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.
This commit is contained in:
John Doe
2026-05-19 22:18:43 +02:00
parent 486cd6b7c5
commit c7ed24483d
53 changed files with 10169 additions and 3886 deletions
+36 -39
View File
@@ -1,4 +1,4 @@
from .unit import Unit
from .unit import Unit, UnitType
from .points import Point
from engine.collision_system import CollisionLayer
@@ -13,8 +13,8 @@ BABY_INTERVAL = 50
class Rat(Unit):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id, collision_layer=CollisionLayer.RAT)
def __init__(self, game, position=(0,0), id=None, unit_type=None):
super().__init__(game, position, id, collision_layer=CollisionLayer.RAT, unit_type=unit_type)
# Specific attributes for rats
self.speed = 0.10 * getattr(self.game, "rat_speed_multiplier", 1.0)
self.fight = False
@@ -36,7 +36,7 @@ class Rat(Unit):
return "UP"
else:
return "DOWN"
def find_next_position(self):
neighbors = []
x, y = self.position
@@ -84,17 +84,17 @@ class Rat(Unit):
self.partial_move = 0
self.position = self.find_next_position()
self.direction = self.calculate_rat_direction()
# Pre-calculate render position for draw() - optimization
self._update_render_position()
def _update_render_position(self):
"""Pre-calculate rendering position and bbox during move() to optimize draw()"""
sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
# Get cached image size instead of calling get_image_size()
image_size = self.game.graphics.rat_image_sizes[sex][self.direction]
# Calculate partial movement offset
if self.direction in ["UP", "DOWN"]:
partial_x = 0
@@ -102,47 +102,46 @@ class Rat(Unit):
else:
partial_x = self.partial_move * self.game.cell_size * (1 if self.direction == "RIGHT" else -1)
partial_y = 0
# Calculate final render position
self.render_x = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
self.render_y = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
# Update bbox for collision system
self.bbox = (self.render_x, self.render_y, self.render_x + image_size[0], self.render_y + image_size[1])
def collisions(self):
"""
Optimized collision detection using the vectorized collision system.
Uses spatial hashing and numpy for efficient checks with 200+ units.
Optimized collision detection using the spatial grid system.
"""
OVERLAP_TOLERANCE = self.game.cell_size // 4
# Only adult rats can collide for reproduction/fighting
if self.age < AGE_THRESHOLD:
return
# Get collisions from the optimized collision system
collisions = self.game.collision_system.get_collisions_for_unit(
self.id,
CollisionLayer.RAT,
tolerance=OVERLAP_TOLERANCE
)
# Process each collision
for _, other_id in collisions:
other_unit = self.game.unit_manager.get_unit_by_id(other_id)
# Skip if not another Rat
if not isinstance(other_unit, Rat):
if not other_unit or other_unit.type not in [UnitType.RAT_MALE, UnitType.RAT_FEMALE]:
continue
if not other_unit or other_unit.age < AGE_THRESHOLD:
if other_unit.age < AGE_THRESHOLD:
continue
# Check if units are actually moving towards each other
if self.position != other_unit.position_before:
continue
# Both units still exist in game
if self.id in self.game.units and other_id in self.game.units:
if self.sex == other_unit.sex and self.fight:
@@ -150,18 +149,18 @@ class Rat(Unit):
self.die(other_unit)
elif self.sex != other_unit.sex:
# Different sex = reproduction
if "fuck" in dir(self):
if hasattr(self, 'fuck'):
self.fuck(other_unit)
def die(self, unit=None, score=10):
"""Handle rat death and spawn points."""
target_unit = unit if unit else self
death_position = target_unit.position_before
# Use base class cleanup
if target_unit.id in self.game.units:
self.game.units.pop(target_unit.id)
# Rat-specific behavior: spawn points
if score not in [None, 0]:
self.game.scoring.add_point(score)
@@ -175,7 +174,7 @@ class Rat(Unit):
sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
image = self.game.graphics.rat_assets_textures[sex][self.direction]
image_size = self.game.graphics.rat_image_sizes[sex][self.direction]
# Calculate render position if not yet set (first frame)
if not hasattr(self, 'render_x'):
self._calculate_render_position()
@@ -194,11 +193,9 @@ class Rat(Unit):
return
if not self.game.map.is_empty(cell_x, cell_y):
return
# Use pre-calculated positions
self.game.render_engine.draw_image(self.render_x, self.render_y, image, anchor="nw", tag="unit")
# bbox already updated in _update_render_position()
#self.game.render_engine.draw_rectangle(self.bbox[0], self.bbox[1], self.bbox[2] - self.bbox[0], self.bbox[3] - self.bbox[1], "unit")
def _draw_partially_hidden_in_tunnel(self, image, image_size, center_x, center_y, cell_x, cell_y):
direction = self._get_tunnel_entrance_direction(cell_x, cell_y)
@@ -270,29 +267,29 @@ class Rat(Unit):
if len(empty_neighbors) != 1:
return None
return empty_neighbors[0]
def _calculate_render_position(self):
"""Calculate render position and bbox (used when render_x not yet set)"""
sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
image_size = self.game.render_engine.get_image_size(
self.game.graphics.rat_assets_textures[sex][self.direction]
)
partial_x, partial_y = 0, 0
if self.direction in ["UP", "DOWN"]:
partial_y = self.partial_move * self.game.cell_size * (1 if self.direction == "DOWN" else -1)
else:
partial_x = self.partial_move * self.game.cell_size * (1 if self.direction == "RIGHT" else -1)
self.render_x = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
self.render_y = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
self.bbox = (self.render_x, self.render_y, self.render_x + image_size[0], self.render_y + image_size[1])
class Male(Rat):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id)
super().__init__(game, position, id, unit_type=UnitType.RAT_MALE)
self.sex = "MALE"
def fuck(self, unit):
if not unit.pregnant:
self.game.render_engine.play_sound("SEX.WAV")
@@ -300,14 +297,14 @@ class Male(Rat):
unit.stop = 200
unit.pregnant = PREGNANCY_DURATION
unit.babies = random.randint(1, 3)
class Female(Rat):
def __init__(self, game, position=(0,0), id=None):
super().__init__(game, position, id)
super().__init__(game, position, id, unit_type=UnitType.RAT_FEMALE)
self.sex = "FEMALE"
self.pregnant = False
self.babies = 0
def procreate(self):
self.pregnant -= 1
if self.pregnant == self.babies * BABY_INTERVAL: