Phase 1: Safety & performance foundation for Grid/Entity overhaul
- Fix Entity3D self-reference cycle: replace raw `self` pointer with `pyobject` strong-ref pattern matching UIEntity (closes #266) - TileLayer inherits Grid texture when none set, in all three attachment paths: constructor, add_layer(), and .grid property (closes #254) - Add SpatialHash::queryCell() for O(1) entity-at-cell lookup; fix missing spatial_hash.insert() in Entity.__init__ grid= kwarg path; use queryCell in GridPoint.entities (closes #253) - Add FOV dirty flag and parameter cache to skip redundant computeFOV calls when map unchanged and params match (closes #292) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
836a0584df
commit
94f5f5a3fd
13 changed files with 436 additions and 47 deletions
118
tests/regression/issue_292_fov_dedup_test.py
Normal file
118
tests/regression/issue_292_fov_dedup_test.py
Normal file
|
|
@ -0,0 +1,118 @@
|
|||
"""Regression test for #292: Deduplicate FOV computation via dirty flag."""
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_fov_basic_correctness():
|
||||
"""FOV computation still works correctly with dirty flag."""
|
||||
scene = mcrfpy.Scene("test292")
|
||||
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)
|
||||
|
||||
# Make all cells transparent and walkable
|
||||
for y in range(20):
|
||||
for x in range(20):
|
||||
pt = grid.at(x, y)
|
||||
pt.walkable = True
|
||||
pt.transparent = True
|
||||
|
||||
# Compute FOV from center
|
||||
grid.compute_fov((10, 10), radius=5)
|
||||
|
||||
# Center should be visible
|
||||
assert grid.is_in_fov((10, 10)), "Center should be in FOV"
|
||||
# Nearby cell should be visible
|
||||
assert grid.is_in_fov((10, 11)), "Adjacent cell should be in FOV"
|
||||
# Far cell should NOT be visible
|
||||
assert not grid.is_in_fov((0, 0)), "Far cell should not be in FOV"
|
||||
print("PASS: FOV basic correctness")
|
||||
|
||||
def test_fov_duplicate_call():
|
||||
"""Calling computeFOV twice with same params should still give correct results."""
|
||||
scene = mcrfpy.Scene("test292b")
|
||||
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):
|
||||
pt = grid.at(x, y)
|
||||
pt.walkable = True
|
||||
pt.transparent = True
|
||||
|
||||
# Compute FOV twice with same params (second should be skipped internally)
|
||||
grid.compute_fov((10, 10), radius=5)
|
||||
result1 = grid.is_in_fov((10, 11))
|
||||
|
||||
grid.compute_fov((10, 10), radius=5)
|
||||
result2 = grid.is_in_fov((10, 11))
|
||||
|
||||
assert result1 == result2, "Duplicate FOV call should give same result"
|
||||
print("PASS: Duplicate FOV call gives same result")
|
||||
|
||||
def test_fov_updates_after_map_change():
|
||||
"""FOV should recompute after a cell's walkable/transparent changes."""
|
||||
scene = mcrfpy.Scene("test292c")
|
||||
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):
|
||||
pt = grid.at(x, y)
|
||||
pt.walkable = True
|
||||
pt.transparent = True
|
||||
|
||||
# Compute FOV - cell (10, 12) should be visible
|
||||
grid.compute_fov((10, 10), radius=5)
|
||||
assert grid.is_in_fov((10, 12)), "Cell should be visible initially"
|
||||
|
||||
# Block line of sight by making (10, 11) opaque
|
||||
grid.at(10, 11).transparent = False
|
||||
|
||||
# Recompute FOV with same params - dirty flag should force recomputation
|
||||
grid.compute_fov((10, 10), radius=5)
|
||||
assert not grid.is_in_fov((10, 12)), "Cell behind wall should not be visible after map change"
|
||||
print("PASS: FOV updates correctly after map change")
|
||||
|
||||
def test_fov_different_params_recompute():
|
||||
"""FOV should recompute when params change even if map hasn't."""
|
||||
scene = mcrfpy.Scene("test292d")
|
||||
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):
|
||||
pt = grid.at(x, y)
|
||||
pt.walkable = True
|
||||
pt.transparent = True
|
||||
|
||||
# Compute from (10, 10) with radius 3
|
||||
grid.compute_fov((10, 10), radius=3)
|
||||
visible_3 = grid.is_in_fov((10, 14))
|
||||
|
||||
# Compute from (10, 10) with radius 5 - different params should recompute
|
||||
grid.compute_fov((10, 10), radius=5)
|
||||
visible_5 = grid.is_in_fov((10, 14))
|
||||
|
||||
# Radius 3 shouldn't see (10, 14), but radius 5 should
|
||||
assert not visible_3, "(10,14) should not be visible with radius 3"
|
||||
assert visible_5, "(10,14) should be visible with radius 5"
|
||||
print("PASS: Different FOV params force recomputation")
|
||||
|
||||
if __name__ == "__main__":
|
||||
test_fov_basic_correctness()
|
||||
test_fov_duplicate_call()
|
||||
test_fov_updates_after_map_change()
|
||||
test_fov_different_params_recompute()
|
||||
print("All #292 tests passed")
|
||||
sys.exit(0)
|
||||
Loading…
Add table
Add a link
Reference in a new issue