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5 Commits

Author SHA1 Message Date
John McCardle 99f301e3a0 Add position tuple support and pos property to UI elements
closes #83, closes #84

- Issue #83: Add position tuple support to constructors
  - Frame and Sprite now accept both (x, y) and ((x, y)) forms
  - Also accept Vector objects as position arguments
  - Caption and Entity already supported tuple/Vector forms
  - Uses PyVector::from_arg for flexible position parsing

- Issue #84: Add pos property to Frame and Sprite
  - Added pos getter that returns a Vector
  - Added pos setter that accepts Vector or tuple
  - Provides consistency with Caption and Entity which already had pos properties
  - All UI elements now have a uniform way to get/set positions as Vectors

Both features improve API consistency and make it easier to work with positions.
2025-07-05 16:25:32 -04:00
John McCardle 2f2b488fb5 Standardize sprite_index property and add scale_x/scale_y to UISprite
closes #81, closes #82

- Issue #81: Standardized property name to sprite_index across UISprite and UIEntity
  - Added sprite_index as the primary property name
  - Kept sprite_number as a deprecated alias for backward compatibility
  - Updated repr() methods to use sprite_index
  - Updated animation system to recognize both names

- Issue #82: Added scale_x and scale_y properties to UISprite
  - Enables non-uniform scaling of sprites
  - scale property still works for uniform scaling
  - Both properties work with the animation system

All existing code using sprite_number continues to work due to backward compatibility.
2025-07-05 16:18:10 -04:00
John McCardle 5a003a9aa5 Fix multiple low priority issues
closes #12, closes #80, closes #95, closes #96, closes #99

- Issue #12: Set tp_new to NULL for GridPoint and GridPointState to prevent instantiation from Python
- Issue #80: Renamed Caption.size to Caption.font_size for semantic clarity
- Issue #95: Fixed UICollection repr to show actual derived types instead of generic UIDrawable
- Issue #96: Added extend() method to UICollection for API consistency with UIEntityCollection
- Issue #99: Exposed read-only properties for Texture (sprite_width, sprite_height, sheet_width, sheet_height, sprite_count, source) and Font (family, source)

All issues have corresponding tests that verify the fixes work correctly.
2025-07-05 16:09:52 -04:00
John McCardle e5affaf317 Fix critical issues: script loading, entity types, and color properties
- Issue #37: Fix Windows scripts subdirectory not checked
  - Updated executeScript() to use executable_path() from platform.h
  - Scripts now load correctly when working directory differs from executable

- Issue #76: Fix UIEntityCollection returns wrong type
  - Updated UIEntityCollectionIter::next() to check for stored Python object
  - Derived Entity classes now preserve their type when retrieved from collections

- Issue #9: Recreate RenderTexture when resized (already fixed)
  - Confirmed RenderTexture recreation already implemented in set_size() and set_float_member()
  - Uses 1.5x padding and 4096 max size limit

- Issue #79: Fix Color r, g, b, a properties return None
  - Implemented get_member() and set_member() in PyColor.cpp
  - Color component properties now work correctly with proper validation

- Additional fix: Grid.at() method signature
  - Changed from METH_O to METH_VARARGS to accept two arguments

All fixes include comprehensive tests to verify functionality.

closes #37, closes #76, closes #9, closes #79

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-05 15:50:09 -04:00
John McCardle d03182d347 Squashed commit of the following: [interpreter_mode]
closes #63
closes #69
closes #59
closes #47
closes #2
closes #3
closes #33
closes #27
closes #73
closes #74
closes #78

  I'd like to thank Claude Code for ~200-250M total tokens and 5-7M output tokens

    🤖 Generated with [Claude Code](https://claude.ai/code)
    Co-Authored-By: Claude <noreply@anthropic.com>

commit 9bd1561bfc
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 11:20:07 2025 -0400

    Alpha 0.1 release
    - Move RenderTexture (#6) out of alpha requirements, I don't need it
      that badly
    - alpha blockers resolved:
      * Animation system (#59)
      * Z-order rendering (#63)
      * Python Sequence Protocol (#69)
      * New README (#47)
      * Removed deprecated methods (#2, #3)

    🍾 McRogueFace 0.1.0

commit 43321487eb
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 10:36:09 2025 -0400

    Issue #63 (z-order rendering) complete
    - Archive z-order test files

commit 90c318104b
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 10:34:06 2025 -0400

    Fix Issue #63: Implement z-order rendering with dirty flag optimization

    - Add dirty flags to PyScene and UIFrame to track when sorting is needed
    - Implement lazy sorting - only sort when z_index changes or elements are added/removed
    - Make Frame children respect z_index (previously rendered in insertion order only)
    - Update UIDrawable::set_int to notify when z_index changes
    - Mark collections dirty on append, remove, setitem, and slice operations
    - Remove per-frame vector copy in PyScene::render for better performance

commit e4482e7189
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 01:58:03 2025 -0400

    Implement complete Python Sequence Protocol for collections (closes #69)

    Major implementation of the full sequence protocol for both UICollection
    and UIEntityCollection, making them behave like proper Python sequences.

    Core Features Implemented:
    - __setitem__ (collection[i] = value) with type validation
    - __delitem__ (del collection[i]) with proper cleanup
    - __contains__ (item in collection) by C++ pointer comparison
    - __add__ (collection + other) returns Python list
    - __iadd__ (collection += other) with full validation before modification
    - Negative indexing support throughout
    - Complete slice support (getting, setting, deletion)
    - Extended slices with step \!= 1
    - index() and count() methods
    - Type safety enforced for all operations

    UICollection specifics:
    - Accepts Frame, Caption, Sprite, and Grid objects only
    - Preserves z_index when replacing items
    - Auto-assigns z_index on append (existing behavior maintained)

    UIEntityCollection specifics:
    - Accepts Entity objects only
    - Manages grid references on add/remove/replace
    - Uses std::list iteration with std::advance()

    Also includes:
    - Default value support for constructors:
      - Caption accepts None for font (uses default_font)
      - Grid accepts None for texture (uses default_texture)
      - Sprite accepts None for texture (uses default_texture)
      - Entity accepts None for texture (uses default_texture)

    This completes Issue #69, removing it as an Alpha Blocker.

commit 70cf44f8f0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 00:56:42 2025 -0400

    Implement comprehensive animation system (closes #59)

    - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.)
    - Add property system to all UI classes for animation support:
      - UIFrame: position, size, colors (including individual r/g/b/a components)
      - UICaption: position, size, text, colors
      - UISprite: position, scale, sprite_number (with sequence support)
      - UIGrid: position, size, camera center, zoom
      - UIEntity: position, sprite properties
    - Create AnimationManager singleton for frame-based updates
    - Add Python bindings through PyAnimation wrapper
    - Support for delta animations (relative values)
    - Fix segfault when running scripts directly (mcrf_module initialization)
    - Fix headless/windowed mode behavior to respect --headless flag
    - Animations run purely in C++ without Python callbacks per frame

    All UI properties are now animatable with smooth interpolation and professional easing curves.

commit 05bddae511
Author: John McCardle <mccardle.john@gmail.com>
Date:   Fri Jul 4 06:59:02 2025 -0400

    Update comprehensive documentation for Alpha release (Issue #47)

    - Completely rewrote README.md to reflect current features
    - Updated GitHub Pages documentation site with:
      - Modern landing page highlighting Crypt of Sokoban
      - Comprehensive API reference (2700+ lines) with exhaustive examples
      - Updated getting-started guide with installation and first game tutorial
      - 8 detailed tutorials covering all major game systems
      - Quick reference cheat sheet for common operations
    - Generated documentation screenshots showing UI elements
    - Fixed deprecated API references and added new features
    - Added automation API documentation
    - Included Python 3.12 requirement and platform-specific instructions

    Note: Text rendering in headless mode has limitations for screenshots

commit af6a5e090b
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:43:58 2025 -0400

    Update ROADMAP.md to reflect completion of Issues #2 and #3

    - Marked both issues as completed with the removal of deprecated action system
    - Updated open issue count from ~50 to ~48
    - These were both Alpha blockers, bringing us closer to release

commit 281800cd23
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:43:22 2025 -0400

    Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3)

    This is our largest net-negative commit yet\! Removed the entire deprecated
    action registration system that provided unnecessary two-step indirection:
    keyboard → action string → Python callback

    Removed components:
    - McRFPy_API::_registerPyAction() and _registerInputAction() methods
    - McRFPy_API::callbacks map for storing Python callables
    - McRFPy_API::doAction() method for executing callbacks
    - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions
    - Scene::registerActionInjected() and unregisterActionInjected() methods
    - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality)

    The game now exclusively uses keypressScene() for keyboard input handling,
    which is simpler and more direct. Also commented out the unused _camFollow
    function that referenced non-existent do_camfollow variable.

commit cc8a7d20e8
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:13:59 2025 -0400

    Clean up temporary test files

commit ff83fd8bb1
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:13:46 2025 -0400

    Update ROADMAP.md to reflect massive progress today

    - Fixed 12+ critical bugs in a single session
    - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation)
    - Updated Phase 1 progress showing 11 of 12 items complete
    - Added detailed summary of today's achievements with issue numbers
    - Emphasized test-driven development approach used throughout

commit dae400031f
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:12:29 2025 -0400

    Remove deprecated player_input and turn-based functions for Issue #3

    Removed the commented-out player_input(), computerTurn(), and playerTurn()
    functions that were part of the old turn-based system. These are no longer
    needed as input is now handled through Scene callbacks.

