feat: Add entity.visible_entities() and improve entity.updateVisibility() (closes #113)
Phase 3 of Agent POV Integration: Entity.updateVisibility() improvements: - Now uses grid.fov_algorithm and grid.fov_radius instead of hardcoded values - Updates any ColorLayers bound to this entity via apply_perspective() - Properly triggers layer FOV recomputation when entity moves New Entity.visible_entities(fov=None, radius=None) method: - Returns list of other entities visible from this entity's position - Optional fov parameter to override grid's FOV algorithm - Optional radius parameter to override grid's fov_radius - Useful for AI decision-making and line-of-sight checks Test coverage in test_perspective_binding.py: - Tests entity movement with bound layers - Tests visible_entities with wall occlusion - Tests radius override limiting visibility 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
parent
018e73590f
commit
c5b4200dea
3 changed files with 411 additions and 12 deletions
261
tests/unit/test_perspective_binding.py
Normal file
261
tests/unit/test_perspective_binding.py
Normal file
|
|
@ -0,0 +1,261 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test Perspective Binding System
|
||||
===============================
|
||||
|
||||
Tests the integration between:
|
||||
1. ColorLayer.apply_perspective() - binding a layer to an entity
|
||||
2. entity.updateVisibility() - automatically updating bound layers
|
||||
3. ColorLayer.clear_perspective() - removing the binding
|
||||
|
||||
This implements issue #113 requirements for "Agent POV Integration".
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def run_tests():
|
||||
"""Run perspective binding tests"""
|
||||
print("=== Perspective Binding Tests ===\n")
|
||||
|
||||
# Test 1: Create grid with entity and color layer
|
||||
print("Test 1: Setup")
|
||||
grid = mcrfpy.Grid(pos=(0, 0), size=(640, 400), grid_size=(40, 25))
|
||||
|
||||
# Set up walls
|
||||
for y in range(25):
|
||||
for x in range(40):
|
||||
point = grid.at(x, y)
|
||||
# Border walls
|
||||
if x == 0 or x == 39 or y == 0 or y == 24:
|
||||
point.walkable = False
|
||||
point.transparent = False
|
||||
# Central wall
|
||||
elif x == 20 and y != 12: # Wall with door at y=12
|
||||
point.walkable = False
|
||||
point.transparent = False
|
||||
else:
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
# Create player entity
|
||||
player = mcrfpy.Entity((5, 12))
|
||||
grid.entities.append(player)
|
||||
print(f" Player at ({player.x}, {player.y})")
|
||||
print(" Grid setup complete")
|
||||
print()
|
||||
|
||||
# Test 2: Apply perspective binding
|
||||
print("Test 2: Perspective Binding")
|
||||
fov_layer = grid.add_layer('color', z_index=-1)
|
||||
fov_layer.fill((0, 0, 0, 255)) # Start with black (unknown)
|
||||
|
||||
fov_layer.apply_perspective(
|
||||
entity=player,
|
||||
visible=(255, 255, 200, 64),
|
||||
discovered=(100, 100, 100, 128),
|
||||
unknown=(0, 0, 0, 255)
|
||||
)
|
||||
print(" Applied perspective to layer")
|
||||
|
||||
# Check layer is bound
|
||||
# (We can't directly check internal state, but we can verify behavior)
|
||||
print()
|
||||
|
||||
# Test 3: updateVisibility should update the bound layer
|
||||
print("Test 3: Entity updateVisibility")
|
||||
player.update_visibility()
|
||||
|
||||
# Check that the player's position is now visible
|
||||
visible_cell = fov_layer.at(int(player.x), int(player.y))
|
||||
assert visible_cell.r == 255, f"Player position should be visible (got r={visible_cell.r})"
|
||||
print(" Player position has visible color after updateVisibility()")
|
||||
|
||||
# Check that cells behind wall are unknown
|
||||
