FEnigma/tests/test_models.py
Dominik Roth 5a35ea7776 Revert auto-assigned ids back to letters; only detected ids are numeric
Auto-assignment (no real id known: a manual add, or an accepted
proposal with no confident marker-id read) must stay visually
distinct from a genuinely detected id, or a made-up number could
collide with or be mistaken for a real one. Reverts the previous
commit's switch to numeric auto-assignment (_next_free_numeric_id) --
that was wrong, caught by the user immediately. _next_free_id
(letters, rolling over to "AA"/"AB"/... past 26) is back as the
fallback, still scoped per type (that part of the previous change was
correct and stays). Plain numbers are reserved for an id
_accept_proposal is actually confident was read off the marker itself
(Proposal.detected_id), passed straight through and never touching
auto-assignment.

Also fixes detected_id's own collision pre-check in _accept_proposal,
which wasn't scoped per type either -- same bug as the Change ID
popover fix, just in a second place: a detected id could get
needlessly discarded because an unrelated type already used that
number, not because of a real collision.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-13 19:49:30 +02:00

123 lines
4.9 KiB
Python

"""Regression coverage for Board's bulk-mutation helpers (clear/clear_units)
and the id namespaces Target/Ally are supposed to keep separate."""
from fenigma.models import Board, Coord, TargetType
def _coord(x=0, y=0):
return Coord(X="A", Y=1, x=x, y=y)
def test_clear_drops_allies_too():
"""Board.clear() used to leave self.allies untouched -- the "clear
board" action then reported success but a previously-placed ally
stayed on the map."""
board = Board()
board.nest.coord = _coord()
board.add_spotter(_coord())
board.add_reference_point(_coord())
board.add_target(TargetType.TANK, _coord())
board.add_ally(TargetType.TANK, _coord())
board.add_scout_flight((1.0, 1.0), 45.0)
board.clear()
assert board.nest.coord is None
assert board.spotters == []
assert board.reference_points == []
assert board.targets == []
assert board.allies == []
assert board.scout_flights == []
def test_clear_units_keeps_recon_infrastructure():
"""The Clear button's right-click "Clear enemies, units & flights"
option: drops targets/allies/scout flights but keeps the Nest,
spotters, and reference points."""
board = Board()
board.nest.coord = _coord()
sp = board.add_spotter(_coord())
rp = board.add_reference_point(_coord())
board.add_target(TargetType.TANK, _coord())
board.add_ally(TargetType.TANK, _coord())
board.add_scout_flight((1.0, 1.0), 45.0)
board.clear_units()
assert board.nest.coord is not None
assert board.spotters == [sp]
assert board.reference_points == [rp]
assert board.targets == []
assert board.allies == []
assert board.scout_flights == []
def test_ally_and_target_ids_are_independent_namespaces():
"""An ally Tank#1 and a hostile Target Tank#1 are unrelated -- adding
one must never be influenced by the other's ids, and auto-assignment
on each side starts from 'A' independently. Explicit id_="1" here
(as an accepted screenshot proposal's detected_id would pass, see
app.py's _accept_proposal) to also check that auto-assignment
correctly skips a real numeric id already in use, not just other
letters."""
board = Board()
t1 = board.add_target(TargetType.TANK, _coord(), id_="1")
a1 = board.add_ally(TargetType.TANK, _coord(), id_="1")
assert t1.id == a1.id == "1"
assert t1 is not a1
t_auto = board.add_target(TargetType.TANK, _coord())
a_auto = board.add_ally(TargetType.TANK, _coord())
assert t_auto.id == "A" # first free letter among *target* Tanks only
assert a_auto.id == "A" # first free letter among *ally* Tanks only, unaffected by the target above
def test_auto_id_is_per_type_within_targets_and_within_allies():
"""Each TYPE gets its own independent A/B/C... sequence within a group
(all targets, or all allies) -- a Tank and an Infantry auto-assigned
back to back both start at 'A' (Tank#A, Infantry#A), rather than
sharing one sequence across every type in the group."""
board = Board()
tank = board.add_target(TargetType.TANK, _coord())
infantry = board.add_target(TargetType.INFANTRY, _coord())
assert tank.id == "A"
assert infantry.id == "A" # own sequence, not 'B' just because a Tank came first
second_tank = board.add_target(TargetType.TANK, _coord())
assert second_tank.id == "B" # but a SECOND Tank does advance the Tank sequence
ally_tank = board.add_ally(TargetType.TANK, _coord())
ally_infantry = board.add_ally(TargetType.INFANTRY, _coord())
assert ally_tank.id == "A"
assert ally_infantry.id == "A"
def test_auto_id_survives_past_26_entities_of_one_type():
"""A real crash: `next(c for c in string.ascii_uppercase if c not in
used)` raises StopIteration the instant all 26 letters are taken --
reachable after accepting/adding 26+ of the same type into one group
in a single session. Must roll over to two-letter ids ('AA', 'AB',
...) instead of raising."""
board = Board()
for _ in range(26):
board.add_target(TargetType.TANK, _coord())
twenty_seventh = board.add_target(TargetType.TANK, _coord())
assert twenty_seventh.id == "AA"
board2 = Board()
for _ in range(26):
board2.add_ally(TargetType.TANK, _coord())
twenty_seventh_ally = board2.add_ally(TargetType.TANK, _coord())
assert twenty_seventh_ally.id == "AA"
def test_find_by_name_prefers_target_over_same_named_ally():
"""find_by_name() (used to resolve Clue references) checks targets
before allies -- documented, deliberate priority, not a namespace
collision: an ally and a same-typed/same-id target are still two
distinct objects, this only matters when something's Clue names one
ambiguously by the shared display name."""
board = Board()
target = board.add_target(TargetType.TANK, _coord(x=1), id_="1")
board.add_ally(TargetType.TANK, _coord(x=2), id_="1")
assert board.find_by_name("Tank#1") is target