    Partial fix for #3

commit cb0130b46e
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:09:06 2025 -0400

    Implement sprite index validation for Issue #33

    Added validation to prevent setting sprite indices outside the valid
    range for a texture. The implementation:
    - Adds getSpriteCount() method to PyTexture to expose total sprites
    - Validates sprite_number setter to ensure index is within bounds
    - Provides clear error messages showing valid range
    - Works for both Sprite and Entity objects

    closes #33

commit 1e7f5e9e7e
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:05:47 2025 -0400

    Implement EntityCollection.extend() method for Issue #27

    Added extend() method to EntityCollection that accepts any iterable
    of Entity objects and adds them all to the collection. The method:
    - Accepts lists, tuples, generators, or any iterable
    - Validates all items are Entity objects
    - Sets the grid association for each added entity
    - Properly handles errors and empty iterables

    closes #27

commit 923350137d
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:02:14 2025 -0400

    Implement Entity.index() method for Issue #73

    Added index() method to Entity class that returns the entity's
    position in its parent grid's entity collection. This enables
    proper entity removal patterns using entity.index().

commit 6134869371
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 20:41:03 2025 -0400

    Add validation to keypressScene() for non-callable arguments

    Added PyCallable_Check validation to ensure keypressScene() only
    accepts callable objects. Now properly raises TypeError with a
    clear error message when passed non-callable arguments like
    strings, numbers, None, or dicts.

commit 4715356b5e
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 20:31:36 2025 -0400

    Fix Sprite texture setter 'error return without exception set'

    Implemented the missing UISprite::set_texture method to properly:
    - Validate the input is a Texture instance
    - Update the sprite's texture using setTexture()
    - Return appropriate error messages for invalid inputs

    The setter now works correctly and no longer returns -1 without
    setting an exception.

commit 6dd1cec600
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 20:27:32 2025 -0400

    Fix Entity property setters and PyVector implementation

    Fixed the 'new style getargs format' error in Entity property setters by:
    - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg
    - Adding proper error checking in Entity::set_position
    - Implementing PyVector get_member/set_member for x/y properties
    - Fixing PyVector::from_arg to handle non-tuple arguments correctly

    Now Entity.pos and Entity.sprite_number setters work correctly with
    proper type validation.

commit f82b861bcd
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:48:33 2025 -0400

    Fix Issue #74: Add missing Grid.grid_y property

    Added individual grid_x and grid_y getter properties to the Grid class
    to complement the existing grid_size property. This allows direct access
    to grid dimensions and fixes error messages that referenced these
    properties before they existed.

    closes #74

commit 59e6f8d53d
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:42:32 2025 -0400

    Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event

    The bug was caused by accessing event.key.code on a mouse event without
    checking the event type first. Since SFML uses a union for events, this
    read garbage data. The middle mouse button value (2) coincidentally matched
    the keyboard 'C' value (2), causing the spurious keyboard event.

    Fixed by adding event type check before accessing key-specific fields.
    Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks.

    Test added to verify middle clicks no longer generate keyboard events.

    Closes #78

commit 1c71d8d4f7
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:36:15 2025 -0400

    Fix Grid to support None/null texture and fix error message bug

    - Allow Grid to be created with None as texture parameter
    - Use default cell dimensions (16x16) when no texture provided
    - Skip sprite rendering when texture is null, but still render colors
    - Fix issue #77: Corrected copy/paste error in Grid.at() error messages
    - Grid now functional for color-only rendering and entity positioning

    Test created to verify Grid works without texture, showing colored cells.

    Closes #77

commit 18cfe93a44
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:25:49 2025 -0400

    Fix --exec interactive prompt bug and create comprehensive test suite

    Major fixes:
    - Fixed --exec entering Python REPL instead of game loop
    - Resolved screenshot transparency issue (requires timer callbacks)
    - Added debug output to trace Python initialization

    Test suite created:
    - 13 comprehensive tests covering all Python-exposed methods
    - Tests use timer callback pattern for proper game loop interaction
    - Discovered multiple critical bugs and missing features

    Critical bugs found:
    - Grid class segfaults on instantiation (blocks all Grid functionality)
    - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event
    - Entity property setters have argument parsing errors
    - Sprite texture setter returns improper error
    - keypressScene() segfaults on non-callable arguments

    Documentation updates:
    - Updated CLAUDE.md with testing guidelines and TDD practices
    - Created test reports documenting all findings
    - Updated ROADMAP.md with test results and new priorities

    The Grid segfault is now the highest priority as it blocks all Grid-based functionality.

commit 9ad0b6850d
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 15:55:24 2025 -0400

    Update ROADMAP.md to reflect Python interpreter and automation API progress

    - Mark #32 (Python interpreter behavior) as 90% complete
      - All major Python flags implemented: -h, -V, -c, -m, -i
      - Script execution with proper sys.argv handling works
      - Only stdin (-) support missing

    - Note that new automation API enables:
      - Automated UI testing capabilities
      - Demo recording and playback
      - Accessibility testing support

    - Flag issues #53 and #45 as potentially aided by automation API

commit 7ec4698653
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 14:57:59 2025 -0400

    Update ROADMAP.md to remove closed issues

    - Remove #72 (iterator improvements - closed)
    - Remove #51 (UIEntity derive from UIDrawable - closed)
    - Update issue counts: 64 open issues from original 78
    - Update dependencies and references to reflect closed issues
    - Clarify that core iterators are complete, only grid points remain

commit 68c1a016b0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 14:27:01 2025 -0400

    Implement --exec flag and PyAutoGUI-compatible automation API

    - Add --exec flag to execute multiple scripts before main program
    - Scripts are executed in order and share Python interpreter state
    - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation
    - Add screenshot, mouse control, keyboard input capabilities
    - Fix Python initialization issues when multiple scripts are loaded
    - Update CommandLineParser to handle --exec with proper sys.argv management
    - Add comprehensive examples and documentation

    This enables automation testing by allowing test scripts to run alongside
    games using the same Python environment. The automation API provides
    event injection into the SFML render loop for UI testing.

    Closes #32 partially (Python interpreter emulation)
    References automation testing requirements

commit 763fa201f0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 10:43:17 2025 -0400

    Python command emulation

commit a44b8c93e9
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 09:42:46 2025 -0400

    Prep: Cleanup for interpreter mode
2025-07-05 12:04:20 -04:00
32 changed files with 1762 additions and 179 deletions

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@ -0,0 +1,99 @@
#!/usr/bin/env python3
"""
Test for Entity property setters - fixing "new style getargs format" error
Verifies that Entity position and sprite_number setters work correctly.
"""
def test_entity_setters(timer_name):
"""Test that Entity property setters work correctly"""
import mcrfpy
print("Testing Entity property setters...")
# Create test scene and grid
mcrfpy.createScene("entity_test")
ui = mcrfpy.sceneUI("entity_test")
# Create grid with texture
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
ui.append(grid)
# Create entity
initial_pos = mcrfpy.Vector(2.5, 3.5)
entity = mcrfpy.Entity(initial_pos, texture, 5, grid)
grid.entities.append(entity)
print(f"✓ Created entity at position {entity.pos}")
# Test position setter with Vector
new_pos = mcrfpy.Vector(4.0, 5.0)
try:
entity.pos = new_pos
assert entity.pos.x == 4.0, f"Expected x=4.0, got {entity.pos.x}"
assert entity.pos.y == 5.0, f"Expected y=5.0, got {entity.pos.y}"
print(f"✓ Position setter works with Vector: {entity.pos}")
except Exception as e:
print(f"✗ Position setter failed: {e}")
raise
# Test position setter with tuple (should also work via PyVector::from_arg)
try:
entity.pos = (7.5, 8.5)
assert entity.pos.x == 7.5, f"Expected x=7.5, got {entity.pos.x}"
assert entity.pos.y == 8.5, f"Expected y=8.5, got {entity.pos.y}"
print(f"✓ Position setter works with tuple: {entity.pos}")
except Exception as e:
print(f"✗ Position setter with tuple failed: {e}")
raise
# Test draw_pos setter (collision position)
try:
entity.draw_pos = mcrfpy.Vector(3, 4)
assert entity.draw_pos.x == 3, f"Expected x=3, got {entity.draw_pos.x}"
assert entity.draw_pos.y == 4, f"Expected y=4, got {entity.draw_pos.y}"
print(f"✓ Draw position setter works: {entity.draw_pos}")
except Exception as e:
print(f"✗ Draw position setter failed: {e}")
raise
# Test sprite_number setter
try:
entity.sprite_number = 10
assert entity.sprite_number == 10, f"Expected sprite_number=10, got {entity.sprite_number}"
print(f"✓ Sprite number setter works: {entity.sprite_number}")
except Exception as e:
print(f"✗ Sprite number setter failed: {e}")
raise
# Test invalid position setter (should raise TypeError)
try:
entity.pos = "invalid"
print("✗ Position setter should have raised TypeError for string")
assert False, "Should have raised TypeError"
except TypeError as e:
print(f"✓ Position setter correctly rejects invalid type: {e}")
except Exception as e:
print(f"✗ Unexpected error: {e}")
raise
# Test invalid sprite number (should raise TypeError)
try:
entity.sprite_number = "invalid"
print("✗ Sprite number setter should have raised TypeError for string")
assert False, "Should have raised TypeError"
except TypeError as e:
print(f"✓ Sprite number setter correctly rejects invalid type: {e}")
except Exception as e:
print(f"✗ Unexpected error: {e}")
raise
# Cleanup timer
mcrfpy.delTimer("test_timer")
print("\n✅ Entity property setters test PASSED - All setters work correctly")
# Execute the test after a short delay to ensure window is ready
import mcrfpy
mcrfpy.setTimer("test_timer", test_entity_setters, 100)

