McRogueFace/tests/snippets/060_bsp_basic.py

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# mcrf: objects=[BSP,Caption,Color,ColorLayer,Grid,Scene] verified=0.2.8-dev status=ok
test(snippets): the docs site's 130 code samples are now part of the test suite The samples published on mcrogueface.github.io were executed by nothing at all. Each carried a machine-readable header -- objects=[...] verified=0.2.8@b6720f6 status=ok -- and every one of those fields was hand-typed. 130 snippets asserted "status=ok" while no run had ever confirmed it. This is the same failure mode as the 82 rotted tests in 112f357, at a larger scale and with no gate whatsoever. The samples now live here, in the engine repo, so that breaking the API breaks the build. The site pulls them from tests/snippets/ rather than keeping a copy to rot in parallel (build_library.py, site-side). They are display scripts: each builds a scene and stops. They deliberately do NOT call sys.exit(), because they must stay copy-pasteable -- a reader who pastes one into their game should get a running scene, not an interpreter that quits. Since #350 that also makes them un-runnable on their own, so _harness.py is chained as a second --exec to supply the ending the snippet must not have. Chaining rather than exec()-ing the source is deliberate: the snippet travels the same path a real user's script travels, and nothing has to read the file -- which is how the first draft of this harness tripped over #378 and mistook three healthy snippets for broken ones. A snippet passes only if it runs clean AND leaves a scene with something in it. Not raising is not enough: a sample whose body silently no-ops still renders as code on the docs site, and would still be wrong. tools/stamp_snippets.py makes the header a measurement instead of a claim: status comes from an actual run, verified from the engine that ran it, and objects is derived from the source intersected with what the engine exports -- so a snippet that starts using a new type gets tagged for it without anyone remembering to. It immediately found tags the humans had missed (062 uses Transition, Key and InputState; the hand-written header listed none of them). --check is the CI gate. The gate earned its keep on the first run, catching #379 (fixed here): configuring default_transition before the first scene activation made the engine transition FROM the internal "uitest" bootstrap scene, which is not a PyScene and has no Python wrapper -- so mcrfpy.current_scene reported None for the transition's full duration, immediately after the user had assigned it. A transition with nothing meaningful to transition from now changes scene immediately. Scene-to-scene transitions still report the outgoing scene until they complete. Suite: 468/468 (336 + 130 snippets + 2 regressions). closes #379
2026-07-14 18:29:37 -04:00
# BSP Basic - Binary space partition for dungeon generation
import mcrfpy
scene = mcrfpy.Scene("demo")
mcrfpy.current_scene = scene
grid = mcrfpy.Grid(
grid_size=(16, 12),
texture=mcrfpy.default_texture,
pos=(0, 0),
size=(1024, 768),
zoom=4.0
)
scene.children.append(grid)
# Add color layer for room visualization
room_layer = mcrfpy.ColorLayer(z_index=1, name="rooms")
grid.add_layer(room_layer)
# Fill with walls
for y in range(12):
for x in range(16):
grid.at(x, y).tilesprite = 1
grid.at(x, y).walkable = False
# Create BSP tree (pos and size as tuples)
bsp = mcrfpy.BSP(pos=(0, 0), size=(16, 12))
feat(docs): deterministic snippet screenshots — Phase 1 (STATIC capture) Generate a byte-stable preview PNG for every docs snippet, as the visual- regression oracle foundation of #381. A changed image means the snippet's behaviour changed and wants review. Pipeline (no C++ change; existing headless build suffices): - _seed.py: chained as the FIRST --exec so random.seed(42) governs the snippet's RNG before it draws (snippets draw at import; seeding after is too late). Shared-interpreter seeding covers all 25 random-module snippets. - _screenshot.py: chained as the LAST --exec; steps setup frames then automation.screenshot(). Kept separate from _harness.py so the pass/fail suite stays fast and untouched. - tools/generate_snippet_shots.py: orchestrator; runs seed->snippet->shot, writes