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Forge-Engine/tests/test_triggers.py
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williamandClaude Sonnet 5 559331f9cf
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Enrichit les declencheurs/actions de scene (clic/survol/affichage, surbrillance/video/son/visibilite/indication/attendre) et fiabilise la pose d'un fond/decor importe
- Ajoute clic/survol/affichage-ecran comme declencheurs, et surbrillance,
  video, son, visibilite, indication, attendre comme actions, utilisables
  aussi bien par l'editeur manuel (menu lateral Objets/Ecran) que par
  Ruby (IA), avec blocs deplacables/supprimables dans une chaine.
- Corrige plusieurs variantes du bug "impossible de poser un objet hors
  du champ de la camera" (troncature du chainage d'actions a 4 maillons,
  fond importe pose a 128x128 au lieu de sa taille reelle, decalage du
  fond au vrai glisser-depose, redimensionnement manuel jamais propage
  au monde).
- Ajoute un vrai glisser-depose depuis la galerie vers la scene, la
  gestion complete de "Mes assets" (sous-sections Fonds/Decors/Sons/
  Videos, suppression, reclassement fond<->decor sans re-upload).
- Ajoute l'upload de son (limite 3 min) et de video (MP4 uniquement,
  limite 5 min), avec validation de la duree reelle du fichier, et une
  replique audio optionnelle dans une bulle de dialogue.
- Fixe la taille de pose d'un objet/decor importe a 200x200 avec une
  boite de collision de 150x150.
- Filtre le selecteur de fichier des actions son/video par type reel.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-12 00:28:46 +02:00

450 lines
21 KiB
Python

"""Déclencheurs de collision — onglet "Déclencheurs" (voir
screens/rendering/trigger_graph.py, routes/triggers/triggers.py) : TOUS
les déclencheurs du jeu, plus aucune notion de quête pour les regrouper —
un créateur peut faire un simple quiz sans jamais poser de personnage.
Chaque occurrence de "Déclencher ce dialogue" porte son propre dialogue
({id, lines}, voir screens/rendering/collision_rules.py::"dialogue".dialogue),
édité en ligne (voir routes POST .../triggers/<object_id>/dialogue
ci-dessous). Source de données UNIQUE avec l'éditeur de collision : toute
règle ajoutée/retirée/modifiée ici doit rester visible/cohérente via
screens.resolve_collision_rules directement sur l'objet."""
import re
import screens
from tests.test_auth import anon_client # noqa: F401
def _create_jeu2d_game(client, tmp_game_slug_cleanup, name="pytest_triggers"):
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 _set_rules(slug, object_id, rules):
"""Pose des règles directement (sans passer par une route HTTP —
l'ancienne route de sauvegarde, routes/scenes/scene_object_collision_rules.py,
a été retirée avec l'éditeur de collision séparé) pour préparer un
scénario de test."""
screens.set_scene_object_collision_rules(slug, object_id, screens.sanitize_collision_rules(rules))
def test_mark_completed_is_kept_when_true(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{"trigger": "collision", "action": {"type": "dialogue", "mark_completed": True}}])
obj = screens.get_scene_object(slug, obj_id)
rules = screens.resolve_collision_rules(obj)
assert rules[0]["action"]["mark_completed"] is True
def test_mark_completed_is_dropped_when_false_or_absent(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{"trigger": "collision", "action": {"type": "dialogue", "mark_completed": False}}])
obj = screens.get_scene_object(slug, obj_id)
rules = screens.resolve_collision_rules(obj)
assert "mark_completed" not in rules[0]["action"]
def test_list_all_triggers_finds_direct_and_nested_rules(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
direct_id = _add_personnage(client, slug, screen_id, role="pnj")
nested_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, direct_id, [{"trigger": "collision", "action": {"type": "dialogue"}}])
_set_rules(slug, nested_id, [{"trigger": "collision", "action": {"type": "interagir", "sub_action": {"type": "dialogue"}}}])
result = screens.list_all_triggers(slug)
ids = [o["object_id"] for o in result]
assert direct_id in ids
assert nested_id in ids
direct_entry = next(o for o in result if o["object_id"] == direct_id)
