Format code with black
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@@ -20,12 +20,12 @@ def test_stationary_is_solid():
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def test_deadly_is_hazard_not_solid():
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b = block(at=[3, 3], deadly=True)
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assert b.solid_rects() == []
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assert b.hazard_rects() # non-empty
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assert b.hazard_rects() # non-empty
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def test_fake_is_drawn_but_not_solid():
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b = block(at=[3, 3], fake=True)
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assert b.solid_rects() == [] # you fall through
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assert b.solid_rects() == [] # you fall through
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assert b.sprite == "fake_block" # looks like a real block
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@@ -53,8 +53,8 @@ traps:
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if g.deaths > d0:
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killed = True
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break
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assert "gone" in states # it crumbled away
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assert killed # re-formed onto the standing player
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assert "gone" in states # it crumbled away
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assert killed # re-formed onto the standing player
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def test_moving_block_that_crumbles(make_game):
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@@ -78,7 +78,7 @@ traps:
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respawn: 1.0
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""")
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b = g.level.traps[0]
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place(g, 2, 1) # ride the platform
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place(g, 2, 1) # ride the platform
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moved = crumbled = False
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start = b.x
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for _ in range(200):
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@@ -103,18 +103,23 @@ def test_patrol_loop_visits_all_waypoints():
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def test_slider_once_no_jitter_and_retracts():
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# sense=home (default): a slider moving away can't toggle its own trigger.
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b = block(at=[16, 6], move=[-3, 0], speed=260, trigger={"within": 3})
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g = FakeGame(pygame.Rect(17 * 32, 6 * 32, 23, 29)) # player parked to the right
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g = FakeGame(pygame.Rect(17 * 32, 6 * 32, 23, 29)) # player parked to the right
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xs = [(b.update(1 / 60, g), b.x)[1] for _ in range(120)]
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assert reversals(xs) == 0 and abs(xs[-1] - 13 * 32) < 2 # committed to displaced
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g.player.rect.x = 30 * 32 # leave
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assert reversals(xs) == 0 and abs(xs[-1] - 13 * 32) < 2 # committed to displaced
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g.player.rect.x = 30 * 32 # leave
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xs = [(b.update(1 / 60, g), b.x)[1] for _ in range(120)]
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assert reversals(xs) == 0 and abs(xs[-1] - 16 * 32) < 2 # retracted to base
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assert reversals(xs) == 0 and abs(xs[-1] - 16 * 32) < 2 # retracted to base
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def test_sense_current_rides_down():
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# A dropper (sense=current) commits to the bottom and holds while ridden.
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b = block(at=[21, 9], move=[0, 4], speed=220, sense="current",
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trigger={"all": [{"within": 5}, {"dir": "above", "aligned": True}]})
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b = block(
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at=[21, 9],
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move=[0, 4],
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speed=220,
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sense="current",
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trigger={"all": [{"within": 5}, {"dir": "above", "aligned": True}]},
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)
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# player standing on top of it
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p = pygame.Rect(21 * 32 + 4, 9 * 32 - 29, 23, 29)
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g = FakeGame(p)
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@@ -124,15 +129,15 @@ def test_sense_current_rides_down():
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# keep the player riding the block top
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p.bottom = b._rect().top
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ys.append(b.y)
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assert reversals(ys) == 0 and abs(ys[-1] - 13 * 32) < 2 # dropped fully, no bob
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assert reversals(ys) == 0 and abs(ys[-1] - 13 * 32) < 2 # dropped fully, no bob
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def test_carriers_reports_motion():
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b = block(at=[0, 5], path=[[0, 5], [5, 5]], mode="pingpong", speed=120)
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g = FakeGame(pygame.Rect(0, 0, 4, 4))
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b.update(1 / 60, g)
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(rect, dx, dy), = b.carriers()
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assert dx != 0 and dy == 0 # moving horizontally
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((rect, dx, dy),) = b.carriers()
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assert dx != 0 and dy == 0 # moving horizontally
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# --- array expansion (count / spacing) --------------------------------------
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@@ -147,8 +152,12 @@ def test_expand_line():
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def test_expand_grid_with_spacing():
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ats = [s["at"] for s in expand_spec(
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{"type": "block", "at": [0, 0], "count": [3, 2], "spacing": [2, 3]})]
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ats = [
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s["at"]
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for s in expand_spec(
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{"type": "block", "at": [0, 0], "count": [3, 2], "spacing": [2, 3]}
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)
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]
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assert ats == [[0, 0], [2, 0], [4, 0], [0, 3], [2, 3], [4, 3]]
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# count/spacing are stripped from each expanded spec
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for s in expand_spec({"type": "block", "at": [0, 0], "count": [2, 1]}):
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@@ -173,4 +182,9 @@ traps:
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blocks = [t for t in lvl.traps if isinstance(t, Block)]
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assert len(blocks) == 4
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assert all(b.deadly for b in blocks)
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assert sorted(b.current_rect().x for b in blocks) == [2 * 32, 3 * 32, 4 * 32, 5 * 32]
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assert sorted(b.current_rect().x for b in blocks) == [
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2 * 32,
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3 * 32,
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4 * 32,
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5 * 32,
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]
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