The suite was reporting 331/331 while at least 82 of those tests asserted
nothing at all.
They raised during setup on APIs removed long ago -- add_layer(name=...),
GridPoint.color, mcrfpy.Animation(), entity.gridstate, mcrfpy.setScene,
assets/kenney_ice.png, GridData.compute_astar -- registered no timers, hit the
engine's auto-exit-when-no-timers path, exited 0, and were scored PASS. Their
assertions had not executed in months. test_metrics.py is the sharpest example:
the existing metrics test died on line 140 with a TypeError, which is precisely
why #341 (get_metrics counters reading 0) went unnoticed.
The engine no longer permits this (#350: a headless --exec script must call
sys.exit()), and run_tests.py no longer passes a test whose output contains a
Traceback. This commit repairs the 82 they exposed, migrating each to the
current API while preserving its original intent -- not deleting assertions to
make the command exit 0. Each repair was adversarially re-verified by a second
pass asking "is this still a test, or was it gutted?"; none were.
Two tests could not be made to pass because they were right and the engine was
wrong. Rather than paper over them they were left failing and the bugs fixed
separately in 48eef0b: DijkstraMap path order (#375) and layer-setter cache
invalidation (#376). Three integration tests had encoded the reversed Dijkstra
order as expected behavior; their assertions now state the real contract
(excludes the origin, ends at the root).
Suite: 334/334, every one of them actually asserting.
Refs #341, #350, #372
154 lines
4.6 KiB
Python
154 lines
4.6 KiB
Python
#!/usr/bin/env python3
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"""Generate sprite documentation screenshots for McRogueFace"""
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import mcrfpy
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from mcrfpy import automation
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import os
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import sys
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SCREENSHOT = "ui_sprite_example.png"
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results = []
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def check(label, condition):
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results.append((label, bool(condition)))
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print(f"{'PASS' if condition else 'FAIL'}: {label}")
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def capture_sprites(timer, runtime):
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"""Capture sprite examples once the timer fires"""
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# Take screenshot (rendering is on-demand in headless: screenshot forces a render)
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automation.screenshot(SCREENSHOT)
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print("Sprite screenshot saved!")
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check("screenshot file created", os.path.exists(SCREENSHOT))
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check("screenshot is non-empty", os.path.exists(SCREENSHOT) and os.path.getsize(SCREENSHOT) > 0)
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# Create scene
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sprites = mcrfpy.Scene("sprites")
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# Load texture
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texture = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
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# Title (Caption.font is read-only: pass it to the constructor)
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title = mcrfpy.Caption(pos=(400, 30), font=mcrfpy.default_font, text="Sprite Examples")
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title.font_size = 24
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title.fill_color = mcrfpy.Color(255, 255, 255)
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# Create a frame background
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frame = mcrfpy.Frame(pos=(50, 80), size=(700, 500))
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frame.fill_color = mcrfpy.Color(64, 64, 128)
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frame.outline = 2
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# Player sprite
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player_label = mcrfpy.Caption(pos=(100, 120), font=mcrfpy.default_font, text="Player")
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player_label.fill_color = mcrfpy.Color(255, 255, 255)
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player = mcrfpy.Sprite(pos=(120, 150), texture=texture, sprite_index=84) # Player sprite
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player.scale = 3.0
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# Enemy sprites
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enemy_label = mcrfpy.Caption(pos=(250, 120), font=mcrfpy.default_font, text="Enemies")
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enemy_label.fill_color = mcrfpy.Color(255, 255, 255)
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rat = mcrfpy.Sprite(pos=(250, 150), texture=texture, sprite_index=123) # Rat
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rat.scale = 3.0
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big_rat = mcrfpy.Sprite(pos=(320, 150), texture=texture, sprite_index=130) # Big rat
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big_rat.scale = 3.0
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cyclops = mcrfpy.Sprite(pos=(390, 150), texture=texture, sprite_index=109) # Cyclops
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cyclops.scale = 3.0
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# Items row
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items_label = mcrfpy.Caption(pos=(100, 250), font=mcrfpy.default_font, text="Items")
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items_label.fill_color = mcrfpy.Color(255, 255, 255)
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# Boulder
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boulder = mcrfpy.Sprite(pos=(100, 280), texture=texture, sprite_index=66) # Boulder
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boulder.scale = 3.0
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# Chest
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chest = mcrfpy.Sprite(pos=(170, 280), texture=texture, sprite_index=89) # Closed chest
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chest.scale = 3.0
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# Key
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key = mcrfpy.Sprite(pos=(240, 280), texture=texture, sprite_index=384) # Key
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key.scale = 3.0
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# Button
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button = mcrfpy.Sprite(pos=(310, 280), texture=texture, sprite_index=250) # Button
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button.scale = 3.0
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# UI elements row
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ui_label = mcrfpy.Caption(pos=(100, 380), font=mcrfpy.default_font, text="UI Elements")
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ui_label.fill_color = mcrfpy.Color(255, 255, 255)
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# Hearts
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heart_full = mcrfpy.Sprite(pos=(100, 410), texture=texture, sprite_index=210) # Full heart
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heart_full.scale = 3.0
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heart_half = mcrfpy.Sprite(pos=(170, 410), texture=texture, sprite_index=209) # Half heart
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heart_half.scale = 3.0
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heart_empty = mcrfpy.Sprite(pos=(240, 410), texture=texture, sprite_index=208) # Empty heart
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heart_empty.scale = 3.0
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# Armor
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armor = mcrfpy.Sprite(pos=(340, 410), texture=texture, sprite_index=211) # Armor
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armor.scale = 3.0
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# Scale demonstration
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scale_label = mcrfpy.Caption(pos=(500, 120), font=mcrfpy.default_font, text="Scale Demo")
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scale_label.fill_color = mcrfpy.Color(255, 255, 255)
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# Same sprite at different scales
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for i, scale in enumerate([1.0, 2.0, 3.0, 4.0]):
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s = mcrfpy.Sprite(pos=(500 + i * 60, 150), texture=texture, sprite_index=84) # Player
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s.scale = scale
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sprites.children.append(s)
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# Add all elements to scene
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ui = sprites.children
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ui.append(frame)
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ui.append(title)
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ui.append(player_label)
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ui.append(player)
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ui.append(enemy_label)
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ui.append(rat)
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ui.append(big_rat)
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ui.append(cyclops)
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ui.append(items_label)
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ui.append(boulder)
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ui.append(chest)
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ui.append(key)
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ui.append(button)
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ui.append(ui_label)
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ui.append(heart_full)
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ui.append(heart_half)
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ui.append(heart_empty)
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ui.append(armor)
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ui.append(scale_label)
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# Switch to scene
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sprites.activate()
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# Everything got built and attached
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check("scene populated with sprite showcase", len(sprites.children) == 23)
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check("sprite scale applied", player.scale == 3.0)
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check("sprite index applied", player.sprite_index == 84)
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# Set timer to capture; headless has no clock of its own, so drive it with step()
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capture_timer = mcrfpy.Timer("capture", capture_sprites, 100, once=True)
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for _ in range(4):
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mcrfpy.step(0.05)
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check("capture timer fired", any(label.startswith("screenshot") for label, _ in results))
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failures = [label for label, ok in results if not ok]
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if failures:
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print(f"FAIL - {len(failures)} check(s) failed: {failures}")
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sys.exit(1)
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print("PASS")
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sys.exit(0)
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