assert direct_entry["has_interagir"] is False
nested_entry = next(o for o in result if o["object_id"] == nested_id)
assert nested_entry["has_interagir"] is True
def test_list_all_triggers_surfaces_both_branches_of_a_condition_independently(client, tmp_game_slug_cleanup):
"""Losange à embranchement (maquette validée, lecture verticale) :
Vrai ET Faux peuvent chacun déclencher LEUR PROPRE dialogue,
indépendamment l'un de l'autre — plus de "branche qui mène à telle
quête" à choisir (voir static/js/triggers/trigger-editor.js::
triggerConditionColumnHtml pour son affichage)."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {
"type": "condition", "variable": "inventaire_cle", "operateur": "superieur", "valeur": "0",
"si_vrai": {"type": "dialogue", "dialogue": {"id": "d_vrai", "lines": []}},
"si_faux": {"type": "dialogue", "dialogue": {"id": "d_faux", "lines": []}},
},
}])
result = screens.list_all_triggers(slug)
entry = next(o for o in result if o["object_id"] == obj_id)
assert entry["condition"]["variable"] == "inventaire_cle"
assert entry["condition"]["si_vrai"] == {"chain": [{"type": "dialogue", "dialogue": {"id": "d_vrai", "lines": []}}]}
assert entry["condition"]["si_faux"] == {"chain": [{"type": "dialogue", "dialogue": {"id": "d_faux", "lines": []}}]}
def test_list_all_triggers_leaves_a_branch_none_when_it_does_nothing(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {
"type": "condition", "variable": "score", "operateur": "egal", "valeur": "0",
"si_vrai": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}}, "si_faux": None,
},
}])
result = screens.list_all_triggers(slug)
entry = next(o for o in result if o["object_id"] == obj_id)
assert entry["condition"]["si_faux"] is None
def test_triggers_delete_removes_all_rules_on_the_object(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{"trigger": "collision", "action": {"type": "dialogue"}}])
resp = client.delete(f"/game/{slug}/triggers/{obj_id}")
assert resp.status_code == 200
obj = screens.get_scene_object(slug, obj_id)
assert screens.resolve_collision_rules(obj) == []
def test_triggers_route_add_then_get_then_delete(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
resp = client.post(
f"/game/{slug}/triggers",
json={
"object_id": obj_id,
"rule": {"trigger": "collision", "action": {"type": "interagir", "sub_action": {"type": "dialogue", "mark_completed": True}}},
},
)
assert resp.status_code == 200
# Même donnée, visible directement via la couche collision (source unique).
obj = screens.get_scene_object(slug, obj_id)
rules = screens.resolve_collision_rules(obj)
assert rules == [{
"trigger": "collision",
"action": {"type": "interagir", "sub_action": {"type": "dialogue", "mark_completed": True}},
}]
resp = client.get(f"/game/{slug}/triggers")
result = resp.get_json()
assert [o["object_id"] for o in result] == [obj_id]
assert result[0]["has_interagir"] is True
resp = client.delete(f"/game/{slug}/triggers/{obj_id}")
assert resp.status_code == 200
obj = screens.get_scene_object(slug, obj_id)
assert screens.resolve_collision_rules(obj) == []
def test_list_all_triggers_surfaces_the_dialogue(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": [{"speaker": "pnj", "text": "Salut !"}]}},
}])
result = screens.list_all_triggers(slug)
assert result[0]["chain"] == [{"type": "dialogue", "dialogue": {"id": "d_1", "lines": [{"type": "dialogue", "speaker": "pnj", "text": "Salut !"}]}}]
def test_list_all_triggers_surfaces_a_chain_of_actions(client, tmp_game_slug_cleanup):
"""Chaînage (demande explicite : "pouvoir modifier un déclencheur pour
lui ajouter des actions") : dialogue -> then variable, la chaîne
ENTIÈRE est aplatie dans l'ordre d'exécution."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {
"type": "dialogue", "dialogue": {"id": "d_1", "lines": []},
"then": {"type": "variable", "id": "v_1", "target_variable": "score", "data_operation": "incrementer", "data_value": "1"},
},
}])
result = screens.list_all_triggers(slug)
assert result[0]["chain"] == [
{"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
{"type": "variable", "id": "v_1", "target_variable": "score", "data_operation": "incrementer", "data_value": "1"},
]
def test_list_completable_dialogue_ids_collects_mark_completed_dialogues_everywhere(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
