Drop the injected AlarmSound Protocol and the wecker.Sound class. Each style now owns its tone by using pygame directly; the runner owns only the audio engine lifecycle (mixer init/quit), button sampling, and cleanup. This is the seam for future styles that handle their own tone — a 'talk' style would just import pygame and play speech, with no shared interface to extend. - styles/base.py: AlarmStyle.__init__(set_led, music_file) + start() + update() - styles/blink.py: start() loads+plays music via pygame.mixer.music - styles/simple.py: owns its beep — synthesises a square-wave buffer in module (stdlib array+math) and plays it via pygame.mixer.Sound - wecker.py: setup() brings up the mixer only; run_alarm constructs the style and guards start() with a clean log+exit on failure Tests: a shared tests/conftest.py stubs RPi.GPIO/pygame in sys.modules before any SUT import (order-independent, removes duplicated inline mocking); the wecker mock_pygame fixture patches one fresh pygame mock into wecker + both style modules so assertions see the same calls. README: tone-ownership and plugin-contract updated.
106 lines
3.1 KiB
Python
106 lines
3.1 KiB
Python
from unittest.mock import MagicMock, patch
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from styles.blink import (
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STATE_BLINKING,
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STATE_EVALUATING,
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STATE_WAIT_BEFORE_BLINK,
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STATE_WAIT_BEFORE_RETRY,
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STATE_WAIT_FOR_INPUT,
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BlinkStyle,
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)
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def _make_blink(music_file="music.mp3"):
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"""Return (style, set_led calls) for a BlinkStyle ready to update."""
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calls = []
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style = BlinkStyle(lambda on: calls.append(on), music_file)
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return style, calls
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def test_start_plays_music_and_led_off():
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style, calls = _make_blink("track.mp3")
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with patch("styles.blink.pygame", MagicMock()) as pg:
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style.start()
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pg.mixer.music.load.assert_called_with("track.mp3")
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pg.mixer.music.set_volume.assert_called_with(1.0)
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pg.mixer.music.play.assert_called_with(-1)
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assert calls == [False] # LED off while music plays until a press starts the puzzle
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def test_press_starts_puzzle():
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style, _ = _make_blink()
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assert style.update(100.0, True) is True
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assert style.state == STATE_WAIT_BEFORE_BLINK
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def test_blink_correct_sequence_stops(monkeypatch):
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style, _ = _make_blink()
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style.update(100.0, True) # press -> start puzzle
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assert style.state == STATE_WAIT_BEFORE_BLINK
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monkeypatch.setattr("styles.blink.random.randint", lambda a, b: 3)
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style.update(103.1, False) # 3s passed -> blinking, 3 blinks
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assert style.state == STATE_BLINKING
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assert style.target_blinks == 3
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style.update(105.0, False) # run through the blink sequence
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assert style.state == STATE_WAIT_FOR_INPUT
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# Press exactly 3 times
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for t in (105.5, 106.0, 106.5):
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style.update(t, True)
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style.update(t + 0.05, False)
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assert style.user_presses == 3
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style.update(109.7, False) # 3s idle -> evaluating
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assert style.state == STATE_EVALUATING
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assert style.update(109.8, False) is False # correct -> stop
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def test_blink_incorrect_retries():
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style, _ = _make_blink()
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style.state = STATE_WAIT_FOR_INPUT
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style.target_blinks = 3
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style.update(100.0, True) # one press
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style.update(100.1, False)
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style.last_interaction_time = 100.1
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style.update(103.2, False) # -> evaluating
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keep_running = style.update(103.3, False) # 1 != 3 -> retry
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assert keep_running is True
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assert style.state == STATE_WAIT_BEFORE_RETRY
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def test_blinking_non_blocking():
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style, calls = _make_blink()
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style.set_led = calls.append
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style.state = STATE_BLINKING
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style.target_blinks = 2
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style.update(100.0, False) # start of blinking: LED on
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assert style.state == STATE_BLINKING
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assert calls[-1] is True
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style.update(100.3, False) # mid-blink toggles by elapsed time
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assert calls[-1] is False
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# 2 blinks * 2 phases * 0.3s = 1.2s
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style.update(101.2, False)
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assert style.state == STATE_WAIT_FOR_INPUT
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assert calls[-1] is False
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def test_blinking_advances_time():
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style, _ = _make_blink()
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style.state = STATE_BLINKING
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style.target_blinks = 4
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# 4 blinks * 2 phases * 0.3s = 2.4s
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style.update(100.0, False)
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style.update(102.4, False)
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assert style.state == STATE_WAIT_FOR_INPUT
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assert style.last_interaction_time == 102.4
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