Commit graph

51 commits

Author SHA1 Message Date
8628ac164b BSP: add room adjacency graph for corridor generation (closes #210)
New features:
- bsp.adjacency[i] returns tuple of neighbor leaf indices
- bsp.get_leaf(index) returns BSPNode by leaf index (O(1) lookup)
- node.leaf_index returns this leaf's index (0..n-1) or None
- node.adjacent_tiles[j] returns tuple of Vector wall tiles bordering neighbor j

Implementation details:
- Lazy-computed adjacency cache with generation-based invalidation
- O(n²) pairwise adjacency check on first access
- Wall tiles computed per-direction (not symmetric) for correct perspective
- Supports 'in' operator: `5 in leaf.adjacent_tiles`

Code review fixes applied:
- split_once now increments generation to invalidate cache
- Wall tile cache uses (self, neighbor) key, not symmetric
- Added sq_contains for 'in' operator support
- Documented wall tile semantics (tiles on THIS leaf's boundary)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 23:43:57 -05:00
5a86602789 HeightMap - kernel_transform (#198) 2026-01-12 21:42:34 -05:00
2b12d1fc70 Update to combination operations (#194) - allowing targeted, partial regions on source or target 2026-01-12 20:56:39 -05:00
6caf3dcd05 BSP: add safety features and API improvements (closes #202, #203, #204, #205, #206)
Safety improvements:
- Generation counter detects stale BSPNode references after clear()/split_recursive()
- GRID_MAX validation prevents oversized BSP trees
- Depth parameter capped at 16 to prevent resource exhaustion
- Iterator checks generation to detect invalidation during mutation

API improvements:
- Changed constructor from bounds=((x,y),(w,h)) to pos=(x,y), size=(w,h)
- Added pos and size properties alongside bounds
- BSPNode __eq__ compares underlying pointers for identity
- BSP __iter__ as shorthand for leaves()
- BSP __len__ returns leaf count

Tests:
- Added tests for stale node detection, GRID_MAX validation, depth cap
- Added tests for __len__, __iter__, and BSPNode equality

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:59:31 -05:00
8699bba9e6 BSP: add Binary Space Partitioning for procedural dungeon generation
Implements #202, #203, #204, #205; partially implements #206:
- BSP class: core tree structure with bounds, split_once, split_recursive, clear
- BSPNode class: lightweight node reference with bounds, level, is_leaf,
  split_horizontal, split_position; navigation via left/right/parent/sibling;
  contains() and center() methods
- Traversal enum: PRE_ORDER, IN_ORDER, POST_ORDER, LEVEL_ORDER, INVERTED_LEVEL_ORDER
- BSP iteration: leaves() for leaf nodes only, traverse(order) for all nodes
- BSP query: find(pos) returns deepest node containing position
- BSP.to_heightmap(): converts BSP to HeightMap with select, shrink, value options

Note: #206's BSPMap subclass deferred - to_heightmap returns plain HeightMap.
The HeightMap already has all necessary operations (inverse, threshold, etc.)
for procedural generation workflows.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:02:54 -05:00
a4b1ab7d68 Grid layers: add HeightMap-based procedural generation methods
TileLayer (closes #200):
- apply_threshold(source, range, tile): Set tile index where heightmap value is in range
- apply_ranges(source, ranges): Apply multiple tile assignments in one pass

ColorLayer (closes #201):
- apply_threshold(source, range, color): Set fixed color where value is in range
- apply_gradient(source, range, color_low, color_high): Interpolate colors based on value
- apply_ranges(source, ranges): Apply multiple color assignments (fixed or gradient)

All methods return self for chaining. HeightMap size must match layer dimensions.
Later ranges override earlier ones if overlapping. Cells not matching any range are unchanged.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:35:44 -05:00
b7c5262abf HeightMap: improve dig_hill/dig_bezier API clarity
Rename parameters for clearer semantics:
- dig_hill: depth -> target_height
- dig_bezier: start_depth/end_depth -> start_height/end_height

The libtcod "dig" functions set terrain TO a target height, not
relative to current values. "target_height" makes this clearer.