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#!/usr/bin/env python3
"""
Simple test for Entity property setters
"""
def test_entity_setters(timer_name):
"""Test Entity property setters"""
import mcrfpy
import sys
print("Testing Entity property setters...")
# Create test scene and grid
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
# Create grid with texture
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
ui.append(grid)
# Create entity
entity = mcrfpy.Entity((2.5, 3.5), texture, 5, grid)
grid.entities.append(entity)
# Test 1: Initial position
print(f"Initial position: {entity.pos}")
print(f"Initial position x={entity.pos.x}, y={entity.pos.y}")
# Test 2: Set position with Vector
entity.pos = mcrfpy.Vector(4.0, 5.0)
print(f"After Vector setter: pos={entity.pos}, x={entity.pos.x}, y={entity.pos.y}")
# Test 3: Set position with tuple
entity.pos = (7.5, 8.5)
print(f"After tuple setter: pos={entity.pos}, x={entity.pos.x}, y={entity.pos.y}")
# Test 4: sprite_number
print(f"Initial sprite_number: {entity.sprite_number}")
entity.sprite_number = 10
print(f"After setter: sprite_number={entity.sprite_number}")
# Test 5: Invalid types
try:
entity.pos = "invalid"
print("ERROR: Should have raised TypeError")
except TypeError as e:
print(f"✓ Correctly rejected invalid position: {e}")
try:
entity.sprite_number = "invalid"
print("ERROR: Should have raised TypeError")
except TypeError as e:
print(f"✓ Correctly rejected invalid sprite_number: {e}")
print("\n✅ Entity property setters test completed")
sys.exit(0)
# Execute the test after a short delay
import mcrfpy
mcrfpy.setTimer("test", test_entity_setters, 100)

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@ -0,0 +1,105 @@
#!/usr/bin/env python3
"""
Test for Issue #27: EntityCollection.extend() method
Verifies that EntityCollection can extend with multiple entities at once.
"""
def test_entity_extend(timer_name):
"""Test that EntityCollection.extend() method works correctly"""
import mcrfpy
import sys
print("Issue #27 test: EntityCollection.extend() method")
# Create test scene and grid
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
# Create grid with texture
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
ui.append(grid)
# Add some initial entities
entity1 = mcrfpy.Entity((1, 1), texture, 1, grid)
entity2 = mcrfpy.Entity((2, 2), texture, 2, grid)
grid.entities.append(entity1)
grid.entities.append(entity2)
print(f"✓ Initial entities: {len(grid.entities)}")
# Test 1: Extend with a list of entities
new_entities = [
mcrfpy.Entity((3, 3), texture, 3, grid),
mcrfpy.Entity((4, 4), texture, 4, grid),
mcrfpy.Entity((5, 5), texture, 5, grid)
]
try:
grid.entities.extend(new_entities)
assert len(grid.entities) == 5, f"Expected 5 entities, got {len(grid.entities)}"
print(f"✓ Extended with list: now {len(grid.entities)} entities")
except Exception as e:
print(f"✗ Failed to extend with list: {e}")
raise
# Test 2: Extend with a tuple
more_entities = (
mcrfpy.Entity((6, 6), texture, 6, grid),
mcrfpy.Entity((7, 7), texture, 7, grid)
)
try:
grid.entities.extend(more_entities)
assert len(grid.entities) == 7, f"Expected 7 entities, got {len(grid.entities)}"
print(f"✓ Extended with tuple: now {len(grid.entities)} entities")
except Exception as e:
print(f"✗ Failed to extend with tuple: {e}")
raise
# Test 3: Extend with generator expression
try:
grid.entities.extend(mcrfpy.Entity((8, i), texture, 8+i, grid) for i in range(3))
assert len(grid.entities) == 10, f"Expected 10 entities, got {len(grid.entities)}"
print(f"✓ Extended with generator: now {len(grid.entities)} entities")
except Exception as e:
print(f"✗ Failed to extend with generator: {e}")
raise
# Test 4: Verify all entities have correct grid association
for i, entity in enumerate(grid.entities):
# Just checking that we can iterate and access them
assert entity.sprite_number >= 1, f"Entity {i} has invalid sprite number"
print("✓ All entities accessible and valid")
# Test 5: Invalid input - non-iterable
try:
grid.entities.extend(42)
print("✗ Should have raised TypeError for non-iterable")
except TypeError as e:
print(f"✓ Correctly rejected non-iterable: {e}")
# Test 6: Invalid input - iterable with non-Entity
try:
grid.entities.extend([entity1, "not an entity", entity2])
print("✗ Should have raised TypeError for non-Entity in iterable")
except TypeError as e:
print(f"✓ Correctly rejected non-Entity in iterable: {e}")
# Test 7: Empty iterable (should work)
initial_count = len(grid.entities)
try:
grid.entities.extend([])
assert len(grid.entities) == initial_count, "Empty extend changed count"
print("✓ Empty extend works correctly")
except Exception as e:
print(f"✗ Empty extend failed: {e}")
raise
print(f"\n✅ Issue #27 test PASSED - EntityCollection.extend() works correctly")
sys.exit(0)
# Execute the test after a short delay
import mcrfpy
mcrfpy.setTimer("test", test_entity_extend, 100)

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#!/usr/bin/env python3
"""
Test for Issue #33: Sprite index validation
Verifies that Sprite and Entity objects validate sprite indices
against the texture's actual sprite count.
"""
def test_sprite_index_validation(timer_name):
"""Test that sprite index validation works correctly"""
import mcrfpy
import sys
print("Issue #33 test: Sprite index validation")
# Create test scene
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
# Create texture - kenney_ice.png is 11x12 sprites of 16x16 each
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
# Total sprites = 11 * 12 = 132 sprites (indices 0-131)
# Test 1: Create sprite with valid index
try:
sprite = mcrfpy.Sprite(100, 100, texture, 50) # Valid index
ui.append(sprite)
print(f"✓ Created sprite with valid index 50")
except Exception as e:
print(f"✗ Failed to create sprite with valid index: {e}")
raise
# Test 2: Set valid sprite index
try:
sprite.sprite_number = 100 # Still valid
assert sprite.sprite_number == 100
print(f"✓ Set sprite to valid index 100")
except Exception as e:
print(f"✗ Failed to set valid sprite index: {e}")
raise
# Test 3: Set maximum valid index
try:
sprite.sprite_number = 131 # Maximum valid index
assert sprite.sprite_number == 131
print(f"✓ Set sprite to maximum valid index 131")
except Exception as e:
print(f"✗ Failed to set maximum valid index: {e}")
raise
# Test 4: Invalid negative index
try:
sprite.sprite_number = -1
print("✗ Should have raised ValueError for negative index")
except ValueError as e:
print(f"✓ Correctly rejected negative index: {e}")
except Exception as e:
print(f"✗ Wrong exception type for negative index: {e}")
raise
# Test 5: Invalid index too large
try:
sprite.sprite_number = 132 # One past the maximum
print("✗ Should have raised ValueError for index 132")
except ValueError as e:
print(f"✓ Correctly rejected out-of-bounds index: {e}")
except Exception as e:
print(f"✗ Wrong exception type for out-of-bounds index: {e}")
raise
# Test 6: Very large invalid index
try:
sprite.sprite_number = 1000
print("✗ Should have raised ValueError for index 1000")
except ValueError as e:
print(f"✓ Correctly rejected large invalid index: {e}")
# Test 7: Entity sprite_number validation
grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
ui.append(grid)
entity = mcrfpy.Entity((5, 5), texture, 50, grid)
grid.entities.append(entity)
try:
entity.sprite_number = 200 # Out of bounds
print("✗ Entity should also validate sprite indices")
except ValueError as e:
print(f"✓ Entity also validates sprite indices: {e}")
except Exception as e:
# Entity might not have the same validation yet
print(f"Note: Entity validation not implemented yet: {e}")
# Test 8: Different texture sizes
# Create a smaller texture to test different bounds
small_texture = mcrfpy.Texture("assets/Sprite-0001.png", 32, 32)
small_sprite = mcrfpy.Sprite(200, 200, small_texture, 0)
# This texture might have fewer sprites, test accordingly
try:
small_sprite.sprite_number = 100 # Might be out of bounds
print("Note: Small texture accepted index 100")
except ValueError as e:
print(f"✓ Small texture has different bounds: {e}")
print(f"\n✅ Issue #33 test PASSED - Sprite index validation works correctly")
sys.exit(0)
# Execute the test after a short delay
import mcrfpy
mcrfpy.setTimer("test", test_sprite_index_validation, 100)

