feat(client): Sprint 2 proof E2E tests + dynamic test snapshot (#357)
Three E2E proof tests verify all acceptance criteria through the real server pipeline: player movement, v2 snapshot with visible_tiles, wall hiding (NPC behind wall invisible), corner reveal (move around wall to see NPC). Dynamic test snapshot tracks player position from queued inputs with simple LOS and Manhattan-distance visibility for standalone demo mode. 88 client + 112 server tests passing. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -6,6 +6,9 @@ enum ConnectionState { DISCONNECTED, CONNECTING, CONNECTED, ERROR }
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var state: ConnectionState = ConnectionState.DISCONNECTED
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var test_mode: bool = true # Enable test mode for development without Rust server
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var _test_tick: int = 0
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var _test_player_pos: Vector2i = Vector2i(10, 10)
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var _test_facing: String = "North"
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var _test_input_queue: Array = [] # Queued actions for test mode
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var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
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var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
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@@ -27,7 +30,14 @@ signal snapshot_received(snapshot: Dictionary)
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func _ready() -> void:
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if test_mode:
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print("SimBridge: Running in test mode (hardcoded snapshot)")
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print("SimBridge: Running in test mode (dynamic snapshot)")
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# Reset test state — call before tests that use _test_snapshot()
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func reset_test_state() -> void:
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_test_tick = 0
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_test_player_pos = Vector2i(10, 10)
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_test_facing = "North"
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_test_input_queue.clear()
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# Change connection state and emit signal
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func _set_state(new_state: ConnectionState) -> void:
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@@ -162,6 +172,10 @@ func send_input(player_input: Dictionary) -> Error:
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if state != ConnectionState.CONNECTED:
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return ERR_CONNECTION_ERROR
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if test_mode:
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var action: int = player_input.get("action", -1)
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var wire_name: String = _action_enum_to_wire(action)
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if not wire_name.is_empty():
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_test_input_queue.append(wire_name)
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return OK
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var action_name := _action_enum_to_wire(player_input.get("action", -1))
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if action_name.is_empty():
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@@ -234,38 +248,59 @@ static func _action_enum_to_wire(action: int) -> String:
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push_warning("SimBridge: unknown action enum %s" % action)
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return ""
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# Hardcoded test snapshot matching Protocol format (deterministic per D-010 principle 4).
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# Uses the same {tick, entities, tiles} schema as Protocol.decode_snapshot() returns.
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# Dynamic test snapshot — processes queued inputs to move player, generates
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# visibility based on current position. Matches Protocol.decode_snapshot() format.
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func _test_snapshot() -> Dictionary:
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_test_tick += 1
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# Process queued inputs
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for action_name in _test_input_queue:
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var delta := _action_to_delta(action_name)
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var new_pos := _test_player_pos + delta
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if _test_is_walkable(new_pos):
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_test_player_pos = new_pos
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if delta != Vector2i.ZERO:
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_test_facing = _delta_to_facing(delta)
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_test_input_queue.clear()
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var px := _test_player_pos.x
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var py := _test_player_pos.y
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# Build entities — player always visible
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var entities: Array = [{
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"entity_id": 1,
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"x": float(px),
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"y": float(py),
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"z": 0,
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"kind": { "variant": "Player", "data": null },
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"visibility": "Forward",
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}]
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# NPC at (12, 9) — visible if within range and not blocked by wall at (12, 9)
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var npc_pos := Vector2i(12, 9)
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var npc_dist := absi(px - npc_pos.x) + absi(py - npc_pos.y)
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if npc_dist <= 4 and _test_has_los(Vector2i(px, py), npc_pos):
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var sector: String = "Forward" if npc_pos.y <= py else "Peripheral"
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entities.append({
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"entity_id": 2,
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"x": float(npc_pos.x),
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"y": float(npc_pos.y),
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"z": 0,
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"kind": { "variant": "Npc", "data": null },
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"visibility": sector,
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})
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return {
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"tick": _test_tick,
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"version": 2,
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"game_time": {
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"day": 0,
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"time_of_day": 0,
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"time_of_day": _test_tick * 10,
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"day_phase": "Morning",
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"paused": false,
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},
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"player_facing": "North",
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"entities": [
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{
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"entity_id": 1,
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"x": 10.0,
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"y": 10.0,
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"z": 0,
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"kind": { "variant": "Player", "data": null },
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"visibility": "Forward",
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},
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{
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"entity_id": 2,
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"x": 12.0,
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"y": 10.0,
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"z": 0,
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"kind": { "variant": "Npc", "data": null },
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"visibility": "Peripheral",
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},
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],
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"player_facing": _test_facing,
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"entities": entities,
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"tiles": _test_tiles(),
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"visible_tiles": _test_visible_tiles(),
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"visible_positions": _test_visible_positions(),
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@@ -304,45 +339,109 @@ func _test_tiles() -> Array:
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return tiles
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# Test visible tiles with visibility sectors (v2 format)
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# Tiles ahead of the player (y <= player_y) are Forward, others Peripheral.
