McRogueFace/tests/unit/entity_behavior_test.py

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"""Unit test for #300: EntityBehavior struct and behavior primitives."""
import mcrfpy
import sys
def make_grid():
"""Create a simple 20x20 walkable grid."""
scene = mcrfpy.Scene("test300")
mcrfpy.current_scene = scene
tex = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
grid = mcrfpy.Grid(grid_size=(20, 20), texture=tex, pos=(0, 0), size=(320, 320))
scene.children.append(grid)
for y in range(20):
for x in range(20):
grid.at(x, y).walkable = True
grid.at(x, y).transparent = True
return grid
def test_behavior_properties():
"""Behavior-related properties exist and have correct defaults."""
e = mcrfpy.Entity()
assert e.behavior_type == 0, f"Default behavior_type should be 0 (IDLE), got {e.behavior_type}"
assert e.turn_order == 1, f"Default turn_order should be 1, got {e.turn_order}"
assert abs(e.move_speed - 0.15) < 0.01, f"Default move_speed should be 0.15, got {e.move_speed}"
assert e.target_label is None, f"Default target_label should be None, got {e.target_label}"
assert e.sight_radius == 10, f"Default sight_radius should be 10, got {e.sight_radius}"
print("PASS: behavior property defaults")
def test_behavior_property_setters():
"""Behavior properties can be set."""
e = mcrfpy.Entity()
e.turn_order = 5
assert e.turn_order == 5
e.move_speed = 0.3
assert abs(e.move_speed - 0.3) < 0.01
e.target_label = "player"
assert e.target_label == "player"
e.target_label = None
assert e.target_label is None
e.sight_radius = 15
assert e.sight_radius == 15
print("PASS: behavior property setters")
def test_set_behavior_noise():
"""set_behavior with NOISE4 type."""
e = mcrfpy.Entity()
e.set_behavior(int(mcrfpy.Behavior.NOISE4))
assert e.behavior_type == int(mcrfpy.Behavior.NOISE4)
print("PASS: set_behavior NOISE4")
def test_set_behavior_path():
"""set_behavior with PATH type and pre-computed path."""
e = mcrfpy.Entity()
path = [(1, 0), (2, 0), (3, 0)]
e.set_behavior(int(mcrfpy.Behavior.PATH), path=path)
assert e.behavior_type == int(mcrfpy.Behavior.PATH)
print("PASS: set_behavior PATH")
def test_set_behavior_patrol():
"""set_behavior with PATROL type and waypoints."""
e = mcrfpy.Entity()
waypoints = [(5, 5), (10, 5), (10, 10), (5, 10)]
e.set_behavior(int(mcrfpy.Behavior.PATROL), waypoints=waypoints)
assert e.behavior_type == int(mcrfpy.Behavior.PATROL)
print("PASS: set_behavior PATROL")
def test_set_behavior_sleep():
"""set_behavior with SLEEP type and turns."""
e = mcrfpy.Entity()
e.set_behavior(int(mcrfpy.Behavior.SLEEP), turns=5)
assert e.behavior_type == int(mcrfpy.Behavior.SLEEP)
print("PASS: set_behavior SLEEP")
def test_set_behavior_reset():
"""set_behavior resets previous behavior state."""
e = mcrfpy.Entity()
e.set_behavior(int(mcrfpy.Behavior.PATROL), waypoints=[(1,1), (5,5)])
assert e.behavior_type == int(mcrfpy.Behavior.PATROL)
e.set_behavior(int(mcrfpy.Behavior.IDLE))
assert e.behavior_type == int(mcrfpy.Behavior.IDLE)
print("PASS: set_behavior reset")
def test_turn_order_zero_skip():
"""turn_order=0 should mean entity is skipped."""
e = mcrfpy.Entity()
e.turn_order = 0
assert e.turn_order == 0
print("PASS: turn_order=0")
if __name__ == "__main__":
test_behavior_properties()
test_behavior_property_setters()
test_set_behavior_noise()
test_set_behavior_path()
test_set_behavior_patrol()
test_set_behavior_sleep()
test_set_behavior_reset()
test_turn_order_zero_skip()
print("All #300 tests passed")
sys.exit(0)