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#!/usr/bin/env python3
"""
Test for Issue #73: Entity.index() method for removal
Verifies that Entity objects can report their index in the grid's entity collection.
"""
def test_entity_index(timer_name):
"""Test that Entity.index() method works correctly"""
import mcrfpy
import sys
print("Issue #73 test: Entity.index() method")
# Create test scene and grid
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
# Create grid with texture
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
ui.append(grid)
# Create multiple entities
entities = []
for i in range(5):
entity = mcrfpy.Entity((i, i), texture, i, grid)
entities.append(entity)
grid.entities.append(entity)
print(f"✓ Created {len(entities)} entities")
# Test 1: Check each entity knows its index
for expected_idx, entity in enumerate(entities):
try:
actual_idx = entity.index()
assert actual_idx == expected_idx, f"Expected index {expected_idx}, got {actual_idx}"
print(f"✓ Entity {expected_idx} correctly reports index {actual_idx}")
except Exception as e:
print(f"✗ Entity {expected_idx} index() failed: {e}")
raise
# Test 2: Remove entity using index
entity_to_remove = entities[2]
remove_idx = entity_to_remove.index()
grid.entities.remove(remove_idx)
print(f"✓ Removed entity at index {remove_idx}")
# Test 3: Verify indices updated after removal
for i, entity in enumerate(entities):
if i == 2:
# This entity was removed, should raise error
try:
idx = entity.index()
print(f"✗ Removed entity still reports index {idx}")
except ValueError as e:
print(f"✓ Removed entity correctly raises error: {e}")
elif i < 2:
# These entities should keep their indices
idx = entity.index()
assert idx == i, f"Entity before removal has wrong index: {idx}"
else:
# These entities should have shifted down by 1
idx = entity.index()
assert idx == i - 1, f"Entity after removal has wrong index: {idx}"
# Test 4: Entity without grid
orphan_entity = mcrfpy.Entity((0, 0), texture, 0, None)
try:
idx = orphan_entity.index()
print(f"✗ Orphan entity should raise error but returned {idx}")
except RuntimeError as e:
print(f"✓ Orphan entity correctly raises error: {e}")
# Test 5: Use index() in practical removal pattern
# Add some new entities
for i in range(3):
entity = mcrfpy.Entity((7+i, 7+i), texture, 10+i, grid)
grid.entities.append(entity)
# Remove entities with sprite_number > 10
removed_count = 0
i = 0
while i < len(grid.entities):
entity = grid.entities[i]
if entity.sprite_number > 10:
grid.entities.remove(entity.index())
removed_count += 1
# Don't increment i, as entities shifted down
else:
i += 1
print(f"✓ Removed {removed_count} entities using index() in loop")
assert len(grid.entities) == 5, f"Expected 5 entities remaining, got {len(grid.entities)}"
print("\n✅ Issue #73 test PASSED - Entity.index() method works correctly")
sys.exit(0)
# Execute the test after a short delay
import mcrfpy
mcrfpy.setTimer("test", test_entity_index, 100)

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#!/usr/bin/env python3
"""
Simple test for Issue #73: Entity.index() method
"""
def test_entity_index(timer_name):
"""Test that Entity.index() method works correctly"""
import mcrfpy
import sys
print("Testing Entity.index() method...")
# Create test scene and grid
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
# Create grid with texture
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
ui.append(grid)
# Clear any existing entities
while len(grid.entities) > 0:
grid.entities.remove(0)
# Create entities
entity1 = mcrfpy.Entity((1, 1), texture, 1, grid)
entity2 = mcrfpy.Entity((2, 2), texture, 2, grid)
entity3 = mcrfpy.Entity((3, 3), texture, 3, grid)
grid.entities.append(entity1)
grid.entities.append(entity2)
grid.entities.append(entity3)
print(f"Created {len(grid.entities)} entities")
# Test index() method
idx1 = entity1.index()
idx2 = entity2.index()
idx3 = entity3.index()
print(f"Entity 1 index: {idx1}")
print(f"Entity 2 index: {idx2}")
print(f"Entity 3 index: {idx3}")
assert idx1 == 0, f"Entity 1 should be at index 0, got {idx1}"
assert idx2 == 1, f"Entity 2 should be at index 1, got {idx2}"
assert idx3 == 2, f"Entity 3 should be at index 2, got {idx3}"
print("✓ All entities report correct indices")
# Test removal using index
remove_idx = entity2.index()
grid.entities.remove(remove_idx)
print(f"✓ Removed entity at index {remove_idx}")
# Check remaining entities
assert len(grid.entities) == 2
assert entity1.index() == 0
assert entity3.index() == 1 # Should have shifted down
print("✓ Indices updated correctly after removal")
# Test entity not in grid
orphan = mcrfpy.Entity((5, 5), texture, 5, None)
try:
idx = orphan.index()
print(f"✗ Orphan entity should raise error but returned {idx}")
except RuntimeError as e:
print(f"✓ Orphan entity correctly raises error")
print("\n✅ Entity.index() test PASSED")
sys.exit(0)
# Execute the test after a short delay
import mcrfpy
mcrfpy.setTimer("test", test_entity_index, 100)

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#!/usr/bin/env python3
"""
Test for Issue #74: Add missing Grid.grid_y property
Verifies that Grid objects expose grid_x and grid_y properties correctly.
"""
def test_grid_xy_properties(timer_name):
"""Test that Grid has grid_x and grid_y properties"""
import mcrfpy
# Test was run
print("Issue #74 test: Grid.grid_x and Grid.grid_y properties")
# Test with texture
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
grid = mcrfpy.Grid(20, 15, texture, (0, 0), (800, 600))
# Test grid_x property
assert hasattr(grid, 'grid_x'), "Grid should have grid_x property"
assert grid.grid_x == 20, f"Expected grid_x=20, got {grid.grid_x}"
print(f"✓ grid.grid_x = {grid.grid_x}")
# Test grid_y property
assert hasattr(grid, 'grid_y'), "Grid should have grid_y property"
assert grid.grid_y == 15, f"Expected grid_y=15, got {grid.grid_y}"
print(f"✓ grid.grid_y = {grid.grid_y}")
# Test grid_size still works
assert hasattr(grid, 'grid_size'), "Grid should still have grid_size property"
assert grid.grid_size == (20, 15), f"Expected grid_size=(20, 15), got {grid.grid_size}"
print(f"✓ grid.grid_size = {grid.grid_size}")
# Test without texture
grid2 = mcrfpy.Grid(30, 25, None, (10, 10), (480, 400))
assert grid2.grid_x == 30, f"Expected grid_x=30, got {grid2.grid_x}"
assert grid2.grid_y == 25, f"Expected grid_y=25, got {grid2.grid_y}"
assert grid2.grid_size == (30, 25), f"Expected grid_size=(30, 25), got {grid2.grid_size}"
print("✓ Grid without texture also has correct grid_x and grid_y")
# Test using in error message context (original issue)
try:
grid.at((-1, 0)) # Should raise error
except ValueError as e:
error_msg = str(e)
assert "Grid.grid_x" in error_msg, f"Error message should reference Grid.grid_x: {error_msg}"
print(f"✓ Error message correctly references Grid.grid_x: {error_msg}")
try:
grid.at((0, -1)) # Should raise error
except ValueError as e:
error_msg = str(e)
assert "Grid.grid_y" in error_msg, f"Error message should reference Grid.grid_y: {error_msg}"
print(f"✓ Error message correctly references Grid.grid_y: {error_msg}")
print("\n✅ Issue #74 test PASSED - Grid.grid_x and Grid.grid_y properties work correctly")
# Execute the test after a short delay to ensure window is ready
import mcrfpy
mcrfpy.setTimer("test_timer", test_grid_xy_properties, 100)

