test(client): add BoundaryWall fog tests and document tile_renderer behavior (#585)
4 new tests in test_fog_sprint22.gd verify BoundaryWall tiles populate boundary_positions (not visible_positions), get VIS_FORWARD without EXP_VISIBLE, stay EXP_UNEXPLORED after leaving LOS, and clear on new snapshot. Comment in tile_renderer.gd documents implicit rendering path. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -64,11 +64,17 @@ func _setup_tileset() -> void:
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tile_set = ts
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# Update tiles from snapshot data
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# tiles: Array of {x: int, y: int, z: int, type: String}
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# tiles: Array of {x: int, y: int, z: int, type: String, visibility: String (optional)}
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# z here is the server-side FLOOR LEVEL (0 = ground, 1 = first floor, etc.),
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# NOT the Godot scene z_index (which controls render order within a floor).
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# This node only renders floor-level 0. Higher floor levels will be handled
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# by separate TileMapLayer nodes when multi-floor rendering is implemented.
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#
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# BoundaryWall tiles (#585): visibility="BoundaryWall" tiles (wall tiles 1 step beyond
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# LOS boundary) are rendered normally here — they have a "type" field from protocol.gd
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# so they composite correctly under the fog shader. The fog/exploration exemption is
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# handled in fog_state.gd (VIS_FORWARD without EXP_VISIBLE) and game_state.gd
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# (boundary_positions not visible_positions). No special handling needed in this method.
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func update_tiles(tiles: Array) -> void:
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if not _initialized:
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return
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@@ -24,12 +24,14 @@ func before_test() -> void:
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GameState.visible_positions.clear()
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GameState.visible_tiles.clear()
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GameState.visibility_sectors.clear()
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GameState.boundary_positions.clear()
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func after_test() -> void:
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GameState.visible_positions.clear()
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GameState.visible_tiles.clear()
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GameState.visibility_sectors.clear()
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GameState.boundary_positions.clear()
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# -- Spec constants (D-059) ---------------------------------------------------
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@@ -489,6 +491,139 @@ func test_visible_positions_cleared_on_new_snapshot() -> void:
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assert_bool(GameState.visible_positions.has(Vector2i(10, 10))).is_true()
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# -- Sprint 23: BoundaryWall handling (#585) ----------------------------------
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func test_boundary_positions_populated_from_snapshot() -> void:
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# #585: BoundaryWall tiles go to boundary_positions (not visible_positions).
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# Fog lifts for boundary wall tiles so wall content composites correctly.
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GameState.apply_snapshot({
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"tick": 20,
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"visible_tiles": [
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{"x": 10, "y": 10, "z": 0, "visibility": "Forward", "type": "floor"},
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{"x": 11, "y": 10, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
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],
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})
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assert_bool(GameState.visible_positions.has(Vector2i(10, 10))).override_failure_message(
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"Forward tile must be in visible_positions"
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).is_true()
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assert_bool(GameState.visible_positions.has(Vector2i(11, 10))).override_failure_message(
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"BoundaryWall tile must NOT be in visible_positions (#585)"
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).is_false()
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assert_bool(GameState.boundary_positions.has(Vector2i(11, 10))).override_failure_message(
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"BoundaryWall tile must be in boundary_positions (#585)"
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).is_true()
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func test_boundary_wall_vis_forward_not_exp_visible() -> void:
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# #585: BoundaryWall tiles get VIS_FORWARD (fog lifted) but NOT EXP_VISIBLE.
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# They render through fog but are not stored as exploration memory.
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var fog_state = _get_fog_state()
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if fog_state == null:
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return
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if not fog_state.has_method("update_from_state"):
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return
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GameState.visible_positions = {Vector2i(5, 5): true}
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GameState.boundary_positions = {Vector2i(6, 5): true}
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GameState.visible_tiles = [
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{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
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{"x": 6, "y": 5, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
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]
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fog_state.update_from_state()
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var vis_bytes = fog_state.get("_vis_bytes")
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var exp_bytes = fog_state.get("_exp_bytes")
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if vis_bytes == null or exp_bytes == null:
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push_warning("TestFogSprint22: byte arrays not accessible — skipped")
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return
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var ox: int = fog_state.map_bounds.position.x
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var oy: int = fog_state.map_bounds.position.y
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var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
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if w <= 0:
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return
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var px := 6 - ox
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var py := 5 - oy
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if px < 0 or py < 0 or px >= w:
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push_warning("TestFogSprint22: boundary tile (6,5) out of bounds — skipped")
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return
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var idx := py * w + px
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if idx < 0 or idx >= vis_bytes.size():
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return
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assert_int(vis_bytes[idx]).override_failure_message(
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"BoundaryWall tile must have VIS_FORWARD — fog must lift to composite wall content (#585)"
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).is_equal(fog_state.VIS_FORWARD)
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assert_int(exp_bytes[idx]).override_failure_message(
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"BoundaryWall tile must NOT be EXP_VISIBLE — it is not explored memory (#585)"
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).is_not_equal(fog_state.EXP_VISIBLE)
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func test_boundary_wall_stays_unexplored_after_leaving_los() -> void:
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# #585: When BoundaryWall tile leaves LOS, it must NOT decay to EXP_EXPLORED.
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# Normal LOS tiles decay to EXP_EXPLORED when they leave LOS.
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# Boundary tiles must stay EXP_UNEXPLORED — they were never explored.
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var fog_state = _get_fog_state()
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if fog_state == null:
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return
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if not fog_state.has_method("update_from_state"):
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return
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# Frame 1: BoundaryWall at (6,5) is visible
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GameState.visible_positions = {Vector2i(5, 5): true}
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GameState.boundary_positions = {Vector2i(6, 5): true}
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GameState.visible_tiles = [
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{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
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{"x": 6, "y": 5, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
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]
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fog_state.update_from_state()
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# Frame 2: both leave LOS
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GameState.visible_positions.clear()
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GameState.boundary_positions.clear()
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GameState.visible_tiles = []
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fog_state.update_from_state()
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var exp_bytes = fog_state.get("_exp_bytes")
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if exp_bytes == null:
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return
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var ox: int = fog_state.map_bounds.position.x
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var oy: int = fog_state.map_bounds.position.y
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var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
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if w <= 0:
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return
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var px := 6 - ox
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var py := 5 - oy
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if px >= 0 and py >= 0 and px < w:
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var idx := py * w + px
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if idx >= 0 and idx < exp_bytes.size():
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assert_int(exp_bytes[idx]).override_failure_message(
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"BoundaryWall tile must stay EXP_UNEXPLORED after leaving LOS (#585 — not explored memory)"
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).is_equal(fog_state.EXP_UNEXPLORED)
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func test_boundary_wall_cleared_on_new_snapshot() -> void:
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# #585: boundary_positions must be cleared each tick — old walls must not persist.
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# BoundaryWall positions shift as the player moves; stale positions would lift fog
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# where no wall exists.
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GameState.apply_snapshot({
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"tick": 30,
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"visible_tiles": [
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{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
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{"x": 6, "y": 5, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
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],
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})
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assert_bool(GameState.boundary_positions.has(Vector2i(6, 5))).is_true()
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GameState.apply_snapshot({
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"tick": 31,
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"visible_tiles": [
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{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
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],
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})
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assert_bool(GameState.boundary_positions.has(Vector2i(6, 5))).override_failure_message(
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"Stale BoundaryWall position must be cleared on next snapshot (#585)"
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).is_false()
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# -- Performance (D-059) -------------------------------------------------------
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func test_fog_state_update_under_2ms_for_400_tiles() -> void:
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