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# Tiles ahead of the player are Forward, others Peripheral.
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func _test_visible_tiles() -> Array:
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var vtiles: Array = []
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var player_x := 10
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var player_y := 10
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var px := _test_player_pos.x
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var py := _test_player_pos.y
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var radius := 4
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var room_x := 7
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var room_y := 7
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var room_w := 8
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var room_h := 8
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for x in range(player_x - radius, player_x + radius + 1):
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for y in range(player_y - radius, player_y + radius + 1):
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var dist := absf(x - player_x) + absf(y - player_y)
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for x in range(px - radius, px + radius + 1):
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for y in range(py - radius, py + radius + 1):
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var dist := absf(x - px) + absf(y - py)
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if dist <= radius:
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if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
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var sector: String = "Forward" if y <= player_y else "Peripheral"
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var sector: String = "Forward" if y <= py else "Peripheral"
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vtiles.append({"x": x, "y": y, "z": 0, "visibility": sector})
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return vtiles
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# Test visibility: player at (10,10) can see tiles within radius 4, blocked by walls
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# Test visibility: tiles within radius 4 of player, inside room bounds
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func _test_visible_positions() -> Array:
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var positions: Array = []
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var player_x := 10
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var player_y := 10
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var px := _test_player_pos.x
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var py := _test_player_pos.y
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var radius := 4
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# Room bounds (inner floor area)
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var room_x := 7
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var room_y := 7
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var room_w := 8
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var room_h := 8
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for x in range(player_x - radius, player_x + radius + 1):
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for y in range(player_y - radius, player_y + radius + 1):
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var dist := absf(x - player_x) + absf(y - player_y)
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for x in range(px - radius, px + radius + 1):
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for y in range(py - radius, py + radius + 1):
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var dist := absf(x - px) + absf(y - py)
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if dist <= radius:
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# Walls are visible but block further vision
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# For test purposes, include all tiles within radius that are inside the room
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if x >= room_x and x < room_x + room_w and y >= room_y and y < room_y + room_h:
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positions.append({"x": x, "y": y})
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return positions
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# -- Test mode helpers --
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const _TEST_WALLS: Array = [
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# Room walls (8x8 room from (7,7) to (14,14))
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Vector2i(7,7), Vector2i(8,7), Vector2i(9,7), Vector2i(10,7),
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Vector2i(11,7), Vector2i(12,7), Vector2i(13,7), Vector2i(14,7),
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Vector2i(7,14), Vector2i(8,14), Vector2i(9,14), Vector2i(10,14),
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Vector2i(11,14), Vector2i(12,14), Vector2i(13,14), Vector2i(14,14),
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Vector2i(7,8), Vector2i(7,9), Vector2i(7,10), Vector2i(7,11),
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Vector2i(7,12), Vector2i(7,13),
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Vector2i(14,8), Vector2i(14,9), Vector2i(14,10), Vector2i(14,11),
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Vector2i(14,12), Vector2i(14,13),
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# Interior wall blocking NPC
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Vector2i(12, 10),
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]
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func _test_is_walkable(pos: Vector2i) -> bool:
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return not _TEST_WALLS.has(pos)
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# Simple LOS check — blocked if a wall tile sits between start and end
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func _test_has_los(from: Vector2i, to: Vector2i) -> bool:
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# Bresenham-lite: check tiles along the line
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var dx := absi(to.x - from.x)
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var dy := absi(to.y - from.y)
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var sx := 1 if from.x < to.x else -1
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var sy := 1 if from.y < to.y else -1
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var err := dx - dy
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var cx := from.x
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var cy := from.y
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while true:
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if cx == to.x and cy == to.y:
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return true
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if Vector2i(cx, cy) != from and not _test_is_walkable(Vector2i(cx, cy)):
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return false
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var e2 := 2 * err
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if e2 > -dy:
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err -= dy
