Files
mice/test_final_level_flow.py
T
enne2 d9d7a4ac82 Update keybindings and enhance loading screen functionality
- Refactor keybindings for gas spawning across multiple configurations
- Implement new loading screen updates during game initialization
- Add tests to ensure all weapon actions are exposed in keybinding profiles
- Introduce new assets for explosion effects
2026-05-09 13:29:32 +02:00

181 lines
6.3 KiB
Python

#!/usr/bin/env python3
import unittest
from pathlib import Path
from types import SimpleNamespace
from engine import maze
from rats import (
GAME_END_LEVEL_CLEAR,
GAME_END_RUN_COMPLETE,
MiceMaze,
RUN_COMPLETE_MUSIC,
)
def build_dummy(level_index):
dummy = MiceMaze.__new__(MiceMaze)
dummy.map = SimpleNamespace(source_path=Path("/tmp/level.dat"))
dummy.current_level = level_index
dummy.total_levels = maze.DEFAULT_LEVELS_PER_DAT_FILE
dummy.points = 1234
dummy.run_recorded = False
dummy.combined_scores = None
dummy.game_status = "game"
dummy.game_end = (False, None)
dummy.menu_screen = None
dummy.units = {}
dummy.assets = {"BMP_WEWIN": object(), "end": object()}
dummy.explosions = {"LEFT": object(), "RIGHT": object(), "UP": object(), "DOWN": object()}
dummy.count_rats = lambda: 0
dummy.start_menu_animation_started_at = 0
dummy._difficulty_config = lambda: {"label": "Hard"}
sounds = []
dialogs = []
stats = []
saves = []
load_calls = []
dummy.render_engine = SimpleNamespace(
stop_sound=lambda: sounds.append(("stop",)),
play_sound=lambda *args, **kwargs: sounds.append((args, kwargs)),
dialog=lambda *args, **kwargs: dialogs.append((args, kwargs)),
)
dummy.profile_integration = SimpleNamespace(
update_game_stats=lambda score, completed=True: stats.append((score, completed)) or True,
get_device_leaderboard=lambda limit: [{"user_id": "Player1", "best_score": 1234}][:limit],
get_profile_name=lambda: "Player1",
)
dummy.save_score = lambda: saves.append(dummy.points)
dummy.load_level = lambda *args, **kwargs: load_calls.append((args, kwargs))
return dummy, sounds, dialogs, stats, saves, load_calls
class FinalLevelFlowTests(unittest.TestCase):
def test_debug_flag_helper_opens_final_dialog_without_recording_score(self):
dummy, _, _, stats, saves, _ = build_dummy(3)
dummy.activate_debug_run_complete_dialog(score=777)
self.assertEqual(dummy.current_level, dummy.total_levels - 1)
self.assertEqual(dummy.points, 777)
self.assertEqual(dummy.game_end, (True, GAME_END_RUN_COMPLETE))
self.assertTrue(dummy.run_recorded)
self.assertEqual(dummy.game_status, "paused")
self.assertEqual(stats, [])
self.assertEqual(saves, [])
def test_run_complete_screen_uses_dedicated_music(self):
dummy, _, _, _, _, _ = build_dummy(3)
music_calls = []
dummy.render_engine.play_music = lambda track, loop=True: music_calls.append((track, loop)) or True
dummy.render_engine.pause_music = lambda: music_calls.append(("pause", False))
dummy.game_end = (True, GAME_END_RUN_COMPLETE)
dummy.update_background_music()
self.assertEqual(music_calls, [(RUN_COMPLETE_MUSIC, True)])
def test_advance_level_does_not_wrap_after_last_dat_level(self):
dummy, _, _, stats, saves, load_calls = build_dummy(maze.DEFAULT_LEVELS_PER_DAT_FILE - 1)
dummy.advance_level()
self.assertEqual(dummy.game_end, (True, GAME_END_RUN_COMPLETE))
self.assertTrue(dummy.run_recorded)
self.assertEqual(stats, [(1234, True)])
self.assertEqual(saves, [1234])
self.assertEqual(load_calls, [])
def test_regular_level_clear_keeps_run_open(self):
dummy, sounds, _, stats, saves, _ = build_dummy(4)
result = dummy.game_over()
self.assertTrue(result)
self.assertEqual(dummy.game_end, (True, GAME_END_LEVEL_CLEAR))
self.assertFalse(dummy.run_recorded)
self.assertEqual(dummy.combined_scores, [{"user_id": "Player1", "best_score": 1234}])
self.assertEqual(stats, [])
self.assertEqual(saves, [])
self.assertEqual(
sounds,
[
("stop",),
(("VICTORY.WAV",), {}),
],
)
def test_final_dat_level_records_score_and_shows_dedicated_dialog(self):
dummy, sounds, dialogs, stats, saves, _ = build_dummy(maze.DEFAULT_LEVELS_PER_DAT_FILE - 1)
result = dummy.game_over()
self.assertTrue(result)
self.assertEqual(dummy.game_end, (True, GAME_END_RUN_COMPLETE))
self.assertTrue(dummy.run_recorded)
self.assertEqual(stats, [(1234, True)])
self.assertEqual(saves, [1234])
self.assertEqual(dummy.combined_scores, [{"user_id": "Player1", "best_score": 1234}])
self.assertEqual(
sounds,
[
("stop",),
(("VICTORY.WAV",), {}),
(("WELLDONE.WAV",), {"tag": "effects"}),
],
)
dummy.game_over()
self.assertEqual(dialogs[-1][0][0], "THE END")
self.assertEqual(dialogs[-1][1]["style"], "run_complete")
self.assertEqual(dialogs[-1][1]["current_score"], 1234)
self.assertIs(dialogs[-1][1]["image"], dummy.assets["end"])
def test_return_after_final_dialog_goes_back_to_start_menu(self):
dummy, _, _, _, _, load_calls = build_dummy(maze.DEFAULT_LEVELS_PER_DAT_FILE - 1)
dummy.game_end = (True, GAME_END_RUN_COMPLETE)
dummy.game_status = "paused"
dummy.reset_game()
self.assertEqual(
load_calls,
[((0,), {"preserve_points": False, "show_menu": True, "menu_screen": "start"})],
)
def test_toggle_pause_ignores_transition_screen_between_levels(self):
dummy, _, _, _, _, _ = build_dummy(2)
dummy.game_status = "start_menu"
dummy.menu_screen = "level_intro"
dummy.toggle_pause()
self.assertEqual(dummy.game_status, "start_menu")
self.assertEqual(dummy.menu_screen, "level_intro")
def test_toggle_pause_ignores_game_end_dialogs(self):
dummy, _, _, _, _, _ = build_dummy(2)
dummy.game_status = "paused"
dummy.game_end = (True, GAME_END_LEVEL_CLEAR)
dummy.toggle_pause()
self.assertEqual(dummy.game_status, "paused")
self.assertEqual(dummy.game_end, (True, GAME_END_LEVEL_CLEAR))
def test_toggle_pause_still_toggles_real_pause(self):
dummy, _, _, _, _, _ = build_dummy(2)
dummy.toggle_pause()
self.assertEqual(dummy.game_status, "paused")
dummy.toggle_pause()
self.assertEqual(dummy.game_status, "game")
if __name__ == "__main__":
unittest.main()