gitignored snippet-shots/ (images belong in the doc-site repo, which pulls them from here). Per-snippet capture params live in a sidecar OVERRIDES table, not the mcrf: header (which would fight stamp_snippets and can't hold Phase-3 interaction scripts). - make snippet-shots target; snippet-shots/ gitignored. The 4 BSP snippets that needed deterministic pixels (060, 102, 224, 243) now pass seed=42 — libtcod's global RNG is time(0)-seeded and unreachable from Python, and seed= also documents reproducible generation for readers. Validated: 272 captured, 10 skipped (noshot opt-outs), 0 failed; all 272 byte-identical across two full runs (~49s). Addresses #381. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LTh2ZW7bd3XSd9qK86Z2CE
2026-07-15 20:57:04 -04:00
bsp.split_recursive(depth=3, min_size=(3, 3), seed=42)
test(snippets): the docs site's 130 code samples are now part of the test suite The samples published on mcrogueface.github.io were executed by nothing at all. Each carried a machine-readable header -- objects=[...] verified=0.2.8@b6720f6 status=ok -- and every one of those fields was hand-typed. 130 snippets asserted "status=ok" while no run had ever confirmed it. This is the same failure mode as the 82 rotted tests in 112f357, at a larger scale and with no gate whatsoever. The samples now live here, in the engine repo, so that breaking the API breaks the build. The site pulls them from tests/snippets/ rather than keeping a copy to rot in parallel (build_library.py, site-side). They are display scripts: each builds a scene and stops. They deliberately do NOT call sys.exit(), because they must stay copy-pasteable -- a reader who pastes one into their game should get a running scene, not an interpreter that quits. Since #350 that also makes them un-runnable on their own, so _harness.py is chained as a second --exec to supply the ending the snippet must not have. Chaining rather than exec()-ing the source is deliberate: the snippet travels the same path a real user's script travels, and nothing has to read the file -- which is how the first draft of this harness tripped over #378 and mistook three healthy snippets for broken ones. A snippet passes only if it runs clean AND leaves a scene with something in it. Not raising is not enough: a sample whose body silently no-ops still renders as code on the docs site, and would still be wrong. tools/stamp_snippets.py makes the header a measurement instead of a claim: status comes from an actual run, verified from the engine that ran it, and objects is derived from the source intersected with what the engine exports -- so a snippet that starts using a new type gets tagged for it without anyone remembering to. It immediately found tags the humans had missed (062 uses Transition, Key and InputState; the hand-written header listed none of them). --check is the CI gate. The gate earned its keep on the first run, catching #379 (fixed here): configuring default_transition before the first scene activation made the engine transition FROM the internal "uitest" bootstrap scene, which is not a PyScene and has no Python wrapper -- so mcrfpy.current_scene reported None for the transition's full duration, immediately after the user had assigned it. A transition with nothing meaningful to transition from now changes scene immediately. Scene-to-scene transitions still report the outgoing scene until they complete. Suite: 468/468 (336 + 130 snippets + 2 regressions). closes #379
2026-07-14 18:29:37 -04:00
# Room colors
colors = [
mcrfpy.Color(255, 150, 150, 150),
mcrfpy.Color(150, 255, 150, 150),
mcrfpy.Color(150, 150, 255, 150),
mcrfpy.Color(255, 255, 150, 150),
mcrfpy.Color(255, 150, 255, 150),
mcrfpy.Color(150, 255, 255, 150),
]
# Carve rooms from leaves
for i, leaf in enumerate(bsp):
x, y = leaf.pos
w, h = leaf.size
# Shrink room slightly
for ry in range(y + 1, y + h - 1):
for rx in range(x + 1, x + w - 1):
if 0 <= rx < 16 and 0 <= ry < 12:
grid.at(rx, ry).tilesprite = 48
grid.at(rx, ry).walkable = True
room_layer.set((rx, ry), colors[i % len(colors)])
status = mcrfpy.Caption(text="BSP dungeon - each color is a leaf node", pos=(320, 720))
status.outline = 2
status.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(status)