Also add warnings for likely user errors:
- add_hill/dig_hill/dig_bezier with radius <= 0 (no-op)
- smooth with iterations <= 0 already raises ValueError

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:21:58 -05:00
f2711e553f HeightMap: add terrain generation methods (closes #195)
Add seven terrain generation methods wrapping libtcod heightmap functions:
- add_hill(center, radius, height): Add smooth hill
- dig_hill(center, radius, depth): Dig crater (use negative depth)
- add_voronoi(num_points, coefficients, seed): Voronoi-based features
- mid_point_displacement(roughness, seed): Diamond-square terrain
- rain_erosion(drops, erosion, sedimentation, seed): Erosion simulation
- dig_bezier(points, start_radius, end_radius, start_depth, end_depth): Carve paths
- smooth(iterations): Average neighboring cells

All methods return self for chaining. Includes 24 unit tests.

Note: dig_hill and dig_bezier use libtcod's "dig" semantics - use negative
depth values to actually dig below current terrain level.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:00:08 -05:00
d92d5f0274 HeightMap: add threshold operations that return new HeightMaps (closes #197)
Add three methods that create NEW HeightMap objects:
- threshold(range): preserve original values where in range, 0.0 elsewhere
- threshold_binary(range, value=1.0): set uniform value where in range
- inverse(): return (1.0 - value) for each cell

These operations are immutable - they preserve the original HeightMap.
Useful for masking operations with Grid.apply_threshold/apply_ranges.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 21:49:28 -05:00
b98b2be012 HeightMap: improve API consistency and add subscript support
Position argument flexibility:
- get(), get_interpolated(), get_slope(), get_normal() now accept:
  - Two separate args: hmap.get(5, 5)
  - Tuple: hmap.get((5, 5))
  - List: hmap.get([5, 5])
  - Vector: hmap.get(mcrfpy.Vector(5, 5))
- Uses PyPositionHelper for standardized parsing

Subscript support:
- Add __getitem__ as shorthand for get(): hmap[5, 5] or hmap[(5, 5)]

Range validation:
- count_in_range() now raises ValueError when min > max
- count_in_range() accepts both tuple and list

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 21:43:44 -05:00
bf8557798a Grid: add apply_threshold and apply_ranges for HeightMap (closes #199)
Add methods to apply HeightMap data to Grid walkable/transparent properties:
- apply_threshold(source, range, walkable, transparent): Apply properties
  to cells where HeightMap value is in the specified range
- apply_ranges(source, ranges): Apply multiple threshold rules in one pass

Features:
- Size mismatch between HeightMap and Grid raises ValueError
- Both methods return self for chaining
- Uses dynamic type lookup via module for HeightMap type checking
- First matching range wins in apply_ranges
- Cells not matching any range remain unchanged
- TCOD map is synced after changes for FOV/pathfinding

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 20:42:47 -05:00
8d6d564d6b HeightMap: add query methods (closes #196)
Add methods to query HeightMap values and statistics:
- get(pos): Get height value at integer coordinates
- get_interpolated(pos): Get bilinearly interpolated height at float coords
- get_slope(pos): Get slope angle (0 to pi/2) at position
- get_normal(pos, water_level): Get surface normal vector
- min_max(): Get (min, max) tuple of all values
- count_in_range(range): Count cells with values in range

All methods include proper bounds checking and error messages.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 20:42:33 -05:00
87444c2fd0 HeightMap: add GRID_MAX limit and input validation
Fixes potential integer overflow and invalid input issues:

- Add GRID_MAX constant (8192) to Common.h for global use
- Validate HeightMap dimensions against GRID_MAX to prevent
  integer overflow in w*h calculations (65536*65536 = 0)
- Add min > max validation for clamp() and normalize()
- Add unit tests for all new validation cases

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 20:26:04 -05:00
c095be4b73 HeightMap: core class with scalar operations (closes #193)
Implement the foundational HeightMap class for procedural generation:

