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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