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>
101 lines
4.3 KiB
Python
101 lines
4.3 KiB
Python
"""screens.build_collision_rule_objects (voir screens/scenes/
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build_collision_rule_objects.py) : la liste d'objets éligibles à un
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déclencheur de collision, réutilisée par le listage de TOUS les
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déclencheurs du jeu (screens/rendering/trigger_graph.py, voir
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tests/test_triggers.py) — un objet apparaît/disparaît selon son
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rôle, ou change de libellé affiché selon son nom. L'ancien endpoint AJAX
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dédié (routes/scenes/scene_collision_rule_objects.py) a été retiré avec
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l'onglet "🧩 Collision" séparé — ce fichier teste directement les
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fonctions Python plutôt qu'une route HTTP désormais inexistante."""
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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 screens
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def _create_jeu2d_game(
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client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str], name: str = "pytest_collision_ajax"
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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 = screens.create_screen(slug, "Scène 1", kind="jeu_2d")
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return slug, screen_id
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def _add_ajax(client: FlaskClient, slug: str, screen_id: int, **data: Any) -> Any:
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return client.post(
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f"/game/{slug}/screens/{screen_id}/scene-objects/add",
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data=data,
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headers={"X-Requested-With": "fetch"},
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).get_json()
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def _list(slug: str, screen_id: int) -> Any:
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objects = screens.list_scene_objects(slug, screen_id)
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for o in objects:
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o["rendered_html"] = screens.render_scene_object(o)
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return screens.build_collision_rule_objects(objects)
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def test_freshly_added_personnage_is_pnj_in_the_list(
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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_ajax(client, slug, screen_id, kind="personnage")["id"]
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entries = _list(slug, screen_id)
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assert len(entries) == 1
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assert entries[0]["id"] == obj_id
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assert entries[0]["role"] == "pnj"
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def test_role_change_to_joueur_removes_it_from_the_list(
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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_ajax(client, slug, screen_id, kind="personnage")["id"]
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client.post(f"/game/{slug}/scene-objects/{obj_id}/role", data='{"role": "joueur"}', content_type="application/json")
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assert _list(slug, screen_id) == []
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def test_role_change_back_to_pnj_readds_it_to_the_list(
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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_ajax(client, slug, screen_id, kind="personnage")["id"]
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client.post(f"/game/{slug}/scene-objects/{obj_id}/role", data='{"role": "joueur"}', content_type="application/json")
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client.post(
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f"/game/{slug}/scene-objects/{obj_id}/role", data='{"role": "ennemie"}', content_type="application/json"
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)
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entries = _list(slug, screen_id)
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assert len(entries) == 1
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assert entries[0]["role"] == "ennemie"
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def test_name_change_is_reflected_in_the_list(client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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obj_id = _add_ajax(client, slug, screen_id, kind="personnage")["id"]
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client.post(
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f"/game/{slug}/scene-objects/{obj_id}/name", data='{"name": "Le Sorcier"}', content_type="application/json"
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)
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entries = _list(slug, screen_id)
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assert entries[0]["name"] == "Le Sorcier"
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def test_deleted_object_is_removed_from_the_list(
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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_ajax(client, slug, screen_id, kind="personnage")["id"]
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client.post(f"/game/{slug}/scene-objects/{obj_id}/delete", headers={"X-Requested-With": "fetch"})
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assert _list(slug, screen_id) == []
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def test_decor_has_no_role(client: FlaskClient, tmp_game_slug_cleanup: Callable[[str], str]) -> None:
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slug, screen_id = _create_jeu2d_game(client, tmp_game_slug_cleanup)
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_add_ajax(client, slug, screen_id, kind="decor")
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entries = _list(slug, screen_id)
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assert entries[0]["role"] is None
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