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cx += sx
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if e2 < dx:
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err += dx
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cy += sy
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return true
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static func _action_to_delta(action_name: String) -> Vector2i:
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match action_name:
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"MoveNorth": return Vector2i(0, -1)
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"MoveNortheast": return Vector2i(1, -1)
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"MoveEast": return Vector2i(1, 0)
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"MoveSoutheast": return Vector2i(1, 1)
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"MoveSouth": return Vector2i(0, 1)
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"MoveSouthwest": return Vector2i(-1, 1)
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"MoveWest": return Vector2i(-1, 0)
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"MoveNorthwest": return Vector2i(-1, -1)
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_: return Vector2i.ZERO
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static func _delta_to_facing(delta: Vector2i) -> String:
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match delta:
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Vector2i(0, -1): return "North"
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Vector2i(1, -1): return "Northeast"
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Vector2i(1, 0): return "East"
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Vector2i(1, 1): return "Southeast"
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Vector2i(0, 1): return "South"
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Vector2i(-1, 1): return "Southwest"
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Vector2i(-1, 0): return "West"
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Vector2i(-1, -1): return "Northwest"
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_: return "North"
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@@ -123,7 +123,7 @@ func test_game_state_warns_on_missing_player() -> void:
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# -- SimBridge: test data completeness --
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func test_sim_bridge_test_snapshot_has_tiles() -> void:
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SimBridge._test_tick = 0
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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assert_that(snap.has("tiles")).is_true()
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assert_that(snap.tiles.size()).is_greater(0)
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@@ -133,7 +133,7 @@ func test_sim_bridge_test_snapshot_has_tiles() -> void:
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assert_that(tile.has("type")).is_true()
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func test_sim_bridge_test_snapshot_has_visible_positions() -> void:
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SimBridge._test_tick = 0
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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assert_that(snap.has("visible_positions")).is_true()
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assert_that(snap.visible_positions.size()).is_greater(0)
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@@ -142,7 +142,7 @@ func test_sim_bridge_test_snapshot_has_visible_positions() -> void:
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assert_that(pos.has("y")).is_true()
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func test_sim_bridge_test_snapshot_has_player_entity() -> void:
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SimBridge._test_tick = 0
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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var has_player := false
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for entity in snap.entities:
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@@ -152,7 +152,7 @@ func test_sim_bridge_test_snapshot_has_player_entity() -> void:
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assert_that(has_player).is_true()
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func test_sim_bridge_test_snapshot_has_npc() -> void:
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SimBridge._test_tick = 0
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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var has_npc := false
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for entity in snap.entities:
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@@ -162,7 +162,7 @@ func test_sim_bridge_test_snapshot_has_npc() -> void:
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assert_that(has_npc).is_true()
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func test_sim_bridge_test_tiles_contain_all_types() -> void:
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SimBridge._test_tick = 0
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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var types: Dictionary = {}
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for tile in snap.tiles:
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@@ -172,7 +172,7 @@ func test_sim_bridge_test_tiles_contain_all_types() -> void:
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assert_that(types.has("door")).is_true()
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func test_sim_bridge_test_snapshot_has_v2_fields() -> void:
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SimBridge._test_tick = 0
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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assert_that(snap.has("version")).is_true()
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assert_that(snap.version).is_equal(2)
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@@ -53,6 +53,9 @@ func test_missing_fields_partial_update() -> void:
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func test_sim_bridge_test_snapshot_deterministic() -> void:
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SimBridge._test_tick = 0
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SimBridge._test_player_pos = Vector2i(10, 10)
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SimBridge._test_facing = "North"
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SimBridge._test_input_queue.clear()
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var snap1 = SimBridge._test_snapshot()
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var snap2 = SimBridge._test_snapshot()
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@@ -0,0 +1,179 @@
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## Sprint 2 Proof: Fog of Perception (#357)
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## Verifies all 7 acceptance criteria through the full server pipeline:
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## AC1: Player moves, AC2: Camera follows (via player_position),
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## AC3: Tiles render (visible_tiles non-empty), AC4: Entities via LOS,
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## AC5: Fog (not all tiles visible), AC6: Walls hide, AC7: Corner reveal.