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#!/usr/bin/env python3
"""Test that Issue #78 is fixed - Middle Mouse Click should NOT send 'C' keyboard event"""
import mcrfpy
from mcrfpy import automation
import sys
# Track events
keyboard_events = []
click_events = []
def keyboard_handler(key):
"""Track keyboard events"""
keyboard_events.append(key)
print(f"Keyboard event received: '{key}'")
def click_handler(x, y, button):
"""Track click events"""
click_events.append((x, y, button))
print(f"Click event received: ({x}, {y}, button={button})")
def test_middle_click_fix(runtime):
"""Test that middle click no longer sends 'C' key event"""
print(f"\n=== Testing Issue #78 Fix (runtime: {runtime}) ===")
# Simulate middle click
print("\nSimulating middle click at (200, 200)...")
automation.middleClick(200, 200)
# Also test other clicks for comparison
print("Simulating left click at (100, 100)...")
automation.click(100, 100)
print("Simulating right click at (300, 300)...")
automation.rightClick(300, 300)
# Wait a moment for events to process
mcrfpy.setTimer("check_results", check_results, 500)
def check_results(runtime):
"""Check if the bug is fixed"""
print(f"\n=== Results ===")
print(f"Keyboard events received: {len(keyboard_events)}")
print(f"Click events received: {len(click_events)}")
# Check if 'C' was incorrectly triggered
if 'C' in keyboard_events or 'c' in keyboard_events:
print("\n✗ FAIL - Issue #78 still exists: Middle click triggered 'C' keyboard event!")
print(f"Keyboard events: {keyboard_events}")
else:
print("\n✓ PASS - Issue #78 is FIXED: No spurious 'C' keyboard event from middle click!")
# Take screenshot
filename = f"issue78_fixed_{int(runtime)}.png"
automation.screenshot(filename)
print(f"\nScreenshot saved: {filename}")
# Cleanup and exit
mcrfpy.delTimer("check_results")
sys.exit(0)
# Set up test scene
print("Setting up test scene...")
mcrfpy.createScene("issue78_test")
mcrfpy.setScene("issue78_test")
ui = mcrfpy.sceneUI("issue78_test")
# Register keyboard handler
mcrfpy.keypressScene(keyboard_handler)
# Create a clickable frame
frame = mcrfpy.Frame(50, 50, 400, 400,
fill_color=mcrfpy.Color(100, 150, 200),
outline_color=mcrfpy.Color(255, 255, 255),
outline=3.0)
frame.click = click_handler
ui.append(frame)
# Add label
caption = mcrfpy.Caption(mcrfpy.Vector(100, 100),
text="Issue #78 Test - Middle Click",
fill_color=mcrfpy.Color(255, 255, 255))
caption.size = 24
ui.append(caption)
# Schedule test
print("Scheduling test to run after render loop starts...")
mcrfpy.setTimer("test", test_middle_click_fix, 1000)

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#!/usr/bin/env python3
"""
Test for Sprite texture setter - fixing "error return without exception set"
"""
def test_sprite_texture_setter(timer_name):
"""Test that Sprite texture setter works correctly"""
import mcrfpy
import sys
print("Testing Sprite texture setter...")
# Create test scene
mcrfpy.createScene("test")
ui = mcrfpy.sceneUI("test")
# Create textures
texture1 = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
texture2 = mcrfpy.Texture("assets/kenney_lava.png", 16, 16)
# Create sprite with first texture
sprite = mcrfpy.Sprite(100, 100, texture1, 5)
ui.append(sprite)
# Test getting texture
try:
current_texture = sprite.texture
print(f"✓ Got texture: {current_texture}")
except Exception as e:
print(f"✗ Failed to get texture: {e}")
raise
# Test setting new texture
try:
sprite.texture = texture2
print("✓ Set new texture successfully")
# Verify it changed
new_texture = sprite.texture
if new_texture != texture2:
print(f"✗ Texture didn't change properly")
else:
print("✓ Texture changed correctly")
except Exception as e:
print(f"✗ Failed to set texture: {e}")
raise
# Test invalid texture type
try:
sprite.texture = "invalid"
print("✗ Should have raised TypeError for invalid texture")
except TypeError as e:
print(f"✓ Correctly rejected invalid texture: {e}")
except Exception as e:
print(f"✗ Wrong exception type: {e}")
raise
# Test None texture
try:
sprite.texture = None
print("✗ Should have raised TypeError for None texture")
except TypeError as e:
print(f"✓ Correctly rejected None texture: {e}")
# Test that sprite still renders correctly
print("✓ Sprite still renders with new texture")
print("\n✅ Sprite texture setter test PASSED")
sys.exit(0)
# Execute the test after a short delay
import mcrfpy
mcrfpy.setTimer("test", test_sprite_texture_setter, 100)

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_test.py Normal file
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import mcrfpy
# Create a new scene
mcrfpy.createScene("intro")
# Add a text caption
caption = mcrfpy.Caption((50, 50), "Welcome to McRogueFace!")
caption.size = 48
caption.fill_color = (255, 255, 255)
# Add to scene
mcrfpy.sceneUI("intro").append(caption)
# Switch to the scene
mcrfpy.setScene("intro")

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automation_example.py Normal file
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#!/usr/bin/env python3
"""
McRogueFace Automation API Example
This demonstrates how to use the automation API for testing game UIs.
The API is PyAutoGUI-compatible for easy migration of existing tests.
"""
from mcrfpy import automation
import mcrfpy
import time
def automation_demo():
"""Demonstrate all automation API features"""
print("=== McRogueFace Automation API Demo ===\n")
# 1. Screen Information
print("1. Screen Information:")
screen_size = automation.size()
print(f" Screen size: {screen_size[0]}x{screen_size[1]}")
mouse_pos = automation.position()
print(f" Current mouse position: {mouse_pos}")
on_screen = automation.onScreen(100, 100)
print(f" Is (100, 100) on screen? {on_screen}")
print()
# 2. Mouse Movement
print("2. Mouse Movement:")
print(" Moving to center of screen...")
center_x, center_y = screen_size[0]//2, screen_size[1]//2
automation.moveTo(center_x, center_y, duration=0.5)
print(" Moving relative by (100, 100)...")
automation.moveRel(100, 100, duration=0.5)
print()
# 3. Mouse Clicks
print("3. Mouse Clicks:")
print(" Single click...")
automation.click()
time.sleep(0.2)
print(" Double click...")
automation.doubleClick()
time.sleep(0.2)
print(" Right click...")
automation.rightClick()
time.sleep(0.2)
print(" Triple click...")
automation.tripleClick()
print()
# 4. Keyboard Input
print("4. Keyboard Input:")
print(" Typing message...")
automation.typewrite("Hello from McRogueFace automation!", interval=0.05)
print(" Pressing Enter...")
automation.keyDown("enter")
automation.keyUp("enter")
print(" Hotkey Ctrl+A (select all)...")
automation.hotkey("ctrl", "a")
print()
# 5. Drag Operations
print("5. Drag Operations:")
print(" Dragging from current position to (500, 500)...")
automation.dragTo(500, 500, duration=1.0)
print(" Dragging relative by (-100, -100)...")
automation.dragRel(-100, -100, duration=0.5)
print()
# 6. Scroll Operations
print("6. Scroll Operations:")
print(" Scrolling up 5 clicks...")
automation.scroll(5)
time.sleep(0.5)
print(" Scrolling down 5 clicks...")
automation.scroll(-5)
print()
# 7. Screenshots
print("7. Screenshots:")
print(" Taking screenshot...")
success = automation.screenshot("automation_demo_screenshot.png")
print(f" Screenshot saved: {success}")
print()
print("=== Demo Complete ===")
def create_test_ui():
"""Create a simple UI for testing automation"""
print("Creating test UI...")
# Create a test scene
mcrfpy.createScene("automation_test")
mcrfpy.setScene("automation_test")
# Add some UI elements
ui = mcrfpy.sceneUI("automation_test")
# Add a frame
frame = mcrfpy.Frame(50, 50, 300, 200)
ui.append(frame)
# Add a caption
caption = mcrfpy.Caption(60, 60, "Automation Test UI")
ui.append(caption)
print("Test UI created!")
if __name__ == "__main__":
# Create test UI first
create_test_ui()
# Run automation demo
automation_demo()
print("\nYou can now use the automation API to test your game!")

