rerender on assign/alive/shell, add Windows build tooling - Board.add_target/add_ally's id auto-assignment used a bare next(c for c in string.ascii_uppercase if c not in used), which raises StopIteration once 26 entities of a group exist -- a real crash confirmed via a live traceback, and a direct regression from moving that sequence from per-type to per-group. This was the actual cause of "Accept as"/"Accept all" silently doing nothing. Fixed with _next_free_id(), which rolls over to two-letter ids instead of raising. - New TargetType.STRIKE_REQUEST: the bearing/distance-offset "taking fire" fire-support request (see the earlier two-entity split) now creates this instead of reusing STRIKE, so a radioed-in request is never confused with a strike the player placed themselves. Same crosshair icon, excluded from type pickers/dedupe like STRIKE. - The "Accept as..." popover on a detected map marker now uses the same icon grid the entity-edit "Change type" popover does (was a plain unfiltered text list of every TargetType, which also wrongly offered STRIKE/STRIKE_REQUEST as pickable). - Firing panel: _cycle_assignment/_toggle_alive/_pick_shell no longer route through app.py's full solver+dedupe+canvas+panel refresh -- none of the three can affect the solver or dedupe, and none change which cards exist or their order (except _toggle_alive in hide/sort_later mode). New FiringPanel._rebuild_one() rebuilds just the one changed card; on_visual_change is a new, lighter callback (just a map redraw) for the two of these three that actually affect it. This was a real, confirmed lag source with many units on the board: every click on any of these was previously rebuilding every card of every target. - Map right-click entity menu: added "Mark destroyed"/"Mark alive", reusing the same cheap-refresh path (new FiringPanel.refresh_after_alive_change). - packaging/windows/: a from-scratch (untested against a real boot) MSYS2 + WiX .msi build pipeline for Windows, driven from Linux via dockur/windows (KVM-in-container), no Windows machine or GitHub required. See its own README for status/caveats. - New/updated tests: id-namespace sharing + the 26-entity overflow regression (tests/test_models.py), StrikeRequest split (tests/test_ocr.py), warp_to_map's img_scale param (tests/test_map_vision_warp.py). 44/44 passing. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
119 lines
4.7 KiB
Python
119 lines
4.7 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."""
|
|
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 *targets* only
|
|
assert a_auto.id == "A" # first free letter among *allies* only, unaffected by the target above
|
|
|
|
|
|
def test_auto_id_is_shared_across_types_within_targets_and_within_allies():
|
|
"""The id namespace split is targets-vs-allies ONLY -- different types
|
|
within the same group (all targets, or all allies) share one A/B/C...
|
|
sequence, they do NOT each get their own independent sequence. A Tank
|
|
and an Infantry auto-assigned back to back must get 'A' and 'B', never
|
|
both 'A'."""
|
|
board = Board()
|
|
tank = board.add_target(TargetType.TANK, _coord())
|
|
infantry = board.add_target(TargetType.INFANTRY, _coord())
|
|
assert tank.id == "A"
|
|
assert infantry.id == "B" # not 'A' again just because it's a different type
|
|
|
|
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 == "B"
|
|
|
|
|
|
def test_auto_id_survives_past_26_entities_in_one_group():
|
|
"""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 26+ map-screenshot proposals into the same
|
|
group (targets, or allies) in one session, since the fix making the
|
|
id sequence shared across types (not per-type) made 26 much easier
|
|
to hit. 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
|