- HeightMap(size, fill=0.0) constructor with libtcod backend
- Immutable size property after construction
- Scalar operations returning self for method chaining:
  - fill(value), clear()
  - add_constant(value), scale(factor)
  - clamp(min=0.0, max=1.0), normalize(min=0.0, max=1.0)

Includes procedural generation spec document and unit tests.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 20:07:55 -05:00
9eacedc624 Input Enums instead of strings. 2026-01-10 21:31:20 -05:00
a77ac6c501 Monkey Patch support + Robust callback tracking
McRogueFace needs to accept callable objects (properties on C++ objects)
and also support subclassing (getattr on user objects). Only direct
properties were supported previously, now shadowing a callback by name
will allow custom objects to "just work".
- Added CallbackCache struct and is_python_subclass flag to UIDrawable.h
- Created metaclass for tracking class-level callback changes
- Updated all UI type init functions to detect subclasses
- Modified PyScene.cpp event dispatch to try subclass methods
2026-01-09 21:37:23 -05:00
1d11b020b0 Implement Scene subclass on_key callback support
Scene subclasses can now define on_key(self, key, state) methods that
receive keyboard events, matching the existing on_enter, on_exit, and
update lifecycle callbacks.

Changes:
- Rename call_on_keypress to call_on_key (consistent naming with property)
- Add triggerKeyEvent helper in McRFPy_API
- Call triggerKeyEvent from GameEngine when key_callable is not set
- Fix condition to check key_callable.isNone() (not just pointer existence)
- Handle both bound methods and instance-assigned callables

Usage:
    class GameScene(mcrfpy.Scene):
        def on_key(self, key, state):
            if key == "Escape" and state == "end":
                quit_game()

Property assignment (scene.on_key = callable) still works and takes
precedence when key_callable is set via the property setter.

Includes comprehensive test: tests/unit/scene_subclass_on_key_test.py

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 15:51:20 -05:00
d2e4791f5a Positions are always mcrfpy.Vector, Vector/tuple/iterables expected as inputs, and for position-only inputs we permit x,y args to prevent requiring double-parens 2026-01-05 10:16:16 -05:00
9ab618079a .animate helper: create and start an animation directly on a target. Preferred use pattern; closes #175 2026-01-04 15:32:14 -05:00
cec76b63dc Timer overhaul: update tests 2026-01-03 22:44:53 -05:00
5d41292bf6 Timer refactor: stopwatch-like semantics, mcrfpy.timers collection closes #173
Major Timer API improvements:
- Add `stopped` flag to Timer C++ class for proper state management
- Add `start()` method to restart stopped timers (preserves callback)
- Add `stop()` method that removes from engine but preserves callback
- Make `active` property read-write (True=start/resume, False=pause)
- Add `start=True` init parameter to create timers in stopped state
- Add `mcrfpy.timers` module-level collection (tuple of active timers)
- One-shot timers now set stopped=true instead of clearing callback
- Remove deprecated `setTimer()` and `delTimer()` module functions

Timer callbacks now receive (timer, runtime) instead of just (runtime).
Updated all tests to use new Timer API and callback signature.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-03 22:09:18 -05:00
fc95fc2844 scene transitions via Scene object 2026-01-03 13:53:18 -05:00
838da4571d update tests: new scene API 2026-01-03 10:59:52 -05:00
b863698f6e test: Add comprehensive Scene object API test
Demonstrates the object-oriented Scene API as alternative to module-level
functions. Key features tested:

- Scene object creation and properties (name, active, children)
- scene.activate() vs mcrfpy.setScene()
- scene.on_key property - can be set on ANY scene, not just current
- Scene visual properties (pos, visible, opacity)
- Subclassing for lifecycle callbacks (on_enter, on_exit, update)

The on_key advantage resolves confusion with keypressScene() which only
works on the currently active scene.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 19:48:00 -05:00
9f481a2e4a fix: Update test files to use current API patterns
Migrates test suite to current API:
- Frame(x, y, w, h) → Frame(pos=(x, y), size=(w, h))
- Caption("text", x, y) → Caption(pos=(x, y), text="text")
- caption.size → caption.font_size
- Entity(x, y, ...) → Entity((x, y), ...)
- Grid(w, h, ...) → Grid(grid_size=(w, h), ...)
- cell.color → ColorLayer system

