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battery/tests/test_flow.py

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2026-07-21 19:36:02 -04:00
"""Level loading, death/respawn, counters, level-clear flow, window sizing."""
import pygame
from conftest import step, run, place, hold, DT
from game import settings as S
from game.player import InputState
SIMPLE = """
name: My Level
tile_size: 32
battery_seconds: 30
map: |
#####
#P.G#
#####
"""
def test_level_parse(make_level):
lvl = make_level(SIMPLE)
assert lvl.name == "My Level"
assert lvl.width == 5 * 32 and lvl.height == 3 * 32
assert lvl.spawn == (1 * 32, 1 * 32)
assert lvl.goal_rect.topleft == (3 * 32, 1 * 32)
assert len(lvl.solids) == 5 + 5 + 2 # top row + bottom row + side walls
def test_unknown_trap_type_is_skipped(make_level):
lvl = make_level("""
name: t
tile_size: 32
map: |
###
#P#
###
traps:
- type: not_a_real_trap
at: [1, 1]
""")
assert lvl.traps == [] # skipped, no crash
def test_death_pause_then_respawn(make_game):
g = make_game(SIMPLE)
run(g, 5)
d0 = g.deaths
g._start_death()
assert g.state == "dying" and g.deaths == d0 + 1
frames = 0
while g.state == "dying" and frames < 100:
step(g)
frames += 1
assert g.state == "playing"
assert abs(frames * DT - S.DEATH_PAUSE) < DT * 2
def test_death_counters_per_level_and_total(make_game, tmp_path):
# two-level game to test per-level reset vs session total
a = tmp_path / "a.yaml"
b = tmp_path / "b.yaml"
a.write_text(SIMPLE)
b.write_text(SIMPLE.replace("My Level", "Two"))
from game.game import Game
g = Game([str(a), str(b)], str(tmp_path / "noassets"))
def die():
g._start_death()
while g.state == "dying":
step(g)
die(); die(); die()
assert g.level_deaths == 3 and g.deaths == 3
g._advance()
assert g.level_deaths == 0 and g.deaths == 3 # per-level resets, total persists
die()
assert g.level_deaths == 1 and g.deaths == 4
g._replay()
assert g.index == 0 and g.deaths == 0 # replay resets the total
def test_reach_goal_charges_then_wins(make_game):
g = make_game(SIMPLE)
g._reach_goal()
assert g.state == "charging"
assert 0 <= g.charge_from < 0.2 # near-empty start
for _ in range(70):
step(g)
assert g.state == "won_all" # single level -> won_all
def test_fade_swaps_level_at_black(make_game, tmp_path):
a = tmp_path / "a.yaml"
b = tmp_path / "b.yaml"
a.write_text(SIMPLE)
b.write_text(SIMPLE.replace("My Level", "Two"))
from game.game import Game
g = Game([str(a), str(b)], str(tmp_path / "noassets"))
g.state = "won_level"
g._start_fade(g._advance)
out = swapped = done = 0
for i in range(80):
prev = g.index
step(g)
if g.fade_phase == "out" and g.state == "fading":
out += 1
if g.index != prev:
swapped = i
if g.state == "playing":
done = i
break
assert swapped and done and g.index == 1
assert done - swapped >= 15 # fade-in ~0.3s not skipped
def test_window_sized_once_for_tallest_level(make_game, tmp_path, monkeypatch):
a = tmp_path / "a.yaml"
b = tmp_path / "b.yaml"
a.write_text("name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n") # 3 rows
b.write_text("name: B\ntile_size: 32\nmap: |\n #####\n #...#\n #P.G#\n #####\n") # 4 rows
from game.game import Game
calls = []
orig = pygame.display.set_mode
monkeypatch.setattr(pygame.display, "set_mode",
lambda size, *a, **k: calls.append(size) or orig(size, *a, **k))
g = Game([str(a), str(b)], str(tmp_path / "noassets"))
g._advance(); g._replay()
assert len(calls) == 1 # never recreated the window
# sized to the tallest level (4 rows + HUD)
from game.game import HUD_H
assert g.win_h == 4 * 32 + HUD_H
def test_battery_visual_scales_by_pct(make_level):
lvl = make_level(SIMPLE + "battery_pct: 4\n")
assert lvl.battery_pct == 4
def test_cli_debug_forces_all_levels(make_game):
g = make_game(SIMPLE, debug=True)
assert g.level.debug is True
g2 = make_game(SIMPLE)
assert g2.level.debug is False
def test_f5_hot_reload_picks_up_edits_and_counts_death(tmp_path):
from game.game import Game
p = tmp_path / "hot.yaml"
p.write_text("name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n")
g = Game([str(p)], str(tmp_path / "noassets"))
assert g.level.name == "A" and len(g.level.traps) == 0
d0 = g.deaths
# edit the file on disk, then F5
p.write_text("name: B\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n"
"traps:\n - type: block\n at: [2, 1]\n deadly: true\n")
g._reload_level()
assert g.state == "dying" and g.deaths == d0 + 1 # death beat + counter
while g.state == "dying":
step(g)
assert g.level.name == "B" and len(g.level.traps) == 1 # picked up the edit
assert g.level_deaths == 1 # counted, not reset to 0
def test_f5_bad_yaml_does_not_crash(tmp_path, capsys):
from game.game import Game
p = tmp_path / "bad.yaml"
p.write_text("name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n")
g = Game([str(p)], str(tmp_path / "noassets"))
p.write_text("name: A\n bad: [unclosed\n") # invalid YAML
g._reload_level()
while g.state == "dying":
step(g)
assert g.state == "playing" # fell back, no crash
assert g.level.name == "A" # kept the old level
def test_debug_grid_adds_pixels(make_level):
import pygame
from game.assets import AssetStore
lvl = make_level("name: t\ntile_size: 32\nmap: |\n #####\n #...#\n #...#\n #####\n")
a = AssetStore("noassets")
def painted(dbg):
lvl.debug = dbg
w = pygame.Surface((lvl.width, lvl.height))
w.fill((0, 0, 0))
lvl.draw(w, a)
return sum(1 for y in range(lvl.height) for x in range(lvl.width)
if w.get_at((x, y))[:3] != (0, 0, 0))
assert painted(True) > painted(False) # grid + labels add ink