fix(client): address PR review — input bug, bounds checks, fixture tests

- Fix input_mapper double-check bug (redundant InputEventKey + pressed filter)
- Add bounds checking for position arrays in entity_renderer and game_state
- Make test snapshot deterministic (incrementing counter, not wall clock)
- Fix tween overlap in monologue_display (cancel active tween before new one)
- Extract TILE_SIZE constant from magic number 32
- Add 5 D-030 Layer 1 fixture tests for snapshot parsing (7/7 total passing)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-11 17:53:24 +01:00
co-authored by Claude Opus 4.6
parent f2d202f1ad
commit 3368231396
7 changed files with 106 additions and 31 deletions
+4 -1
View File
@@ -13,7 +13,10 @@ func apply_snapshot(snapshot: Dictionary) -> void:
# Parse player data
if snapshot.has("player") and snapshot.player.has("position"):
var pos = snapshot.player.position
player_position = Vector2(pos[0], pos[1])
if pos is Array and pos.size() >= 2:
player_position = Vector2(pos[0], pos[1])
else:
push_warning("GameState: malformed player position in snapshot")
# Parse entities
if snapshot.has("entities"):
+1 -15
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@@ -9,40 +9,26 @@ enum Action {
var input_queue: Array[Dictionary] = []
func _unhandled_input(event: InputEvent) -> void:
# Only process key press events (not releases or repeats)
if not event is InputEventKey:
return
if not event.pressed or event.echo:
return
var action: Action = -1
var action_name: String = ""
# Map input actions to semantic Action enum
# is_action_pressed handles press detection for all input types (key, gamepad, etc.)
if event.is_action_pressed("move_north"):
action = Action.MOVE_NORTH
action_name = "move_north"
elif event.is_action_pressed("move_south"):
action = Action.MOVE_SOUTH
action_name = "move_south"
elif event.is_action_pressed("move_east"):
action = Action.MOVE_EAST
action_name = "move_east"
elif event.is_action_pressed("move_west"):
action = Action.MOVE_WEST
action_name = "move_west"
elif event.is_action_pressed("interact"):
action = Action.INTERACT
action_name = "interact"
elif event.is_action_pressed("perception_mode"):
action = Action.USE_PERCEPTION_MODE
action_name = "perception_mode"
elif event.is_action_pressed("open_menu"):
action = Action.OPEN_MENU
action_name = "open_menu"
elif event.is_action_pressed("pause"):
action = Action.PAUSE
action_name = "pause"
# Queue the action if valid
if action != -1:
+4 -2
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@@ -5,6 +5,7 @@ enum ConnectionState { DISCONNECTED, CONNECTING, CONNECTED, ERROR }
var state: ConnectionState = ConnectionState.DISCONNECTED
var test_mode: bool = true # Enable test mode for development without Rust server
var _test_tick: int = 0
# Signals
signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
@@ -54,10 +55,11 @@ func poll_snapshot() -> Variant:
# TODO: Actual polling logic when IPC/MessagePack is implemented
return null
# Hardcoded test snapshot for development
# Hardcoded test snapshot for development (deterministic per D-010 principle 4)
func _test_snapshot() -> Dictionary:
_test_tick += 1
return {
"tick": Time.get_ticks_msec() / 100, # Increment over time for testing
"tick": _test_tick,
"player": {
"position": [10, 10],
"health": 100
+6 -1
View File
@@ -3,6 +3,8 @@ extends Node2D
# Entity renderer — manages entity sprites under the Entities node
# Creates/updates/removes Sprite2D children based on entity data
const TILE_SIZE: int = 32
var entity_nodes: Dictionary = {} # id -> Node2D mapping
func _ready() -> void:
@@ -63,7 +65,10 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
# Update position
if entity_data.has("position"):
var pos = entity_data.position
entity_node.position = Vector2(pos[0] * 32, pos[1] * 32) # 32px grid
if pos is Array and pos.size() >= 2:
entity_node.position = Vector2(pos[0] * TILE_SIZE, pos[1] * TILE_SIZE)
else:
push_warning("EntityRenderer: malformed position for entity %s" % entity_id)
# Remove an entity node
func _remove_entity_node(entity_id: int) -> void: