Make phase a block property rather than a distinct type
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@@ -109,3 +109,121 @@ traps:
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armed = i
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break
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assert armed is not None and 13 <= armed <= 17 # ~0.25s = 15 frames
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# --- per-target triggers/delays (a block can move AND phase) -----------------
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def _block(make_level, body):
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lvl = make_level(
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"name: t\ntile_size: 32\nmap: |\n ######\n #P..G#\n ######\ntraps:\n" + body
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)
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return lvl.traps[0]
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def _cond(block, target):
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return type(block._trig[target]["cond"]).__name__
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def test_trigger_single_condition_applies_to_all_targets(make_level):
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# A bare condition (not a target map) drives both motion and phase.
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b = _block(
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make_level, " - type: block\n at: [2, 1]\n trigger: { within: 2 }\n"
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)
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assert _cond(b, "motion") == "_Within"
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assert _cond(b, "phase") == "_Within"
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def test_trigger_all_any_is_a_single_condition(make_level):
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# `all`/`any` are condition keywords, not target names -> one condition.
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b = _block(
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make_level,
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" - type: block\n at: [2, 1]\n"
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" trigger: { any: [ { within: 2 }, { dir: left } ] }\n",
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)
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assert _cond(b, "motion") == "_Any" and _cond(b, "phase") == "_Any"
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def test_trigger_per_target_map_with_default(make_level):
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# `default` covers unnamed targets; a named target overrides it.
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b = _block(
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make_level,
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" - type: block\n at: [2, 1]\n phase: true\n"
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" trigger:\n default: always\n motion: { within: 5 }\n",
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)
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assert _cond(b, "motion") == "_Within" # named
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assert _cond(b, "phase") == "_Always" # from default
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def test_trigger_unnamed_target_off_without_default(make_level):
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# A map naming only motion (no default) leaves phase with no trigger -> off.
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b = _block(
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make_level,
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" - type: block\n at: [2, 1]\n phase: true\n"
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" trigger: { motion: always }\n",
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)
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assert "phase" in b._trig_never
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assert _cond(b, "phase") == "_Never" and _cond(b, "motion") == "_Always"
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def test_trigger_unknown_target_raises(make_level):
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import pytest
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with pytest.raises(ValueError):
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_block(
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make_level,
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" - type: block\n at: [2, 1]\n"
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" trigger: { motion: always, bogus: always }\n",
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)
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def test_delay_scalar_applies_to_all_targets(make_level):
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b = _block(make_level, " - type: block\n at: [2, 1]\n delay: 0.2\n")
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assert b._trig["motion"]["delay"] == 0.2 and b._trig["phase"]["delay"] == 0.2
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def test_delay_per_target_map(make_level):
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b = _block(
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make_level,
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" - type: block\n at: [2, 1]\n delay: { motion: 0.1, phase: 0.3 }\n",
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)
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assert b._trig["motion"]["delay"] == 0.1 and b._trig["phase"]["delay"] == 0.3
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# unnamed-without-default delay falls back to 0 (no arm delay)
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b2 = _block(
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make_level, " - type: block\n at: [2, 1]\n delay: { motion: 0.1 }\n"
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)
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assert b2._trig["phase"]["delay"] == 0.0
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def test_motion_and_phase_independent_triggers(make_level):
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# The user's case: a phase block that's *always* moving but only materialises
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# when the player is near. Motion and phase read their own triggers.
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lvl = make_level("""
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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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#P........G#
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############
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traps:
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- type: block
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at: [4, 1]
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phase: true
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move: [3, 0]
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speed: 200
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fade: 0.2
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trigger:
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motion: always
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phase: { within: 2 }
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""")
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b = lvl.traps[0]
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b.reset()
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far = FakeGame(pygame.Rect(1 * 32, 1 * 32, 20, 28)) # player at the far end
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x0 = b._rect().x
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for _ in range(20):
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b.tick(1 / 60, far)
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assert b._rect().x != x0 # moved (motion: always) ...
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assert b.alpha == 0.0 # ... but hasn't materialised (player far)
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near = FakeGame(pygame.Rect(b._rect().x + 2, 1 * 32, 20, 28))
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for _ in range(10):
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b.tick(1 / 60, near)
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assert b.alpha > 0.0 # phases in once the player is close
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