- Add EntityBehavior struct with 11 behavior types: IDLE, CUSTOM, NOISE4/8, PATH, WAYPOINT, PATROL, LOOP, SLEEP, SEEK, FLEE. Each returns BehaviorOutput (MOVED/DONE/BLOCKED/NO_ACTION) without modifying entity position directly (closes #300) - Add grid.step(n=1, turn_order=None) turn manager: groups entities by turn_order, executes behaviors, fires triggers (TARGET/DONE/BLOCKED), updates cell_position and spatial hash. Snapshot-based iteration for callback safety (closes #301) - Entity properties: behavior_type (read-only), turn_order, move_speed, target_label, sight_radius. Method: set_behavior(type, waypoints, turns, path) - Update ColorLayer::updatePerspective to use cell_position Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
155 lines
5.4 KiB
Python
155 lines
5.4 KiB
Python
"""Integration test for #301: grid.step() turn manager."""
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import mcrfpy
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import sys
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def make_grid(w=20, h=20):
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"""Create a walkable grid with walls on borders."""
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scene = mcrfpy.Scene("test301")
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mcrfpy.current_scene = scene
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tex = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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grid = mcrfpy.Grid(grid_size=(w, h), texture=tex, pos=(0, 0), size=(320, 320))
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scene.children.append(grid)
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for y in range(h):
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for x in range(w):
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pt = grid.at(x, y)
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if x == 0 or x == w-1 or y == 0 or y == h-1:
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pt.walkable = False
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pt.transparent = False
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else:
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pt.walkable = True
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pt.transparent = True
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return grid
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def test_step_basic():
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"""grid.step() executes without error."""
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grid = make_grid()
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e = mcrfpy.Entity((5, 5), grid=grid)
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e.set_behavior(int(mcrfpy.Behavior.NOISE4))
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grid.step() # Should not crash
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print("PASS: grid.step() basic execution")
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def test_step_noise_movement():
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"""NOISE4 entity moves to adjacent cell after step."""
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grid = make_grid()
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e = mcrfpy.Entity((10, 10), grid=grid)
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e.set_behavior(int(mcrfpy.Behavior.NOISE4))
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e.move_speed = 0 # Instant movement
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old_x, old_y = e.cell_x, e.cell_y
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grid.step()
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new_x, new_y = e.cell_x, e.cell_y
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# Should have moved to an adjacent cell (or stayed if all blocked, unlikely in open grid)
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dx = abs(new_x - old_x)
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dy = abs(new_y - old_y)
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assert dx + dy <= 1, f"NOISE4 should move at most 1 cell cardinal, moved ({dx}, {dy})"
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assert dx + dy == 1, f"NOISE4 should move exactly 1 cell in open grid, moved ({dx}, {dy})"
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print("PASS: NOISE4 moves to adjacent cell")
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def test_step_idle_no_move():
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"""IDLE entity does not move."""
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grid = make_grid()
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e = mcrfpy.Entity((10, 10), grid=grid)
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# Default behavior is IDLE
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grid.step()
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assert e.cell_x == 10 and e.cell_y == 10, "IDLE entity should not move"
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print("PASS: IDLE entity stays put")
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def test_step_turn_order():
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"""Entities process in turn_order order."""
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grid = make_grid()
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order_log = []
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e1 = mcrfpy.Entity((5, 5), grid=grid)
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e1.turn_order = 2
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e1.set_behavior(int(mcrfpy.Behavior.CUSTOM))
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e1.step = lambda t, d: order_log.append(2)
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e2 = mcrfpy.Entity((7, 7), grid=grid)
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e2.turn_order = 1
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e2.set_behavior(int(mcrfpy.Behavior.CUSTOM))
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e2.step = lambda t, d: order_log.append(1)
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# CUSTOM behavior fires NO_ACTION, so step callback won't fire via triggers
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# But we can verify turn_order sorting via a different approach
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# Let's use SLEEP with turns=1 which triggers DONE
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e1.set_behavior(int(mcrfpy.Behavior.SLEEP), turns=1)
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e1.step = lambda t, d: order_log.append(2)
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e2.set_behavior(int(mcrfpy.Behavior.SLEEP), turns=1)
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e2.step = lambda t, d: order_log.append(1)
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grid.step()
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assert order_log == [1, 2], f"Expected [1, 2] turn order, got {order_log}"
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print("PASS: turn_order sorting")
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def test_step_turn_order_zero_skip():
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"""turn_order=0 entities are skipped."""
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grid = make_grid()
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e = mcrfpy.Entity((10, 10), grid=grid)
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e.turn_order = 0
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e.set_behavior(int(mcrfpy.Behavior.NOISE4))
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e.move_speed = 0
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grid.step()
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assert e.cell_x == 10 and e.cell_y == 10, "turn_order=0 entity should be skipped"
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print("PASS: turn_order=0 skipped")
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def test_step_done_trigger():
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"""SLEEP behavior fires DONE trigger when turns exhausted."""
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grid = make_grid()
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triggered = []
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e = mcrfpy.Entity((5, 5), grid=grid)
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e.set_behavior(int(mcrfpy.Behavior.SLEEP), turns=2)
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e.step = lambda t, d: triggered.append(int(t))
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grid.step() # Sleep turns: 2 -> 1
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assert len(triggered) == 0, "Should not trigger DONE after first step"
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grid.step() # Sleep turns: 1 -> 0 -> DONE
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assert len(triggered) == 1, f"Should trigger DONE, got {len(triggered)} triggers"
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assert triggered[0] == int(mcrfpy.Trigger.DONE), f"Should be DONE trigger, got {triggered[0]}"
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print("PASS: SLEEP DONE trigger")
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def test_step_n_rounds():
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"""grid.step(n=3) executes 3 rounds."""
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grid = make_grid()
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e = mcrfpy.Entity((10, 10), grid=grid)
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e.set_behavior(int(mcrfpy.Behavior.NOISE4))
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e.move_speed = 0
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grid.step(n=3)
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# After 3 steps of NOISE4, entity should have moved
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# Can't predict exact position due to randomness
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print("PASS: grid.step(n=3) executes without error")
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def test_step_turn_order_filter():
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"""grid.step(turn_order=1) only processes entities with that turn_order."""
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grid = make_grid()
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e1 = mcrfpy.Entity((5, 5), grid=grid)
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e1.turn_order = 1
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e1.set_behavior(int(mcrfpy.Behavior.NOISE4))
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e1.move_speed = 0
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e2 = mcrfpy.Entity((10, 10), grid=grid)
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e2.turn_order = 2
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e2.set_behavior(int(mcrfpy.Behavior.NOISE4))
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e2.move_speed = 0
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grid.step(turn_order=1)
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# e1 should have moved, e2 should not
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assert not (e1.cell_x == 5 and e1.cell_y == 5), "turn_order=1 entity should have moved"
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assert e2.cell_x == 10 and e2.cell_y == 10, "turn_order=2 entity should not have moved"
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print("PASS: turn_order filter")
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if __name__ == "__main__":
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test_step_basic()
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test_step_noise_movement()
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test_step_idle_no_move()
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test_step_turn_order()
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test_step_turn_order_zero_skip()
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test_step_done_trigger()
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test_step_n_rounds()
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test_step_turn_order_filter()
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print("All #301 tests passed")
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sys.exit(0)
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