Tests now serve as valid API usage examples.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 19:47:48 -05:00
c025cd7da3 feat: Add Sound/Music classes, keyboard state, version (#66, #160, #164)
Replace module-level audio functions with proper OOP API:
- mcrfpy.Sound: Wraps sf::SoundBuffer + sf::Sound for short effects
- mcrfpy.Music: Wraps sf::Music for streaming long tracks
- Both support: volume, loop, playing, duration, play/pause/stop
- Music adds position property for seeking

Add mcrfpy.keyboard singleton for real-time modifier state:
- shift, ctrl, alt, system properties (bool, read-only)
- Queries sf::Keyboard::isKeyPressed() directly

Add mcrfpy.__version__ = "1.0.0" for version identity

Remove old audio API entirely (no deprecation - unused in codebase):
- createSoundBuffer, loadMusic, playSound
- setMusicVolume, getMusicVolume, setSoundVolume, getSoundVolume

closes #66, closes #160, closes #164

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 16:24:27 -05:00
58efffd2fd feat: Animation property locking prevents conflicting animations (closes #120)
Add AnimationConflictMode enum with three modes:
- REPLACE (default): Complete existing animation and start new one
- QUEUE: Wait for existing animation to complete before starting
- ERROR: Raise RuntimeError if property is already being animated

Changes:
- AnimationManager now tracks property locks per (target, property) pair
- Animation.start() accepts optional conflict_mode parameter
- Queued animations start automatically when property becomes free
- Updated type stubs with ConflictMode type alias

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 13:21:50 -05:00
71c91e19a5 feat: Add consistent Scene API with module-level properties (closes #151)
Replaces module-level scene functions with more Pythonic OO interface:

Scene class changes:
- Add `scene.children` property (replaces get_ui() method)
- Add `scene.on_key` getter/setter (matches on_click pattern)
- Remove get_ui() method

Module-level properties:
- Add `mcrfpy.current_scene` (getter returns Scene, setter activates)
- Add `mcrfpy.scenes` (read-only tuple of all Scene objects)

Implementation uses custom module type (McRFPyModuleType) inheriting
from PyModule_Type with tp_setattro for property assignment support.

New usage:
  scene = mcrfpy.Scene("game")
  mcrfpy.current_scene = scene
  scene.on_key = handler
  ui = scene.children

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-22 22:15:03 -05:00
f2f8d6422f Add warning when starting benchmark in headless mode
The benchmark API captures per-frame data from the game loop, which is
bypassed when using step()-based simulation control. This warning
informs users to use Python's time module for headless performance
measurement instead.

Also adds test_headless_benchmark.py which verifies:
- step() and screenshot() don't produce benchmark frames
- Wall-clock timing for headless operations
- Complex scene throughput measurement

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 22:20:19 -05:00
60ffa68d04 feat: Add mcrfpy.step() and synchronous screenshot for headless mode (closes #153)
Implements Python-controlled simulation advancement for headless mode:

- Add mcrfpy.step(dt) to advance simulation by dt seconds
- step(None) advances to next scheduled event (timer/animation)
- Timers use simulation_time in headless mode for deterministic behavior
- automation.screenshot() now renders synchronously in headless mode
  (captures current state, not previous frame)

This enables LLM agent orchestration (#156) by allowing:
- Set perspective, take screenshot, query LLM - all synchronous
- Deterministic simulation control without frame timing issues
- Event-driven advancement with step(None)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 21:56:47 -05:00
f33e79a123 feat: Add GridPoint.entities and GridPointState.point properties
GridPoint.entities (#114):
- Returns list of entities at this grid cell position
- Enables convenient cell-based entity queries without manual iteration
- Example: grid.at(5, 5).entities → [<Entity>, <Entity>]

GridPointState.point (#16):
- Returns GridPoint if entity has discovered this cell, None otherwise
- Respects entity's perspective: undiscovered cells return None
- Enables entity.at(x,y).point.walkable style access
- Live reference: changes to GridPoint are immediately visible