direct_id = _add_personnage(client, slug, screen_id, role="pnj")
cond_id = _add_personnage(client, slug, screen_id, role="pnj")
other_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, direct_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_direct", "lines": []}, "mark_completed": True},
}])
_set_rules(slug, cond_id, [{
"trigger": "collision",
"action": {
"type": "condition", "variable": "score", "operateur": "egal", "valeur": "1",
"si_vrai": {"type": "dialogue", "dialogue": {"id": "d_cond", "lines": []}, "mark_completed": True},
"si_faux": None,
},
}])
_set_rules(slug, other_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_not_completing", "lines": []}},
}])
ids = screens.list_completable_dialogue_ids(slug)
assert set(ids) == {"d_direct", "d_cond"}
def test_trigger_dialogue_update_route_persists_the_new_lines(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
}])
resp = client.post(
f"/game/{slug}/triggers/{obj_id}/dialogue",
json={"dialogue_id": "d_1", "lines": [{"speaker": "pnj", "text": "Trouvé !"}]},
)
assert resp.status_code == 200
obj = screens.get_scene_object(slug, obj_id)
rules = screens.resolve_collision_rules(obj)
assert rules[0]["action"]["dialogue"]["lines"] == [{"type": "dialogue", "speaker": "pnj", "text": "Trouvé !"}]
def test_trigger_dialogue_update_route_404s_for_an_unknown_dialogue_id(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
}])
resp = client.post(
f"/game/{slug}/triggers/{obj_id}/dialogue",
json={"dialogue_id": "d_absent", "lines": [{"speaker": "pnj", "text": "x"}]},
)
assert resp.status_code == 404
def test_trigger_dialogue_update_route_404s_for_an_unknown_object(client, game):
resp = client.post(
f"/game/{game}/triggers/999999/dialogue",
json={"dialogue_id": "d_1", "lines": []},
)
assert resp.status_code == 404
def test_trigger_append_action_route_attaches_a_then_at_the_end_of_the_chain(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
}])
resp = client.post(
f"/game/{slug}/triggers/{obj_id}/append-action",
json={"after_id": "d_1", "action": {"type": "variable", "id": "v_1", "target_variable": "score", "data_operation": "incrementer", "data_value": "1"}},
)
assert resp.status_code == 200
obj = screens.get_scene_object(slug, obj_id)
rules = screens.resolve_collision_rules(obj)
assert rules[0]["action"]["then"] == {"type": "variable", "id": "v_1", "target_variable": "score", "data_operation": "incrementer", "data_value": "1"}
def test_trigger_append_action_route_404s_for_an_unknown_after_id(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
}])
resp = client.post(
f"/game/{slug}/triggers/{obj_id}/append-action",
json={"after_id": "d_absent", "action": {"type": "variable", "target_variable": "score", "data_operation": "incrementer"}},
)
assert resp.status_code == 404
def test_trigger_append_action_route_inserts_between_a_leaf_and_its_existing_then(client, tmp_game_slug_cleanup):
"""Demande explicite : "pouvoir ajouter n'importe quelle action à
n'importe quel niveau du schéma" — poser "+ Ajouter une action" sur
un bloc qui a déjà une suite INSÈRE la nouvelle action devant cette
suite plutôt que d'échouer (comportement précédent)."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {
"type": "dialogue", "dialogue": {"id": "d_1", "lines": []},
"then": {"type": "variable", "id": "v_1", "target_variable": "score", "data_operation": "incrementer", "data_value": "1"},
},
}])
resp = client.post(
f"/game/{slug}/triggers/{obj_id}/append-action",
json={"after_id": "d_1", "action": {"type": "variable", "target_variable": "vies", "data_operation": "decrementer"}},
)
assert resp.status_code == 200
obj = screens.get_scene_object(slug, obj_id)
action = screens.resolve_collision_rules(obj)[0]["action"]
assert action["then"]["target_variable"] == "vies"
assert action["then"]["then"]["target_variable"] == "score"
def test_trigger_append_action_route_404s_for_an_unknown_object(client, game):
resp = client.post(f"/game/{game}/triggers/999999/append-action", json={"after_id": "d_1", "action": {}})
assert resp.status_code == 404
def test_trigger_remove_action_route_removes_the_whole_rule_when_it_is_the_only_leaf(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
