detected_id (map_vision.read_marker_id) was wired into ground-truth logging but never actually consumed when accepting a proposal -- every accepted target/ally silently got an auto-assigned A/B/C letter regardless of what number the game itself shows for that unit. _accept_proposal now prefers detected_id when present, falling back to auto-assign on a collision (two markers misread to the same id, or a real id that happens to match one already assigned) -- a duplicate id is worse than losing traceability to the game's own number for that one accept. Targets/allies keep their own separate id namespace, same as auto-assignment already does elsewhere. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
69 lines
2.6 KiB
Python
69 lines
2.6 KiB
Python
"""_accept_proposal: an accepted proposal's entity id should prefer the
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marker's own detected "#<N>" id (map_vision.read_marker_id, via
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Proposal.detected_id) over an auto-assigned letter, so ids on the board
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match what's actually on screen -- falling back to auto-assign only when
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there's no detection, or it collides with an id already used in that
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group (see _accept_proposal's own docstring).
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Needs a real Adw/Gtk init (MainWindow.__new__ skips __init__, so no
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window/widgets are actually built, but Adw.init() is still required for
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the module import chain), same pattern proven in this repo already for
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headlessly exercising GTK-adjacent code.
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"""
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import gi
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gi.require_version("Gtk", "4.0")
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gi.require_version("Gdk", "4.0")
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gi.require_version("Adw", "1")
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from gi.repository import Adw # noqa: E402
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Adw.init()
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from fenigma.app import MainWindow # noqa: E402
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from fenigma.map_import import Proposal # noqa: E402
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from fenigma.models import Board # noqa: E402
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def _window() -> MainWindow:
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win = MainWindow.__new__(MainWindow) # skip __init__: no widgets needed for this
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win.board = Board()
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return win
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def _proposal(detected_id=None, side="hostile", sub_x=0, sub_y=0) -> Proposal:
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return Proposal(side=side, label="G8", sub_x=sub_x, sub_y=sub_y, unit=None,
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centre=(0, 0), box=(0, 0, 0, 0), detected_id=detected_id)
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def test_accept_uses_the_detected_id_when_present():
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win = _window()
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win._accept_proposal(_proposal(detected_id="8"))
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assert win.board.targets[0].id == "8"
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def test_accept_falls_back_to_auto_id_with_no_detection():
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win = _window()
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win._accept_proposal(_proposal(detected_id=None))
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assert win.board.targets[0].id == "A"
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def test_accept_falls_back_to_auto_id_on_a_detected_id_collision():
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win = _window()
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win._accept_proposal(_proposal(detected_id="8", sub_x=1))
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win._accept_proposal(_proposal(detected_id="8", sub_x=2)) # same detected id, must not collide
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ids = [t.id for t in win.board.targets]
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assert ids[0] == "8"
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assert ids[1] != "8"
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def test_accept_keeps_target_and_ally_id_detection_in_separate_namespaces():
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"""A detected id colliding with an existing ALLY id shouldn't force a
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TARGET accept to fall back -- targets/allies are already a separate
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id namespace everywhere else (Board.add_target/add_ally), detected-id
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preference shouldn't quietly merge them."""
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win = _window()
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win._accept_proposal(_proposal(detected_id="8", side="friendly"))
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win._accept_proposal(_proposal(detected_id="8", side="hostile"))
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assert win.board.allies[0].id == "8"
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assert win.board.targets[0].id == "8"
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