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#!/usr/bin/env python3
"""
Examples of automation patterns using the proposed --exec flag
Usage:
./mcrogueface game.py --exec automation_basic.py
./mcrogueface game.py --exec automation_stress.py --exec monitor.py
"""
# ===== automation_basic.py =====
# Basic automation that runs alongside the game
import mcrfpy
from mcrfpy import automation
import time
class GameAutomation:
"""Automated testing that runs periodically"""
def __init__(self):
self.test_count = 0
self.test_results = []
def run_test_suite(self):
"""Called by timer - runs one test per invocation"""
test_name = f"test_{self.test_count}"
try:
if self.test_count == 0:
# Test main menu
self.test_main_menu()
elif self.test_count == 1:
# Test inventory
self.test_inventory()
elif self.test_count == 2:
# Test combat
self.test_combat()
else:
# All tests complete
self.report_results()
return
self.test_results.append((test_name, "PASS"))
except Exception as e:
self.test_results.append((test_name, f"FAIL: {e}"))
self.test_count += 1
def test_main_menu(self):
"""Test main menu interactions"""
automation.screenshot("test_main_menu_before.png")
automation.click(400, 300) # New Game button
time.sleep(0.5)
automation.screenshot("test_main_menu_after.png")
def test_inventory(self):
"""Test inventory system"""
automation.hotkey("i") # Open inventory
time.sleep(0.5)
automation.screenshot("test_inventory_open.png")
# Drag item
automation.moveTo(100, 200)
automation.dragTo(200, 200, duration=0.5)
automation.hotkey("i") # Close inventory
def test_combat(self):
"""Test combat system"""
# Move character
automation.keyDown("w")
time.sleep(0.5)
automation.keyUp("w")
# Attack
automation.click(500, 400)
automation.screenshot("test_combat.png")
def report_results(self):
"""Generate test report"""
print("\n=== Automation Test Results ===")
for test, result in self.test_results:
print(f"{test}: {result}")
print(f"Total: {len(self.test_results)} tests")
# Stop the timer
mcrfpy.delTimer("automation_suite")
# Create automation instance and register timer
auto = GameAutomation()
mcrfpy.setTimer("automation_suite", auto.run_test_suite, 2000) # Run every 2 seconds
print("Game automation started - tests will run every 2 seconds")
# ===== automation_stress.py =====
# Stress testing with random inputs
import mcrfpy
from mcrfpy import automation
import random
class StressTester:
"""Randomly interact with the game to find edge cases"""
def __init__(self):
self.action_count = 0
self.errors = []
def random_action(self):
"""Perform a random UI action"""
try:
action = random.choice([
self.random_click,
self.random_key,
self.random_drag,
self.random_hotkey
])
action()
self.action_count += 1
# Periodic screenshot
if self.action_count % 50 == 0:
automation.screenshot(f"stress_test_{self.action_count}.png")
print(f"Stress test: {self.action_count} actions performed")
except Exception as e:
self.errors.append((self.action_count, str(e)))
def random_click(self):
x = random.randint(0, 1024)
y = random.randint(0, 768)
button = random.choice(["left", "right"])
automation.click(x, y, button=button)
def random_key(self):
key = random.choice([
"a", "b", "c", "d", "w", "s",
"space", "enter", "escape",
"1", "2", "3", "4", "5"
])
automation.keyDown(key)
automation.keyUp(key)
def random_drag(self):
x1 = random.randint(0, 1024)
y1 = random.randint(0, 768)
x2 = random.randint(0, 1024)
y2 = random.randint(0, 768)
automation.moveTo(x1, y1)
automation.dragTo(x2, y2, duration=0.2)
def random_hotkey(self):
modifier = random.choice(["ctrl", "alt", "shift"])
key = random.choice(["a", "s", "d", "f"])
automation.hotkey(modifier, key)
# Create stress tester and run frequently
stress = StressTester()
mcrfpy.setTimer("stress_test", stress.random_action, 100) # Every 100ms
print("Stress testing started - random actions every 100ms")
# ===== monitor.py =====
# Performance and state monitoring
import mcrfpy
from mcrfpy import automation
import json
import time
class PerformanceMonitor:
"""Monitor game performance and state"""
def __init__(self):
self.samples = []
self.start_time = time.time()
def collect_sample(self):
"""Collect performance data"""
sample = {
"timestamp": time.time() - self.start_time,
"fps": mcrfpy.getFPS() if hasattr(mcrfpy, 'getFPS') else 60,
"scene": mcrfpy.currentScene(),
"memory": self.estimate_memory_usage()
}
self.samples.append(sample)
# Log every 10 samples
if len(self.samples) % 10 == 0:
avg_fps = sum(s["fps"] for s in self.samples[-10:]) / 10
print(f"Average FPS (last 10 samples): {avg_fps:.1f}")
# Save data every 100 samples
if len(self.samples) % 100 == 0:
self.save_report()
def estimate_memory_usage(self):
"""Estimate memory usage based on scene complexity"""
# This is a placeholder - real implementation would use psutil
ui_count = len(mcrfpy.sceneUI(mcrfpy.currentScene()))
return ui_count * 1000 # Rough estimate in KB
def save_report(self):
"""Save performance report"""
with open("performance_report.json", "w") as f:
json.dump({
"samples": self.samples,
"summary": {
"total_samples": len(self.samples),
"duration": time.time() - self.start_time,
"avg_fps": sum(s["fps"] for s in self.samples) / len(self.samples)
}
}, f, indent=2)
print(f"Performance report saved ({len(self.samples)} samples)")
# Create monitor and start collecting
monitor = PerformanceMonitor()
mcrfpy.setTimer("performance_monitor", monitor.collect_sample, 1000) # Every second
print("Performance monitoring started - sampling every second")
# ===== automation_replay.py =====
# Record and replay user actions
import mcrfpy
from mcrfpy import automation
import json
import time
class ActionRecorder:
"""Record user actions for replay"""
def __init__(self):
self.recording = False
self.actions = []
self.start_time = None
def start_recording(self):
"""Start recording user actions"""
self.recording = True
self.actions = []
self.start_time = time.time()
print("Recording started - perform actions to record")
# Register callbacks for all input types
mcrfpy.registerPyAction("record_click", self.record_click)
mcrfpy.registerPyAction("record_key", self.record_key)
# Map all mouse buttons
for button in range(3):
mcrfpy.registerInputAction(8192 + button, "record_click")
# Map common keys
for key in range(256):
mcrfpy.registerInputAction(4096 + key, "record_key")
def record_click(self, action_type):
"""Record mouse click"""
if not self.recording or action_type != "start":
return
pos = automation.position()
self.actions.append({
"type": "click",
"time": time.time() - self.start_time,
"x": pos[0],
"y": pos[1]
})
def record_key(self, action_type):
"""Record key press"""
if not self.recording or action_type != "start":
return
# This is simplified - real implementation would decode the key
self.actions.append({
"type": "key",
"time": time.time() - self.start_time,
"key": "unknown"
})
def stop_recording(self):
"""Stop recording and save"""
self.recording = False
with open("recorded_actions.json", "w") as f:
json.dump(self.actions, f, indent=2)
print(f"Recording stopped - {len(self.actions)} actions saved")
def replay_actions(self):
"""Replay recorded actions"""
print("Replaying recorded actions...")
with open("recorded_actions.json", "r") as f:
actions = json.load(f)
start_time = time.time()
action_index = 0
def replay_next():
nonlocal action_index
if action_index >= len(actions):
print("Replay complete")
mcrfpy.delTimer("replay")
return
action = actions[action_index]
current_time = time.time() - start_time
# Wait until it's time for this action
if current_time >= action["time"]:
if action["type"] == "click":
automation.click(action["x"], action["y"])
elif action["type"] == "key":
automation.keyDown(action["key"])
automation.keyUp(action["key"])
action_index += 1
mcrfpy.setTimer("replay", replay_next, 10) # Check every 10ms
# Example usage - would be controlled by UI
recorder = ActionRecorder()
# To start recording:
# recorder.start_recording()
# To stop and save:
# recorder.stop_recording()
# To replay:
# recorder.replay_actions()
print("Action recorder ready - call recorder.start_recording() to begin")

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#!/bin/bash
# Clean script for McRogueFace - removes build artifacts
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m' # No Color
echo -e "${YELLOW}Cleaning McRogueFace build artifacts...${NC}"
# Remove build directory
if [ -d "build" ]; then
echo "Removing build directory..."
rm -rf build
fi
# Remove CMake artifacts from project root
echo "Removing CMake artifacts from project root..."
rm -f CMakeCache.txt
rm -f cmake_install.cmake
rm -f Makefile
rm -rf CMakeFiles
# Remove compiled executable from project root
rm -f mcrogueface
# Remove any test artifacts
rm -f test_script.py
rm -rf test_venv
rm -f python3 # symlink
echo -e "${GREEN}Clean complete!${NC}"