}])
resp = client.delete(f"/game/{slug}/triggers/{obj_id}/action/d_1")
assert resp.status_code == 200
obj = screens.get_scene_object(slug, obj_id)
assert screens.resolve_collision_rules(obj) == []
def test_trigger_remove_action_route_404s_for_an_unknown_leaf_id(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
}])
resp = client.delete(f"/game/{slug}/triggers/{obj_id}/action/d_absent")
assert resp.status_code == 404
def test_trigger_move_action_route_swaps_a_leaf_up_in_its_chain(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {
"type": "variable", "id": "v_1", "target_variable": "score", "data_operation": "incrementer", "data_value": "1",
"then": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
},
}])
resp = client.post(f"/game/{slug}/triggers/{obj_id}/action/d_1/move", json={"direction": "up"})
assert resp.status_code == 200
obj = screens.get_scene_object(slug, obj_id)
action = screens.resolve_collision_rules(obj)[0]["action"]
assert action["type"] == "dialogue"
assert action["then"]["target_variable"] == "score"
def test_trigger_move_action_route_400s_for_an_invalid_direction(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}},
}])
resp = client.post(f"/game/{slug}/triggers/{obj_id}/action/d_1/move", json={"direction": "sideways"})
assert resp.status_code == 400
def test_triggers_get_route_backfills_and_persists_a_missing_leaf_id(client, tmp_game_slug_cleanup):
"""Bug corrigé : une action "variable" posée sans "id" (par une
session antérieure ou par l'IA) restait à jamais impossible à
adresser via append-action — le premier GET /triggers doit la rendre
adressable, DE FAÇON STABLE (persisté, pas régénéré à chaque appel)."""
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
obj_id = _add_personnage(client, slug, screen_id, role="pnj")
_set_rules(slug, obj_id, [{
"trigger": "collision",
"action": {"type": "variable", "target_variable": "score", "data_operation": "incrementer", "data_value": "1"},
}])
resp1 = client.get(f"/game/{slug}/triggers")
leaf_id = resp1.get_json()[0]["chain"][0]["id"]
assert leaf_id
resp2 = client.get(f"/game/{slug}/triggers")
assert resp2.get_json()[0]["chain"][0]["id"] == leaf_id # stable, pas régénéré
append_resp = client.post(
f"/game/{slug}/triggers/{obj_id}/append-action",
json={"after_id": leaf_id, "action": {"type": "dialogue", "dialogue": {"id": "d_1", "lines": []}}},
)
assert append_resp.status_code == 200
def test_objects_catalog_lists_eligible_objects_with_thumbnails(client, tmp_game_slug_cleanup):
slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
_add_personnage(client, slug, screen_id, role="pnj")
resp = client.get(f"/game/{slug}/triggers/objects-catalog")
assert resp.status_code == 200
catalog = resp.get_json()
assert len(catalog) == 1
assert catalog[0]["thumbnail_html"]
def test_triggers_route_is_isolated_like_other_game_routes(anon_client):
"""Même garde d'accès que /game/<slug>/publish (core/auth_guard.py) —
aucune vérification supplémentaire écrite pour ces routes."""
from tests.test_auth import _register, _confirm_2fa, _complete_onboarding, _cleanup_project
_register(anon_client, "triggersisolation@example.com")
_confirm_2fa(anon_client)
_complete_onboarding(anon_client)
try:
resp = anon_client.get("/game/un-projet-qui-nest-pas-le-sien/triggers")
assert resp.status_code == 403
resp = anon_client.post("/game/un-projet-qui-nest-pas-le-sien/triggers", json={})
assert resp.status_code == 403
resp = anon_client.delete("/game/un-projet-qui-nest-pas-le-sien/triggers/1")
assert resp.status_code == 403
resp = anon_client.post("/game/un-projet-qui-nest-pas-le-sien/triggers/1/dialogue", json={})
assert resp.status_code == 403
resp = anon_client.post("/game/un-projet-qui-nest-pas-le-sien/triggers/1/append-action", json={})
assert resp.status_code == 403
resp = anon_client.delete("/game/un-projet-qui-nest-pas-le-sien/triggers/1/action/d_1")
assert resp.status_code == 403
resp = anon_client.post("/game/un-projet-qui-nest-pas-le-sien/triggers/1/action/d_1/move", json={"direction": "up"})
assert resp.status_code == 403
resp = anon_client.get("/game/un-projet-qui-nest-pas-le-sien/triggers/objects-catalog")
assert resp.status_code == 403
finally:
_cleanup_project("triggersisolation@example.com")