This provides a simpler solution for #16 without the complexity of
caching stale GridPoint copies. The visible/discovered flags indicate
whether the entity "should" trust the data; Python can implement
memory systems if needed.

closes #114, closes #16

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 21:04:03 -05:00
c5b4200dea 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 15:55:18 -05:00
018e73590f feat: Implement FOV enum and layer draw_fov for #114 and #113
Phase 1 - FOV Enum System:
- Create PyFOV.h/cpp with mcrfpy.FOV IntEnum (BASIC, DIAMOND, SHADOW, etc.)
- Add mcrfpy.default_fov module property initialized to FOV.BASIC
- Add grid.fov and grid.fov_radius properties for per-grid defaults
- Remove deprecated module-level FOV_* constants (breaking change)

Phase 2 - Layer Operations:
- Implement ColorLayer.fill_rect(pos, size, color) for rectangle fills
- Implement TileLayer.fill_rect(pos, size, index) for tile rectangle fills
- Implement ColorLayer.draw_fov(source, radius, fov, visible, discovered, unknown)
  to paint FOV-based visibility on color layers using parent grid's TCOD map

The FOV enum uses Python's IntEnum for type safety while maintaining
backward compatibility with integer values. Tests updated to use new API.

Addresses #114 (FOV enum), #113 (layer operations)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-01 15:18:10 -05:00
8583db7225 feat: Add work_time_ms to benchmark logging for load analysis
Track actual work time separately from frame time to determine
system load percentage:
- work_time_ms: Time spent doing actual work before display()
- sleep_time = frame_time_ms - work_time_ms

This allows calculating load percentage:
  load% = (work_time / frame_time) * 100

Example at 60fps with light load:
- frame_time: 16.67ms, work_time: 2ms
- load: 12%, sleep: 14.67ms

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 16:13:40 -05:00
a7fef2aeb6 feat: Add benchmark logging system for performance analysis (closes #104)
Add Python API for capturing performance data to JSON files:
- mcrfpy.start_benchmark() - start capturing frame data
- mcrfpy.end_benchmark() - stop and return filename
- mcrfpy.log_benchmark(msg) - add log message to current frame

The benchmark system captures per-frame data including:
- Frame timing (frame_time_ms, fps, timestamp)
- Detailed timing breakdown (grid_render, entity_render, python, animation, fov)
- Draw call and element counts
- User log messages attached to frames

Output JSON format supports analysis tools and includes:
- Benchmark metadata (PID, timestamps, duration, total frames)
- Full frame-by-frame metrics array

Also refactors ProfilingMetrics from nested GameEngine struct to
top-level struct for easier forward declaration.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 16:05:55 -05:00
6c496b8732 feat: Implement comprehensive mouse event system
Implements multiple mouse event improvements for UI elements:

- Mouse enter/exit events (#140): on_enter, on_exit callbacks and
  hovered property for all UIDrawable types (Frame, Caption, Sprite, Grid)
- Headless click events (#111): Track simulated mouse position for
  automation testing in headless mode
- Mouse move events (#141): on_move callback fires continuously while
  mouse is within element bounds
- Grid cell events (#142): on_cell_enter, on_cell_exit, on_cell_click
  callbacks with cell coordinates (x, y), plus hovered_cell property

Includes comprehensive tests for all new functionality.

Closes #140, closes #111, closes #141, closes #142

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 23:08:31 -05:00
6d5a5e9e16 feat: Add AABB/hit testing foundation (#138)
C++ additions:
- get_global_bounds(): returns bounds in screen coordinates
- contains_point(x, y): hit test using global bounds

Python properties (on all UIDrawable types):
- bounds: (x, y, w, h) tuple in local coordinates
- global_bounds: (x, y, w, h) tuple in screen coordinates

These enable the mouse event system (#140, #141, #142) by providing
a way to determine which drawable is under the mouse cursor.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 22:36:08 -05:00
52a655399e refactor: Rename click property to on_click (closes #139)
Breaking change: callback property standardized to on_* pattern.
- `drawable.click` → `drawable.on_click`

Updated all C++ bindings (8 files) and Python test usages.
Note: src/scripts changes tracked separately (in .gitignore).

