Fix critical issues: script loading, entity types, and color properties
- Issue #37: Fix Windows scripts subdirectory not checked - Updated executeScript() to use executable_path() from platform.h - Scripts now load correctly when working directory differs from executable - Issue #76: Fix UIEntityCollection returns wrong type - Updated UIEntityCollectionIter::next() to check for stored Python object - Derived Entity classes now preserve their type when retrieved from collections - Issue #9: Recreate RenderTexture when resized (already fixed) - Confirmed RenderTexture recreation already implemented in set_size() and set_float_member() - Uses 1.5x padding and 4096 max size limit - Issue #79: Fix Color r, g, b, a properties return None - Implemented get_member() and set_member() in PyColor.cpp - Color component properties now work correctly with proper validation - Additional fix: Grid.at() method signature - Changed from METH_O to METH_VARARGS to accept two arguments All fixes include comprehensive tests to verify functionality. closes #37, closes #76, closes #9, closes #79 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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50 changed files with 3690 additions and 16 deletions
189
exec_flag_implementation.cpp
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exec_flag_implementation.cpp
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// Example implementation of --exec flag for McRogueFace
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// This shows the minimal changes needed to support multiple script execution
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// === In McRogueFaceConfig.h ===
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struct McRogueFaceConfig {
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// ... existing fields ...
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// Scripts to execute after main script (McRogueFace style)
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std::vector<std::filesystem::path> exec_scripts;
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};
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// === In CommandLineParser.cpp ===
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CommandLineParser::ParseResult CommandLineParser::parse(McRogueFaceConfig& config) {
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// ... existing parsing code ...
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for (int i = 1; i < argc; i++) {
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std::string arg = argv[i];
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// ... existing flag handling ...
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else if (arg == "--exec") {
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// Add script to exec list
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if (i + 1 < argc) {
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config.exec_scripts.push_back(argv[++i]);
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} else {
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std::cerr << "Error: --exec requires a script path\n";
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return {true, 1};
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}
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}
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}
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}
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// === In GameEngine.cpp ===
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GameEngine::GameEngine(const McRogueFaceConfig& cfg) : config(cfg) {
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// ... existing initialization ...
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// Only load game.py if no custom script/command/module is specified
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bool should_load_game = config.script_path.empty() &&
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config.python_command.empty() &&
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config.python_module.empty() &&
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!config.interactive_mode &&
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!config.python_mode &&
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config.exec_scripts.empty(); // Add this check
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if (should_load_game) {
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if (!Py_IsInitialized()) {
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McRFPy_API::api_init();
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}
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McRFPy_API::executePyString("import mcrfpy");
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McRFPy_API::executeScript("scripts/game.py");
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}
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// Execute any --exec scripts
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for (const auto& exec_script : config.exec_scripts) {
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std::cout << "Executing script: " << exec_script << std::endl;
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McRFPy_API::executeScript(exec_script.string());
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}
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}
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// === Usage Examples ===
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// Example 1: Run game with automation
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// ./mcrogueface game.py --exec automation.py
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// Example 2: Run game with multiple automation scripts
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// ./mcrogueface game.py --exec test_suite.py --exec monitor.py --exec logger.py
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// Example 3: Run only automation (no game)
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// ./mcrogueface --exec standalone_test.py
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// Example 4: Headless automation
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// ./mcrogueface --headless game.py --exec automation.py
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// === Python Script Example (automation.py) ===
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/*
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import mcrfpy
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from mcrfpy import automation
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def periodic_test():
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"""Run automated tests every 5 seconds"""
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# Take screenshot
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automation.screenshot(f"test_{mcrfpy.getFrame()}.png")
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# Check game state
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scene = mcrfpy.currentScene()
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if scene == "main_menu":
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# Click start button
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automation.click(400, 300)
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elif scene == "game":
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# Perform game tests
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automation.hotkey("i") # Open inventory
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print(f"Test completed at frame {mcrfpy.getFrame()}")
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# Register timer for periodic testing
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mcrfpy.setTimer("automation_test", periodic_test, 5000)
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print("Automation script loaded - tests will run every 5 seconds")
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# Script returns here - giving control back to C++
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*/
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// === Advanced Example: Event-Driven Automation ===
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/*
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# automation_advanced.py
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import mcrfpy
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from mcrfpy import automation
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import json
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class AutomationFramework:
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def __init__(self):
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self.test_queue = []
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self.results = []
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self.load_test_suite()
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def load_test_suite(self):
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"""Load test definitions from JSON"""
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with open("test_suite.json") as f:
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self.test_queue = json.load(f)["tests"]
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def run_next_test(self):
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"""Execute next test in queue"""
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if not self.test_queue:
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self.finish_testing()
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return
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test = self.test_queue.pop(0)
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try:
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if test["type"] == "click":
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automation.click(test["x"], test["y"])
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elif test["type"] == "key":
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automation.keyDown(test["key"])
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automation.keyUp(test["key"])
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elif test["type"] == "screenshot":
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automation.screenshot(test["filename"])
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elif test["type"] == "wait":
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# Re-queue this test for later
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self.test_queue.insert(0, test)
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return
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self.results.append({"test": test, "status": "pass"})
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except Exception as e:
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self.results.append({"test": test, "status": "fail", "error": str(e)})
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def finish_testing(self):
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"""Save test results and cleanup"""
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with open("test_results.json", "w") as f:
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json.dump(self.results, f, indent=2)
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print(f"Testing complete: {len(self.results)} tests executed")
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mcrfpy.delTimer("automation_framework")
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# Create and start automation
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framework = AutomationFramework()
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mcrfpy.setTimer("automation_framework", framework.run_next_test, 100)
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*/
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// === Thread Safety Considerations ===
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// The --exec approach requires NO thread safety changes because:
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// 1. All scripts run in the same Python interpreter
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// 2. Scripts execute sequentially during initialization
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// 3. After initialization, only callbacks run (timer/input based)
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// 4. C++ maintains control of the render loop
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// This is the "honor system" - scripts must:
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// - Set up their callbacks/timers
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// - Return control to C++
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// - Not block or run infinite loops
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// - Use timers for periodic tasks
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// === Future Extensions ===
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// 1. Script communication via shared Python modules
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// game.py:
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// import mcrfpy
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// mcrfpy.game_state = {"level": 1, "score": 0}
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//
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// automation.py:
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// import mcrfpy
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// if mcrfpy.game_state["level"] == 1:
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// # Test level 1 specific features
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// 2. Priority-based script execution
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// ./mcrogueface game.py --exec-priority high:critical.py --exec-priority low:logging.py
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// 3. Conditional execution
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// ./mcrogueface game.py --exec-if-scene menu:menu_test.py --exec-if-scene game:game_test.py
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