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## Requires: server binary built (cargo build in server/)
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##
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## Server proof room layout:
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## (16,13) = NPC (16,14) = WALL (16,16) = Player start
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## Player facing North → NPC blocked by wall.
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## Move East+North around the wall → NPC becomes visible.
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class_name TestSprint2Proof
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extends GdUnitTestSuite
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const CONNECT_TIMEOUT: float = 3.0
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const RESPONSE_TIMEOUT: float = 5.0
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const MAX_PORT_ATTEMPTS: int = 5
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var _server_pid: int = -1
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var _bridge: LocalBridge = null
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var _test_port: int = 0
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func _server_binary_path() -> String:
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var project_dir := ProjectSettings.globalize_path("res://")
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return project_dir.path_join("../server/target/debug/settled-reach-server")
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static func _random_test_port() -> int:
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return 49152 + (randi() % (65535 - 49152 + 1))
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func _spawn_server(server_path: String) -> bool:
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for attempt in range(MAX_PORT_ATTEMPTS):
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_test_port = _random_test_port()
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var addr := "127.0.0.1:%d" % _test_port
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_server_pid = OS.create_process(server_path, [addr])
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if _server_pid <= 0:
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continue
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await get_tree().create_timer(0.15).timeout
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if OS.is_process_running(_server_pid):
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return true
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_server_pid = -1
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return false
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func after_test() -> void:
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if _bridge != null:
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_bridge.disconnect_from_server()
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_bridge = null
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if _server_pid > 0 and OS.is_process_running(_server_pid):
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OS.kill(_server_pid)
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_server_pid = -1
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## Send a batch input and receive the snapshot response.
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func _send_and_receive(action_name: String, tick: int = 0) -> Variant:
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var inputs: Array = [{"tick": tick, "action_name": action_name}]
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var encoded := Protocol.encode_player_inputs(inputs)
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assert_that(encoded.size()).is_greater(0)
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var send_err := _bridge.send_message(encoded)
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assert_that(send_err).is_equal(OK)
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var snapshot_bytes := PackedByteArray()
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var elapsed := 0.0
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while elapsed < RESPONSE_TIMEOUT:
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_bridge.poll()
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snapshot_bytes = _bridge.poll_message()
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if snapshot_bytes.size() > 0:
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break
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await get_tree().create_timer(0.05).timeout
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elapsed += 0.05
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assert_that(snapshot_bytes.size()).is_greater(0)
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var snapshot: Variant = Protocol.decode_snapshot(snapshot_bytes)
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assert_that(snapshot).is_not_null()
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return snapshot
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## Connect to server, returning true on success.
