Files
wecker/tests/test_styles_blink.py
T
gurix 92eba762ce feat: styles own their ringing tone (simple beeps, blink plays music)
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.
2026-08-02 16:29:40 +02:00

107 lines
3.1 KiB
Python

from unittest.mock import MagicMock
from styles.blink import (
STATE_BLINKING,
STATE_EVALUATING,
STATE_WAIT_BEFORE_BLINK,
STATE_WAIT_BEFORE_RETRY,
STATE_WAIT_FOR_INPUT,
BlinkStyle,
)
def _make_blink(music_file="music.mp3"):
"""Return (style, sound_mock) for a BlinkStyle ready to start."""
sound = MagicMock()
style = BlinkStyle(lambda on: None, sound, music_file)
return style, sound
def test_start_plays_music_and_led_off():
calls = []
sound = MagicMock()
style = BlinkStyle(lambda on: calls.append(on), sound, "track.mp3")
style.start()
sound.play_music.assert_called_once_with("track.mp3")
assert calls == [False] # LED off while music plays until a press starts the puzzle
assert style.state == 0 # STATE_RINGING until a press
def test_press_starts_puzzle():
style, _ = _make_blink()
assert style.update(100.0, True) is True
assert style.state == STATE_WAIT_BEFORE_BLINK
def test_blink_correct_sequence_stops(monkeypatch):
style, _ = _make_blink()
style.update(100.0, True) # press -> start puzzle
assert style.state == STATE_WAIT_BEFORE_BLINK
monkeypatch.setattr("styles.blink.random.randint", lambda a, b: 3)
style.update(103.1, False) # 3s passed -> blinking, 3 blinks
assert style.state == STATE_BLINKING
assert style.target_blinks == 3
style.update(105.0, False) # run through the blink sequence
assert style.state == STATE_WAIT_FOR_INPUT
# Press exactly 3 times
for t in (105.5, 106.0, 106.5):
style.update(t, True)
style.update(t + 0.05, False)
assert style.user_presses == 3
style.update(109.7, False) # 3s idle -> evaluating
assert style.state == STATE_EVALUATING
assert style.update(109.8, False) is False # correct -> stop
def test_blink_incorrect_retries():
style, _ = _make_blink()
style.state = STATE_WAIT_FOR_INPUT
style.target_blinks = 3
style.update(100.0, True) # one press
style.update(100.1, False)
style.last_interaction_time = 100.1
style.update(103.2, False) # -> evaluating
keep_running = style.update(103.3, False) # 1 != 3 -> retry
assert keep_running is True
assert style.state == STATE_WAIT_BEFORE_RETRY
def test_blinking_non_blocking():
calls = []
style, _ = _make_blink()
style.set_led = calls.append
style.state = STATE_BLINKING
style.target_blinks = 2
style.update(100.0, False) # start of blinking: LED on
assert style.state == STATE_BLINKING
assert calls[-1] is True
style.update(100.3, False) # mid-blink toggles by elapsed time
assert calls[-1] is False
# 2 blinks * 2 phases * 0.3s = 1.2s
style.update(101.2, False)
assert style.state == STATE_WAIT_FOR_INPUT
assert calls[-1] is False
def test_blinking_advances_time():
style, _ = _make_blink()
style.state = STATE_BLINKING
style.target_blinks = 4
# 4 blinks * 2 phases * 0.3s = 2.4s
style.update(100.0, False)
style.update(102.4, False)
assert style.state == STATE_WAIT_FOR_INPUT
assert style.last_interaction_time == 102.4