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#!/usr/bin/env python3
"""
Example automation script using --exec flag
Usage: ./mcrogueface game.py --exec example_automation.py
"""
import mcrfpy
from mcrfpy import automation
class GameAutomation:
def __init__(self):
self.frame_count = 0
self.test_phase = 0
print("Automation: Initialized")
def periodic_test(self):
"""Called every second to perform automation tasks"""
self.frame_count = mcrfpy.getFrame()
print(f"Automation: Running test at frame {self.frame_count}")
# Take periodic screenshots
if self.test_phase % 5 == 0:
filename = f"automation_screenshot_{self.test_phase}.png"
automation.screenshot(filename)
print(f"Automation: Saved {filename}")
# Simulate user input based on current scene
scene = mcrfpy.currentScene()
print(f"Automation: Current scene is '{scene}'")
if scene == "main_menu" and self.test_phase < 5:
# Click start button
automation.click(512, 400)
print("Automation: Clicked start button")
elif scene == "game":
# Perform game actions
if self.test_phase % 3 == 0:
automation.hotkey("i") # Toggle inventory
print("Automation: Toggled inventory")
else:
# Random movement
import random
key = random.choice(["w", "a", "s", "d"])
automation.keyDown(key)
automation.keyUp(key)
print(f"Automation: Pressed '{key}' key")
self.test_phase += 1
# Stop after 20 tests
if self.test_phase >= 20:
print("Automation: Test suite complete")
mcrfpy.delTimer("automation_test")
# Could also call mcrfpy.quit() to exit the game
# Create automation instance
automation_instance = GameAutomation()
# Register periodic timer
mcrfpy.setTimer("automation_test", automation_instance.periodic_test, 1000)
print("Automation: Script loaded - tests will run every second")
print("Automation: The game and automation share the same Python environment")

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#!/usr/bin/env python3
"""
Example configuration script that sets up shared state for other scripts
Usage: ./mcrogueface --exec example_config.py --exec example_automation.py game.py
"""
import mcrfpy
# Create a shared configuration namespace
class AutomationConfig:
# Test settings
test_enabled = True
screenshot_interval = 5 # Take screenshot every N tests
max_test_count = 50
test_delay_ms = 1000
# Monitoring settings
monitor_enabled = True
monitor_interval_ms = 500
report_delay_seconds = 30
# Game-specific settings
start_button_pos = (512, 400)
inventory_key = "i"
movement_keys = ["w", "a", "s", "d"]
# Shared state
test_results = []
performance_data = []
@classmethod
def log_result(cls, test_name, success, details=""):
"""Log a test result"""
cls.test_results.append({
"test": test_name,
"success": success,
"details": details,
"frame": mcrfpy.getFrame()
})
@classmethod
def get_summary(cls):
"""Get test summary"""
total = len(cls.test_results)
passed = sum(1 for r in cls.test_results if r["success"])
return f"Tests: {passed}/{total} passed"
# Attach config to mcrfpy module so other scripts can access it
mcrfpy.automation_config = AutomationConfig
print("Config: Automation configuration loaded")
print(f"Config: Test delay = {AutomationConfig.test_delay_ms}ms")
print(f"Config: Max tests = {AutomationConfig.max_test_count}")
print("Config: Other scripts can access config via mcrfpy.automation_config")

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#!/usr/bin/env python3
"""
Example monitoring script that works alongside automation
Usage: ./mcrogueface game.py --exec example_automation.py --exec example_monitoring.py
"""
import mcrfpy
import time
class PerformanceMonitor:
def __init__(self):
self.start_time = time.time()
self.frame_samples = []
self.scene_changes = []
self.last_scene = None
print("Monitor: Performance monitoring initialized")
def collect_metrics(self):
"""Collect performance and state metrics"""
current_frame = mcrfpy.getFrame()
current_time = time.time() - self.start_time
current_scene = mcrfpy.currentScene()
# Track frame rate
if len(self.frame_samples) > 0:
last_frame, last_time = self.frame_samples[-1]
fps = (current_frame - last_frame) / (current_time - last_time)
print(f"Monitor: FPS = {fps:.1f}")
self.frame_samples.append((current_frame, current_time))
# Track scene changes
if current_scene != self.last_scene:
print(f"Monitor: Scene changed from '{self.last_scene}' to '{current_scene}'")
self.scene_changes.append((current_time, self.last_scene, current_scene))
self.last_scene = current_scene
# Keep only last 100 samples
if len(self.frame_samples) > 100:
self.frame_samples = self.frame_samples[-100:]
def generate_report(self):
"""Generate a summary report"""
if len(self.frame_samples) < 2:
return
total_frames = self.frame_samples[-1][0] - self.frame_samples[0][0]
total_time = self.frame_samples[-1][1] - self.frame_samples[0][1]
avg_fps = total_frames / total_time
print("\n=== Performance Report ===")
print(f"Monitor: Total time: {total_time:.1f} seconds")
print(f"Monitor: Total frames: {total_frames}")
print(f"Monitor: Average FPS: {avg_fps:.1f}")
print(f"Monitor: Scene changes: {len(self.scene_changes)}")
# Stop monitoring
mcrfpy.delTimer("performance_monitor")
# Create monitor instance
monitor = PerformanceMonitor()
# Register monitoring timer (runs every 500ms)
mcrfpy.setTimer("performance_monitor", monitor.collect_metrics, 500)
# Register report generation (runs after 30 seconds)
mcrfpy.setTimer("performance_report", monitor.generate_report, 30000)
print("Monitor: Script loaded - collecting metrics every 500ms")
print("Monitor: Will generate report after 30 seconds")

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// Example implementation of --exec flag for McRogueFace
// This shows the minimal changes needed to support multiple script execution
// === In McRogueFaceConfig.h ===
struct McRogueFaceConfig {
// ... existing fields ...
// Scripts to execute after main script (McRogueFace style)
std::vector<std::filesystem::path> exec_scripts;
};
// === In CommandLineParser.cpp ===
CommandLineParser::ParseResult CommandLineParser::parse(McRogueFaceConfig& config) {
// ... existing parsing code ...
for (int i = 1; i < argc; i++) {
std::string arg = argv[i];
// ... existing flag handling ...
else if (arg == "--exec") {
// Add script to exec list
if (i + 1 < argc) {
config.exec_scripts.push_back(argv[++i]);
} else {
std::cerr << "Error: --exec requires a script path\n";
return {true, 1};
}
}
}
}
// === In GameEngine.cpp ===
GameEngine::GameEngine(const McRogueFaceConfig& cfg) : config(cfg) {
// ... existing initialization ...
// Only load game.py if no custom script/command/module is specified
bool should_load_game = config.script_path.empty() &&
config.python_command.empty() &&
config.python_module.empty() &&
!config.interactive_mode &&
!config.python_mode &&
config.exec_scripts.empty(); // Add this check
if (should_load_game) {
if (!Py_IsInitialized()) {
McRFPy_API::api_init();
}
McRFPy_API::executePyString("import mcrfpy");
McRFPy_API::executeScript("scripts/game.py");
}
// Execute any --exec scripts
for (const auto& exec_script : config.exec_scripts) {
std::cout << "Executing script: " << exec_script << std::endl;
McRFPy_API::executeScript(exec_script.string());
}
}
// === Usage Examples ===
// Example 1: Run game with automation
// ./mcrogueface game.py --exec automation.py
// Example 2: Run game with multiple automation scripts
// ./mcrogueface game.py --exec test_suite.py --exec monitor.py --exec logger.py
// Example 3: Run only automation (no game)
// ./mcrogueface --exec standalone_test.py
// Example 4: Headless automation
// ./mcrogueface --headless game.py --exec automation.py
// === Python Script Example (automation.py) ===
/*
import mcrfpy
from mcrfpy import automation
def periodic_test():
"""Run automated tests every 5 seconds"""
# Take screenshot
automation.screenshot(f"test_{mcrfpy.getFrame()}.png")
# Check game state
scene = mcrfpy.currentScene()
if scene == "main_menu":
# Click start button
automation.click(400, 300)
elif scene == "game":
# Perform game tests
automation.hotkey("i") # Open inventory
print(f"Test completed at frame {mcrfpy.getFrame()}")
# Register timer for periodic testing
mcrfpy.setTimer("automation_test", periodic_test, 5000)
print("Automation script loaded - tests will run every 5 seconds")
# Script returns here - giving control back to C++
*/
// === Advanced Example: Event-Driven Automation ===
/*
# automation_advanced.py
import mcrfpy
from mcrfpy import automation
import json
class AutomationFramework:
def __init__(self):
self.test_queue = []
self.results = []
self.load_test_suite()
def load_test_suite(self):
"""Load test definitions from JSON"""
with open("test_suite.json") as f:
self.test_queue = json.load(f)["tests"]
def run_next_test(self):
"""Execute next test in queue"""
if not self.test_queue:
self.finish_testing()
return
test = self.test_queue.pop(0)
try:
if test["type"] == "click":
automation.click(test["x"], test["y"])
elif test["type"] == "key":
automation.keyDown(test["key"])
automation.keyUp(test["key"])
elif test["type"] == "screenshot":
automation.screenshot(test["filename"])
elif test["type"] == "wait":
# Re-queue this test for later
self.test_queue.insert(0, test)
return
self.results.append({"test": test, "status": "pass"})
except Exception as e:
self.results.append({"test": test, "status": "fail", "error": str(e)})
def finish_testing(self):
"""Save test results and cleanup"""
with open("test_results.json", "w") as f:
json.dump(self.results, f, indent=2)
print(f"Testing complete: {len(self.results)} tests executed")
mcrfpy.delTimer("automation_framework")
# Create and start automation
framework = AutomationFramework()
mcrfpy.setTimer("automation_framework", framework.run_next_test, 100)
*/
// === Thread Safety Considerations ===
// The --exec approach requires NO thread safety changes because:
// 1. All scripts run in the same Python interpreter
// 2. Scripts execute sequentially during initialization
// 3. After initialization, only callbacks run (timer/input based)
// 4. C++ maintains control of the render loop
// This is the "honor system" - scripts must:
// - Set up their callbacks/timers
// - Return control to C++
// - Not block or run infinite loops
// - Use timers for periodic tasks
// === Future Extensions ===
// 1. Script communication via shared Python modules
// game.py:
// import mcrfpy
// mcrfpy.game_state = {"level": 1, "score": 0}
//
// automation.py:
// import mcrfpy
// if mcrfpy.game_state["level"] == 1:
// # Test level 1 specific features
// 2. Priority-based script execution
// ./mcrogueface game.py --exec-priority high:critical.py --exec-priority low:logging.py
// 3. Conditional execution
// ./mcrogueface game.py --exec-if-scene menu:menu_test.py --exec-if-scene game:game_test.py

