Move audio ownership out of the shared runner and into each style via an injected Sound capability (play_music(path) / play_beep()). The runner now only owns button sampling and cleanup; the style kicks off its own tone in start() and drives the LED. - simple: a repeating square-wave beep (ordinary alarm-clock tone), no music file required. The beep is synthesised in memory as signed-16-bit stereo PCM (stdlib array+math) and played via pygame.mixer.Sound — no shipped audio asset, no new dependency. - blink: unchanged behaviour — music on an endless loop from --music-file / MUSIC_FILE / the default track, via pygame.mixer.music. - AlarmStyle contract gains sound + music_file in __init__ and a start() lifecycle hook; AlarmSound Protocol documents the audio seam for future styles that handle their own tone. - setup() no longer loads music (that is the style's job now). README updated: per-style ringing tone, the --music-file note (blink only), and the extended plugin contract.
107 lines
3.1 KiB
Python
107 lines
3.1 KiB
Python
from unittest.mock import MagicMock
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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, sound_mock) for a BlinkStyle ready to start."""
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sound = MagicMock()
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style = BlinkStyle(lambda on: None, sound, music_file)
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return style, sound
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def test_start_plays_music_and_led_off():
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calls = []
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sound = MagicMock()
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style = BlinkStyle(lambda on: calls.append(on), sound, "track.mp3")
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style.start()
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sound.play_music.assert_called_once_with("track.mp3")
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assert calls == [False] # LED off while music plays until a press starts the puzzle
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assert style.state == 0 # STATE_RINGING until a press
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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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calls = []
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style, _ = _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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