behind_wall = fov_layer.at(21, 5)
|
||||
assert behind_wall.r == 0, f"Behind wall should be unknown (got r={behind_wall.r})"
|
||||
print(" Cell behind wall is unknown")
|
||||
print()
|
||||
|
||||
# Test 4: Moving entity and calling updateVisibility
|
||||
print("Test 4: Entity Movement with Perspective")
|
||||
|
||||
# Move player through the door
|
||||
player.x = 21
|
||||
player.y = 12
|
||||
player.update_visibility()
|
||||
|
||||
# Now the player should see both sides of the wall
|
||||
# Check a cell that was previously hidden
|
||||
now_visible = fov_layer.at(25, 12) # To the right of where player moved
|
||||
# This should now be visible (or discovered if was visible)
|
||||
assert now_visible.r in [255, 100], f"Cell should be visible or discovered (got r={now_visible.r})"
|
||||
print(f" After moving to door, cell (25,12) has r={now_visible.r}")
|
||||
|
||||
# Player's new position should be visible
|
||||
new_pos_color = fov_layer.at(int(player.x), int(player.y))
|
||||
assert new_pos_color.r == 255, f"New player position should be visible (got r={new_pos_color.r})"
|
||||
print(f" Player's new position ({player.x}, {player.y}) is visible")
|
||||
print()
|
||||
|
||||
# Test 5: Check discovered cells remain discovered
|
||||
print("Test 5: Discovered State Persistence")
|
||||
|
||||
# Move player away from original position
|
||||
player.x = 35
|
||||
player.y = 12
|
||||
player.update_visibility()
|
||||
|
||||
# Original position (5, 12) should now be discovered (not visible, but was seen)
|
||||
original_pos = fov_layer.at(5, 12)
|
||||
# It could be visible if in line of sight, or discovered if not
|
||||
print(f" Original position (5,12) color: r={original_pos.r}")
|
||||
print()
|
||||
|
||||
# Test 6: Clear perspective
|
||||
print("Test 6: Clear Perspective")
|
||||
fov_layer.clear_perspective()
|
||||
|
||||
# After clearing, updateVisibility should not affect this layer
|
||||
fov_layer.fill((128, 0, 128, 255)) # Fill with purple
|
||||
player.update_visibility()
|
||||
|
||||
# Layer should still be purple (not modified by updateVisibility)
|
||||
check_cell = fov_layer.at(int(player.x), int(player.y))
|
||||
assert check_cell.r == 128, f"Layer should be unchanged after clear_perspective (got r={check_cell.r})"
|
||||
assert check_cell.g == 0, f"Layer should be unchanged (got g={check_cell.g})"
|
||||
assert check_cell.b == 128, f"Layer should be unchanged (got b={check_cell.b})"
|
||||
print(" Layer unchanged after clear_perspective()")
|
||||
print()
|
||||
|
||||
# Test 7: Grid FOV settings
|
||||
print("Test 7: Grid FOV Settings Integration")
|
||||
|
||||
# Create a new grid and layer to test FOV radius without discovered interference
|
||||
grid2 = mcrfpy.Grid(pos=(0, 0), size=(640, 400), grid_size=(40, 25))
|
||||
|
||||
# Set all cells walkable/transparent
|
||||
for y in range(25):
|
||||
for x in range(40):
|
||||
point = grid2.at(x, y)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
# Create player entity
|
||||
player2 = mcrfpy.Entity((20, 12))
|
||||
grid2.entities.append(player2)
|
||||
|
||||
# Set grid FOV settings
|
||||
grid2.fov = mcrfpy.FOV.SHADOW
|
||||
grid2.fov_radius = 5 # Smaller radius
|
||||
|
||||
# Create layer and bind perspective
|
||||
fov_layer2 = grid2.add_layer('color', z_index=-1)
|
||||
fov_layer2.fill((0, 0, 0, 255)) # Start with black (unknown)
|
||||
|
||||
fov_layer2.apply_perspective(
|
||||
entity=player2,
|
||||
visible=(255, 0, 0, 64), # Red for visible
|
||||
discovered=(100, 100, 100, 128),
|
||||
unknown=(0, 0, 0, 255)
|
||||
)
|
||||
|
||||
# Update visibility - this should only illuminate cells within radius 5
|
||||
player2.update_visibility()
|
||||