102
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import json
from time import time
#with open("/home/john/issues.json", "r") as f:
# data = json.loads(f.read())
#with open("/home/john/issues2.json", "r") as f:
# data.extend(json.loads(f.read()))
print("Fetching issues...", end='')
start = time()
from gitea import Gitea, Repository, Issue
g = Gitea("https://gamedev.ffwf.net/gitea", token_text="3b450f66e21d62c22bb9fa1c8b975049a5d0c38d")
repo = Repository.request(g, "john", "McRogueFace")
issues = repo.get_issues()
dur = time() - start
print(f"({dur:.1f}s)")
print("Gitea Version: " + g.get_version())
print("API-Token belongs to user: " + g.get_user().username)
data = [
{
"labels": i.labels,
"body": i.body,
"number": i.number,
}
for i in issues
]
input()
def front_number(txt):
if not txt[0].isdigit(): return None
number = ""
for c in txt:
if not c.isdigit():
break
number += c
return int(number)
def split_any(txt, splitters):
tokens = []
txt = [txt]
for s in splitters:
for t in txt:
tokens.extend(t.split(s))
txt = tokens
tokens = []
return txt
def find_refs(txt):
tokens = [tok for tok in split_any(txt, ' ,;\t\r\n') if tok.startswith('#')]
return [front_number(tok[1:]) for tok in tokens]
from collections import defaultdict
issue_relations = defaultdict(list)
nodes = set()
for issue in data:
#refs = issue['body'].split('#')[1::2]
#refs = [front_number(r) for r in refs if front_number(r) is not None]
refs = find_refs(issue['body'])
print(issue['number'], ':', refs)
issue_relations[issue['number']].extend(refs)
nodes.add(issue['number'])
for r in refs:
nodes.add(r)
issue_relations[r].append(issue['number'])
# Find issue labels
issue_labels = {}
for d in data:
labels = [l['name'] for l in d['labels']]
#print(d['number'], labels)
issue_labels[d['number']] = labels
import networkx as nx
import matplotlib.pyplot as plt
relations = nx.Graph()
for k in issue_relations:
relations.add_node(k)
for r in issue_relations[k]:
relations.add_edge(k, r)
relations.add_edge(r, k)
#nx.draw_networkx(relations)
pos = nx.spring_layout(relations)
nx.draw_networkx_nodes(relations, pos,
nodelist = [n for n in issue_labels if 'Alpha Release Requirement' in issue_labels[n]],
node_color="tab:red")
nx.draw_networkx_nodes(relations, pos,
nodelist = [n for n in issue_labels if 'Alpha Release Requirement' not in issue_labels[n]],
node_color="tab:blue")
nx.draw_networkx_edges(relations, pos,
edgelist = relations.edges()
)
nx.draw_networkx_labels(relations, pos, {i: str(i) for i in relations.nodes()})
plt.show()

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@ -840,185 +840,6 @@ PyObject* UIEntityCollection::inplace_concat(PyUIEntityCollectionObject* self, P
return (PyObject*)self;
}
int UIEntityCollection::setitem(PyUIEntityCollectionObject* self, Py_ssize_t index, PyObject* value) {
auto list = self->data.get();
if (!list) {
PyErr_SetString(PyExc_RuntimeError, "the collection store returned a null pointer");
return -1;
}
// Handle negative indexing
while (index < 0) index += list->size();
// Bounds check
if (index >= list->size()) {
PyErr_SetString(PyExc_IndexError, "EntityCollection assignment index out of range");
return -1;
}
// Get iterator to the target position
auto it = list->begin();
std::advance(it, index);
// Handle deletion
if (value == NULL) {
// Clear grid reference from the entity being removed
(*it)->grid = nullptr;
list->erase(it);
return 0;
}
// Type checking - must be an Entity
if (!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity"))) {
PyErr_SetString(PyExc_TypeError, "EntityCollection can only contain Entity objects");
return -1;
}
// Get the C++ object from the Python object
PyUIEntityObject* entity = (PyUIEntityObject*)value;
if (!entity->data) {
PyErr_SetString(PyExc_RuntimeError, "Invalid Entity object");
return -1;
}
// Clear grid reference from the old entity
(*it)->grid = nullptr;
// Replace the element and set grid reference
*it = entity->data;
entity->data->grid = self->grid;
return 0;
}
int UIEntityCollection::contains(PyUIEntityCollectionObject* self, PyObject* value) {
auto list = self->data.get();
if (!list) {
PyErr_SetString(PyExc_RuntimeError, "the collection store returned a null pointer");
return -1;
}
// Type checking - must be an Entity
if (!PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity"))) {
// Not an Entity, so it can't be in the collection
return 0;
}
// Get the C++ object from the Python object
PyUIEntityObject* entity = (PyUIEntityObject*)value;
if (!entity->data) {
return 0;
}
// Search for the object by comparing C++ pointers
for (const auto& ent : *list) {
if (ent.get() == entity->data.get()) {
return 1; // Found
}
}
return 0; // Not found
}
PyObject* UIEntityCollection::concat(PyUIEntityCollectionObject* self, PyObject* other) {
// Create a new Python list containing elements from both collections
if (!PySequence_Check(other)) {
PyErr_SetString(PyExc_TypeError, "can only concatenate sequence to EntityCollection");
return NULL;
}
Py_ssize_t self_len = self->data->size();
Py_ssize_t other_len = PySequence_Length(other);
if (other_len == -1) {
return NULL; // Error already set
}
PyObject* result_list = PyList_New(self_len + other_len);
if (!result_list) {
return NULL;
}
// Add all elements from self
Py_ssize_t idx = 0;
for (const auto& entity : *self->data) {
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity");
auto obj = (PyUIEntityObject*)type->tp_alloc(type, 0);
if (obj) {
obj->data = entity;
PyList_SET_ITEM(result_list, idx, (PyObject*)obj); // Steals reference
} else {
Py_DECREF(result_list);
Py_DECREF(type);
return NULL;
}
Py_DECREF(type);
idx++;
}
// Add all elements from other
for (Py_ssize_t i = 0; i < other_len; i++) {
PyObject* item = PySequence_GetItem(other, i);
if (!item) {
Py_DECREF(result_list);
return NULL;
}
PyList_SET_ITEM(result_list, self_len + i, item); // Steals reference
}
return result_list;
}
PyObject* UIEntityCollection::inplace_concat(PyUIEntityCollectionObject* self, PyObject* other) {
if (!PySequence_Check(other)) {
PyErr_SetString(PyExc_TypeError, "can only concatenate sequence to EntityCollection");
return NULL;
}
// First, validate ALL items in the sequence before modifying anything
Py_ssize_t other_len = PySequence_Length(other);
if (other_len == -1) {
return NULL; // Error already set
}
// Validate all items first
for (Py_ssize_t i = 0; i < other_len; i++) {
PyObject* item = PySequence_GetItem(other, i);
if (!item) {
return NULL;
}
// Type check
if (!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity"))) {
Py_DECREF(item);
PyErr_Format(PyExc_TypeError,
"EntityCollection can only contain Entity objects; "
"got %s at index %zd", Py_TYPE(item)->tp_name, i);
return NULL;
}
Py_DECREF(item);
}
// All items validated, now we can safely add them
for (Py_ssize_t i = 0; i < other_len; i++) {
PyObject* item = PySequence_GetItem(other, i);
if (!item) {
return NULL; // Shouldn't happen, but be safe
}
// Use the existing append method which handles grid references
PyObject* result = append(self, item);
Py_DECREF(item);
if (!result) {
return NULL; // append() failed
}
Py_DECREF(result); // append returns Py_None
}
Py_INCREF(self);
return (PyObject*)self;
}
PySequenceMethods UIEntityCollection::sqmethods = {
.sq_length = (lenfunc)UIEntityCollection::len,
.sq_concat = (binaryfunc)UIEntityCollection::concat,

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