Add comprehensive test suite for game mechanics and level handling
- Introduced `test_final_level_flow.py` to validate final level transitions and game end scenarios. - Created `test_game_over_flow.py` to ensure game over conditions trigger correctly based on rat counts. - Implemented `test_keybindings.py` to verify keybinding configurations and their context-specific actions. - Developed `test_level_editor.py` to assess level editor functionalities and layout computations. - Added `test_level_io.py` for testing level data serialization and deserialization. - Established `test_loop_logic_parity.py` to ensure consistent game state across multiple simulation runs. - Created `test_non_regression.py` to simulate game behavior and capture states for future verification. - Implemented `test_verify.py` to compare current game states against a golden master for regression detection.
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@@ -1,10 +1,10 @@
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from .unit import Unit
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from .unit import Unit, UnitType
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from .bomb import Explosion
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from engine.collision_system import CollisionLayer
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class Mine(Unit):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(game, position, id, collision_layer=CollisionLayer.MINE)
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super().__init__(game, position, id, collision_layer=CollisionLayer.MINE, unit_type=UnitType.MINE)
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self.speed = 1.0 # Mine doesn't move but needs speed for consistency
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self.armed = True # Mine is active and ready to explode
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@@ -24,7 +24,7 @@ class Mine(Unit):
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for victim_id in victim_ids:
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rat_unit = self.game.unit_manager.get_unit_by_id(victim_id)
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if rat_unit and hasattr(rat_unit, 'sex'): # Check if it's a rat
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if rat_unit and rat_unit.type in [UnitType.RAT_MALE, UnitType.RAT_FEMALE]:
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# Mine explodes and kills the rat
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self.explode(rat_unit)
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break
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