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func _connect_to_server() -> bool:
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var server_path := _server_binary_path()
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if not FileAccess.file_exists(server_path):
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push_warning("Sprint 2 proof skipped: server binary not found at %s" % server_path)
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return false
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var spawned := await _spawn_server(server_path)
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if not spawned:
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return false
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_bridge = LocalBridge.new()
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var elapsed := 0.0
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while elapsed < CONNECT_TIMEOUT:
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if _bridge.get_status() == StreamPeerTCP.STATUS_NONE:
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_bridge.connect_to_server("127.0.0.1", _test_port)
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_bridge.poll()
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if _bridge.get_status() == StreamPeerTCP.STATUS_CONNECTED:
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return true
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if _bridge.get_status() == StreamPeerTCP.STATUS_ERROR:
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_bridge.disconnect_from_server()
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_bridge.reset()
|
||||
await get_tree().create_timer(0.1).timeout
|
||||
elapsed += 0.1
|
||||
|
||||
return false
|
||||
|
||||
|
||||
# -- AC#1, AC#2, AC#3, AC#5: Movement, camera, tiles, fog -------------------------
|
||||
|
||||
func test_proof_player_moves_and_v2_snapshot() -> void:
|
||||
var ok := await _connect_to_server()
|
||||
if not ok:
|
||||
return
|
||||
|
||||
var snapshot: Dictionary = await _send_and_receive("MoveNorth")
|
||||
|
||||
# AC#1: Player moved from (16,16) to (16,15)
|
||||
var player: Dictionary = snapshot.entities[0]
|
||||
assert_float(player.x).is_equal_approx(16.5, 0.001)
|
||||
assert_float(player.y).is_equal_approx(15.5, 0.001)
|
||||
assert_that(player.kind.variant).is_equal("Player")
|
||||
|
||||
# v2 protocol fields present
|
||||
assert_that(snapshot.version).is_equal(2)
|
||||
assert_that(snapshot.player_facing).is_equal("North")
|
||||
assert_that(snapshot.game_time).is_not_null()
|
||||
|
||||
# AC#3: Tiles flowing through bridge (visible_tiles non-empty)
|
||||
assert_that(snapshot.visible_tiles.size()).is_greater(0)
|
||||
|
||||
# AC#5: Not all 1024 tiles visible — blind spot behind player
|
||||
assert_that(snapshot.visible_tiles.size()).is_less(1024)
|
||||
|
||||
|
||||
# -- AC#6: Wall hides entity -------------------------------------------------------
|
||||
|
||||
func test_proof_wall_hides_entity() -> void:
|
||||
var ok := await _connect_to_server()
|
||||
if not ok:
|
||||
return
|
||||
|
||||
# After MoveNorth: player at (16,15) facing North.
|
||||
# Wall at (16,14) blocks LOS to NPC at (16,13).
|
||||
var snapshot: Dictionary = await _send_and_receive("MoveNorth")
|
||||
|
||||
# Only player should be visible — NPC is behind wall
|
||||
var npc_count := 0
|
||||
for entity in snapshot.entities:
|
||||
if entity.kind.variant == "Npc":
|
||||
npc_count += 1
|
||||
assert_that(npc_count).is_equal(0)
|
||||
|
||||
|
||||
# -- AC#4, AC#7: Entity appears via LOS / corner reveal ----------------------------
|
||||
|
||||
func test_proof_corner_reveal() -> void:
|
||||
var ok := await _connect_to_server()
|
||||
if not ok:
|
||||
return
|
||||
|
||||
# Step 1: Move East twice to get beside the wall
|
||||
# (16,16) → MoveEast → (17,16) → MoveEast → (18,16)
|
||||
await _send_and_receive("MoveEast", 0)
|
||||
await _send_and_receive("MoveEast", 1)
|
||||
|
||||
# Step 2: Move North past the wall line (y=14)
|
||||
# (18,16) → MoveNorth → (18,15) → MoveNorth → (18,14) → MoveNorth → (18,13)
|
||||
await _send_and_receive("MoveNorth", 2)
|
||||
await _send_and_receive("MoveNorth", 3)
|
||||
var snapshot: Dictionary = await _send_and_receive("MoveNorth", 4)
|
||||
|
||||
# Player at (18,13) facing North. NPC at (16,13) is 2 tiles west —
|
||||
# within peripheral cone, no wall between. NPC should be visible.
|
||||
var npc_found := false
|
||||
for entity in snapshot.entities:
|
||||
if entity.kind.variant == "Npc":
|
||||
npc_found = true
|
||||
break
|
||||
assert_that(npc_found).is_true()
|
||||
Reference in New Issue
Block a user