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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>
123 lines
5.4 KiB
Python
123 lines
5.4 KiB
Python
"""Objet de scène kind="fond" (image de fond, voir
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game_engine/scenes/add_scene_object.py) : posé à sa taille RÉELLE (voir
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game_engine/labels/background_library.py), derrière tout le reste
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(z_index très négatif), insensible au clic — et si plus grand que la
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scène, "monde" que la caméra suit en défilant derrière le personnage
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(voir static/game/js/play/personnage-controller.js, testé côté client dans
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static/game/js/play/__tests__/personnage-controller.test.js)."""
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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_background"
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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 _a_background_slug() -> Any:
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assert game_engine.BACKGROUND_LIBRARY, (
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"aucune image de fond générée — lancer scripts/game/generate_background_manifest.py"
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)
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return next(iter(game_engine.BACKGROUND_LIBRARY))
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def test_background_library_is_built_from_the_generated_manifest() -> None:
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slug = _a_background_slug()
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background = game_engine.BACKGROUND_LIBRARY[slug]
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assert background["url"].startswith("/static/game/backgrounds/")
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assert background["width"] > 0 and background["height"] > 0
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def test_adding_a_fond_object_uses_the_image_real_size_and_sits_behind_everything(
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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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background_slug = _a_background_slug()
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background = game_engine.BACKGROUND_LIBRARY[background_slug]
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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": "fond", "background_slug": background_slug},
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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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obj_id = int(not_none(re.search(r"selected=(\d+)", resp.headers["Location"])).group(1))
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert obj["kind"] == "fond"
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assert obj["width"] == background["width"]
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assert obj["height"] == background["height"]
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assert obj["x"] == 0 and obj["y"] == 0
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assert obj["z_index"] < 0 # toujours derrière un personnage/décor ajouté normalement (z_index >= 1)
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assert obj["attributes"]["src"] == background["url"]
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def test_fond_object_renders_as_an_image_with_the_sceneBackground_class(
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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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background_slug = _a_background_slug()
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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": "fond", "background_slug": background_slug},
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follow_redirects=False,
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)
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obj_id = int(not_none(re.search(r"selected=(\d+)", resp.headers["Location"])).group(1))
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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html = game_engine.render_scene_object(obj)
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assert 'class="sceneObjectSprite sceneBackground"' in html
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assert f'data-object-id="{obj_id}"' in html
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def test_fond_object_falls_back_to_default_size_without_a_known_background_slug(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]
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) -> None:
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"""Un slug invalide/absent (URL bidouillée, script de manifeste jamais
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lancé sur ce poste) : l'objet est quand même créé, à la taille par
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défaut générique (128x128, voir ensure_scene_schema.py) plutôt que de
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planter."""
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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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": "fond", "background_slug": "ce-slug-nexiste-pas"},
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follow_redirects=False,
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)
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assert resp.status_code == 302
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obj_id = int(not_none(re.search(r"selected=(\d+)", resp.headers["Location"])).group(1))
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obj = not_none(game_engine.get_scene_object(slug, obj_id))
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assert obj["width"] == 128 and obj["height"] == 128
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def test_background_gallery_route_rejects_a_non_admin_account(user_game: str, user_client: FlaskClient) -> None:
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resp = user_client.post(
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f"/game/{user_game}/screens/new", data={"name": "Scène", "kind": "jeu_2d"}, follow_redirects=False
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)
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screen_id = int(not_none(re.search(r"/screens/(\d+)/edit", resp.headers["Location"])).group(1))
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background_slug = _a_background_slug()
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resp = user_client.post(
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f"/game/{user_game}/screens/{screen_id}/scene-objects/add",
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data={"kind": "fond", "background_slug": background_slug},
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follow_redirects=False,
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)
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assert resp.status_code == 403
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def test_background_gallery_hidden_from_non_admin_scene_editor(user_game: str, user_client: FlaskClient) -> None:
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resp = user_client.post(
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f"/game/{user_game}/screens/new", data={"name": "Scène", "kind": "jeu_2d"}, follow_redirects=False
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)
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screen_id = int(not_none(re.search(r"/screens/(\d+)/edit", resp.headers["Location"])).group(1))
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html = user_client.get(f"/game/{user_game}/screens/{screen_id}/edit").get_data(as_text=True)
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assert "Images de fond" not in html
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