|
||||
# With radius 5, cells far from player should be unknown (never discovered)
|
||||
far_cell = fov_layer2.at(30, 12) # 10 cells away from player
|
||||
assert far_cell.r == 0, f"Far cell should be unknown with radius 5 (got r={far_cell.r})"
|
||||
print(f" Far cell (30,12) is unknown with radius=5")
|
||||
|
||||
# Near cell should be visible
|
||||
near_cell = fov_layer2.at(22, 12) # 2 cells away
|
||||
assert near_cell.r == 255, f"Near cell should be visible (got r={near_cell.r})"
|
||||
print(f" Near cell (22,12) is visible")
|
||||
print()
|
||||
|
||||
# Test 8: visible_entities method
|
||||
print("Test 8: Entity.visible_entities()")
|
||||
|
||||
# Create a grid with multiple entities
|
||||
grid3 = mcrfpy.Grid(pos=(0, 0), size=(640, 400), grid_size=(40, 25))
|
||||
|
||||
# Set all cells transparent
|
||||
for y in range(25):
|
||||
for x in range(40):
|
||||
point = grid3.at(x, y)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
# Add a wall to block visibility
|
||||
for y in range(25):
|
||||
if y != 12: # Door at y=12
|
||||
point = grid3.at(20, y)
|
||||
point.walkable = False
|
||||
point.transparent = False
|
||||
|
||||
# Create entities
|
||||
player3 = mcrfpy.Entity((5, 12)) # Left side
|
||||
ally = mcrfpy.Entity((8, 12)) # Near player
|
||||
enemy1 = mcrfpy.Entity((35, 12)) # Behind wall
|
||||
enemy2 = mcrfpy.Entity((25, 12)) # Through door (should be visible)
|
||||
|
||||
grid3.entities.append(player3)
|
||||
grid3.entities.append(ally)
|
||||
grid3.entities.append(enemy1)
|
||||
grid3.entities.append(enemy2)
|
||||
|
||||
# Set grid FOV settings
|
||||
grid3.fov = mcrfpy.FOV.SHADOW
|
||||
grid3.fov_radius = 20
|
||||
|
||||
# Get visible entities from player
|
||||
visible = player3.visible_entities()
|
||||
visible_positions = [(int(e.x), int(e.y)) for e in visible]
|
||||
|
||||
print(f" Player at (5, 12)")
|
||||
print(f" Visible entities: {visible_positions}")
|
||||
|
||||
# Ally should be visible
|
||||
assert (8, 12) in visible_positions, "Ally at (8,12) should be visible"
|
||||
print(" Ally at (8, 12) is visible")
|
||||
|
||||
# Enemy1 behind wall should NOT be visible
|
||||
assert (35, 12) not in visible_positions, "Enemy1 at (35,12) should NOT be visible (behind wall)"
|
||||
print(" Enemy1 at (35, 12) is NOT visible (behind wall)")
|
||||
|
||||
# Enemy2 through door should be visible
|
||||
assert (25, 12) in visible_positions, "Enemy2 at (25,12) should be visible through door"
|
||||
print(" Enemy2 at (25, 12) is visible (through door)")
|
||||
print()
|
||||
|
||||
# Test 9: visible_entities with radius override
|
||||
print("Test 9: visible_entities with radius override")
|
||||
|
||||
# With small radius, only ally should be visible
|
||||
visible_small = player3.visible_entities(radius=4)
|
||||
visible_small_positions = [(int(e.x), int(e.y)) for e in visible_small]
|
||||
|
||||
print(f" With radius=4: {visible_small_positions}")
|
||||
assert (8, 12) in visible_small_positions, "Ally should be visible with radius=4"
|
||||
assert (25, 12) not in visible_small_positions, "Enemy2 should NOT be visible with radius=4"
|
||||
print(" Correctly limited visibility to nearby entities")
|
||||
print()
|
||||
|
||||
print("=== All Perspective Binding Tests Passed! ===")
|
||||
return True
|
||||
|
||||
# Main execution
|
||||
if __name__ == "__main__":
|
||||
try:
|
||||
if run_tests():
|
||||
print("\nPASS")
|
||||
sys.exit(0)
|
||||
else:
|
||||
print("\nFAIL")
|
||||
sys.exit(1)
|
||||
except Exception as e:
|
||||
print(f"\nFAIL: {e}")
|
||||
import traceback
|
||||
traceback.print_exc()
|
||||
sys.exit(1)
|
||||
Loading…
Add table
Add a link
Reference in a new issue