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content_type="application/json",
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)
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commands = resp.get_json()["commands"]
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assert commands["haut"] == game_engine.DEFAULT_PERSONNAGE_COMMANDS["haut"]
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assert commands["bas"] == game_engine.DEFAULT_PERSONNAGE_COMMANDS["bas"] # absent du body
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assert commands["interagir"] == " "
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def test_commands_route_404s_for_missing_object(client: FlaskClient, game: str) -> None:
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resp = client.post(
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f"/game/{game}/scene-objects/999999/commandes",
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data="{}",
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content_type="application/json",
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)
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assert resp.status_code == 404
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def test_full_game_payload_exposes_resolved_commands_for_personnage_objects(
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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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_add_personnage(client, slug, screen_id)
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game_engine.add_scene_object(slug, screen_id, kind="decor") # jamais de commandes sur un décor
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payload = game_engine.full_game_payload(slug)
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scene_screen = next(s for s in payload["screens"] if s["id"] == screen_id)
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personnage_obj = next(o for o in scene_screen["elements"] if o["kind"] == "personnage")
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decor_obj = next(o for o in scene_screen["elements"] if o["kind"] == "decor")
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assert personnage_obj["personnage_commandes"] == game_engine.DEFAULT_PERSONNAGE_COMMANDS
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assert "personnage_commandes" not in decor_obj
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