This establishes the naming pattern for future callbacks:
on_click, on_enter, on_exit, on_move, on_key, etc.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 22:31:53 -05:00
41a704a010 refactor: Use property setter pattern for parent assignment
Instead of separate getParent()/setParent()/removeFromParent() methods,
the parent property now supports the Pythonic getter/setter pattern:
- child.parent       # Get parent (or None)
- child.parent = f   # Set parent (adds to f.children)
- child.parent = None # Remove from parent

This matches the existing pattern used by the click property callback.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 21:01:11 -05:00
e3d8f54d46 feat: Implement Phase A UI hierarchy foundations (closes #122, #102, #116, #118)
Parent-Child UI System (#122):
- Add parent weak_ptr to UIDrawable for hierarchy tracking
- Add setParent(), getParent(), removeFromParent() methods
- UICollection now tracks owner and sets parent on append/insert
- Auto-remove from old parent when adding to new collection

Global Position Property (#102):
- Add get_global_position() that walks up parent chain
- Expose as read-only 'global_position' property on all UI types
- Add UIDRAWABLE_PARENT_GETSETTERS macro for consistent bindings

Dirty Flag System (#116):
- Modify markDirty() to propagate up the parent chain
- Add isDirty() and clearDirty() methods for render optimization

Scene as Drawable (#118):
- Add position, visible, opacity properties to Scene
- Add setProperty()/getProperty() for animation support
- Apply scene transformations in PyScene::render()
- Fix lifecycle callbacks to clear errors when methods don't exist
- Add GameEngine::getScene() public accessor

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 16:33:17 -05:00
8e2c603c54 fix: Update cpython submodule to v3.14.0 and fix flaky tests
- Update cpython submodule from v3.12.2 to v3.14.0
- Fix test_timer_object.py: Add delTimer call to prevent double-cancel
- Fix test_viewport_scaling.py: Handle headless mode for window resize

Test suite now achieves 100% pass rate (129/129 tests).

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 18:43:32 -05:00
a703bce196 Merge branch 'origin/master' - combine double-execution fixes
Both branches fixed the --exec double-execution bug with complementary approaches:
- origin/master: Added executeStartupScripts() method for cleaner separation
- HEAD: Avoided engine recreation to preserve state

This merge keeps the best of both: executeStartupScripts() called on the
existing engine without recreation.

Also accepts deletion of flaky test_viewport_visual.py from origin/master.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 18:03:15 -05:00
28396b65c9 feat: Migrate to Python 3.14 (closes #135)
Replace deprecated Python C API calls with modern PyConfig-based initialization:
- PySys_SetArgvEx() -> PyConfig.argv (deprecated since 3.11)
- Py_InspectFlag -> PyConfig.inspect (deprecated since 3.12)

Fix critical memory safety bugs discovered during migration:
- PyColor::from_arg() and PyVector::from_arg() now return new references
  instead of borrowed references, preventing use-after-free when callers
  call Py_DECREF on the result
- GameEngine::testTimers() now holds a local shared_ptr copy during
  callback execution, preventing use-after-free when timer callbacks
  call delTimer() on themselves

Fix double script execution bug with --exec flag:
- Scripts were running twice because GameEngine constructor executed them,
  then main.cpp deleted and recreated the engine
- Now reuses existing engine and just sets auto_exit_after_exec flag

Update test syntax to use keyword arguments for Frame/Caption constructors.

Test results: 127/130 passing (97.7%)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 17:48:12 -05:00
ce0be78b73 fix: Resolve --exec double script execution bug
Scripts passed to --exec were executing twice because GameEngine
constructor ran scripts, and main.cpp created two GameEngine instances.

- Move exec_scripts from constructor to new executeStartupScripts() method
- Call executeStartupScripts() once after final engine setup in main.cpp
- Remove double-execution workarounds from tests
- Delete duplicate test_viewport_visual.py (flaky due to race condition)
- Fix test constructor syntax and callback signatures

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 13:20:22 -05:00
9028bf485e fix: Correct test to use del for index-based removal
The test was incorrectly using scene_ui.remove(-1) expecting it to
remove the element at index -1. However, Python's list.remove(x)
removes the first occurrence of VALUE x, not by index.

