Make phase a block property rather than a distinct type
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@@ -1,10 +1,10 @@
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"""Spike, arrow_shooter, warp, phase_block + the invisible flag & block arrays."""
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"""Spike, arrow_shooter, warp, phase blocks + the invisible flag & block arrays."""
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import hashlib
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import pygame
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from conftest import FakeGame, step, run, place, hold, DT
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from game.assets import AssetStore
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from game.traps import Spike, ArrowShooter, Warp, PhaseBlock, Block
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from game.traps import Spike, ArrowShooter, Warp, Block
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# --- spike -------------------------------------------------------------------
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@@ -211,17 +211,18 @@ map: |
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#P......G#
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##########
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traps:
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- type: phase_block
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- type: block
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at: [4, 3]
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phase: true
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fade: 0.2
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trigger: { within: 2 }
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""")
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pb = g.level.traps[0]
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place(g, 1, 3)
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step(g)
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assert not pb.solid and pb.alpha == 0 # dormant far away
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assert not pb.materialized and pb.alpha == 0 # dormant far away
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run(g, 40, lambda i: hold(right=True))
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assert pb.solid and pb.alpha > 0 # phased in solid on approach
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assert pb.materialized and pb.alpha > 0 # phased in solid on approach
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def test_phase_block_kills_if_inside_when_it_forms(make_game):
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@@ -234,8 +235,9 @@ map: |
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#.....G#
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########
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traps:
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- type: phase_block
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- type: block
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at: [3, 2]
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phase: true
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fade: 0.2
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trigger: { within: 3 }
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""")
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@@ -261,8 +263,9 @@ map: |
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#......G#
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#########
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traps:
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- type: phase_block
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- type: block
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at: [4, 1]
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phase: true
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fade: 0.2
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trigger: { within: 5 }
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""")
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@@ -278,7 +281,7 @@ traps:
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# survived, and pushed out to the left so it no longer overlaps the cell
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assert g.deaths == d0
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assert g.player.rect.right <= b.left
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assert pb.solid and not pb.emerge_kill
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assert pb.materialized and not pb.emerge_kill
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def test_phase_block_kills_when_shove_would_squish(make_game):
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@@ -292,8 +295,9 @@ map: |
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#.....G#
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########
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traps:
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- type: phase_block
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- type: block
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at: [1, 1]
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phase: true
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fade: 0.2
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trigger: { within: 5 }
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""")
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@@ -326,8 +330,9 @@ map: |
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#.....G#
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########
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traps:
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- type: phase_block
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- type: block
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at: [3, 2]
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phase: true
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fade: 0.5
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trigger: { within: 3 }
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""")
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@@ -337,7 +342,44 @@ traps:
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step(g)
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assert 0 < pb.alpha < 1
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g._start_death() # die from something
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assert pb.alpha == 1.0 and pb.solid # snapped fully visible for the freeze
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assert pb.alpha == 1.0 and pb.materialized # snapped fully visible for the freeze
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def test_deadly_phase_block_harmless_until_materialized(make_game):
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# A deadly phase block is neither solid nor a hazard while dormant, then
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# becomes a (never-solid) hazard once it materialises.
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g = make_game("""
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name: t
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tile_size: 32
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map: |
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##########
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#........#
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#........#
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#P......G#
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##########
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traps:
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- type: block
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at: [4, 2]
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phase: true
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deadly: true
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fade: 0.15
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trigger: { within: 3 }
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""")
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b = g.level.traps[0]
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place(g, 1, 3) # far away -> dormant
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step(g)
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assert not b.solid_rects() and not b.hazard_rects()
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# Materialise it by standing on the cell; a deadly block never becomes solid.
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place(g, 4, 2)
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d0 = g.deaths
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killed = False
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for _ in range(12):
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step(g)
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if g.deaths > d0:
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killed = True
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break
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assert killed # the materialised hazard kills
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assert not b.solid_rects() # deadly -> never solid, even materialised
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def test_debug_overscan_reveals_offmap_trap(make_level):
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