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