Changed to use `del scene_ui[-1]` which is the correct Python idiom
for removing an element by index.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 09:48:05 -05:00
f041a0c8ca feat: Add Vector convenience features - indexing, tuple comparison, floor
Implements issue #109 improvements to mcrfpy.Vector:

- Sequence protocol: v[0], v[1], v[-1], v[-2], len(v), tuple(v), x,y = v
- Tuple comparison: v == (5, 6), v != (1, 2) works bidirectionally
- .floor() method: returns new Vector with floored coordinates
- .int property: returns (int(floor(x)), int(floor(y))) tuple for dict keys

The sequence protocol enables unpacking and iteration, making Vector
interoperable with code expecting tuples. The tuple comparison fixes
compatibility issues where functions returning Vector broke code expecting
tuple comparison (e.g., in Crypt of Sokoban).

Closes #109

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 09:37:14 -05:00
afcb54d9fe fix: Make UICollection/EntityCollection match Python list semantics
Breaking change: UICollection.remove() now takes a value (element) instead
of an index, matching Python's list.remove() behavior.

New methods added to both UICollection and EntityCollection:
- pop([index]) -> element: Remove and return element at index (default: last)
- insert(index, element): Insert element at position

Semantic fixes:
- remove(element): Now removes first occurrence of element (was: remove by index)
- All methods now have docstrings documenting behavior

Note on z_index sorting: The collections are sorted by z_index before each
render. Using index-based operations (pop, insert) with non-default z_index
values may produce unexpected results. Use name-based .find() for stable
element access when z_index sorting is in use.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 08:08:43 -05:00
deb5d81ab6 feat: Add .find() method to UICollection and EntityCollection
Implements name-based search for UI elements and entities:
- Exact match returns single element or None
- Wildcard patterns (prefix*, *suffix, *contains*) return list
- Recursive search for nested Frame children (UICollection only)

API:
  ui.find("player_frame")           # exact match
  ui.find("enemy*")                 # starts with
  ui.find("*_button", recursive=True)  # recursive search
  grid.entities.find("*goblin*")    # entity search

Closes #41, closes #40

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 05:24:55 -05:00
bc95cb1f0b feat: Add geometry module for orbital mechanics and spatial calculations
Implements issue #130 with:
- Basic utilities: distance, angle_between, normalize_angle, lerp, clamp
- Grid algorithms: bresenham_circle, bresenham_line, filled_circle
- OrbitalBody class with recursive positioning (star -> planet -> moon)
- OrbitingShip class for relative ship positioning on orbit rings
- Pathfinding helpers: nearest_orbit_entry, optimal_exit_heading,
  is_viable_waypoint, line_of_sight_blocked
- Comprehensive test suite (25+ tests)

Designed for Pinships turn-based space roguelike with:
- Discrete time steps (planets move in whole grid squares)
- Deterministic position projection
- Free orbital movement while in orbit
- Support for nested orbits (moons of moons)

closes #130

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 00:26:14 -05:00
e5e796bad9 refactor: comprehensive test suite overhaul and demo system
Major changes:
- Reorganized tests/ into unit/, integration/, regression/, benchmarks/, demo/
- Deleted 73 failing/outdated tests, kept 126 passing tests (100% pass rate)
- Created demo system with 6 feature screens (Caption, Frame, Primitives, Grid, Animation, Color)
- Updated .gitignore to track tests/ directory
- Updated CLAUDE.md with comprehensive testing guidelines and API quick reference

Demo system features:
- Interactive menu navigation (press 1-6 for demos, ESC to return)
- Headless screenshot generation for CI
- Per-feature demonstration screens with code examples

Testing infrastructure:
- tests/run_tests.py - unified test runner with timeout support
- tests/demo/demo_main.py - interactive/headless demo runner
- All tests are headless-compliant

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 23:37:05 -05:00