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>
This commit is contained in:
2026-03-04 20:33:08 +01:00
co-authored by Claude Opus 4.6
parent 475280191c
commit 33b26c1a15
2 changed files with 142 additions and 1 deletions
+7 -1
View File
@@ -64,11 +64,17 @@ func _setup_tileset() -> void:
tile_set = ts
# Update tiles from snapshot data
# tiles: Array of {x: int, y: int, z: int, type: String}
# tiles: Array of {x: int, y: int, z: int, type: String, visibility: String (optional)}
# z here is the server-side FLOOR LEVEL (0 = ground, 1 = first floor, etc.),
# NOT the Godot scene z_index (which controls render order within a floor).
# This node only renders floor-level 0. Higher floor levels will be handled
# by separate TileMapLayer nodes when multi-floor rendering is implemented.
#
# BoundaryWall tiles (#585): visibility="BoundaryWall" tiles (wall tiles 1 step beyond
# LOS boundary) are rendered normally here — they have a "type" field from protocol.gd
# so they composite correctly under the fog shader. The fog/exploration exemption is
# handled in fog_state.gd (VIS_FORWARD without EXP_VISIBLE) and game_state.gd
# (boundary_positions not visible_positions). No special handling needed in this method.
func update_tiles(tiles: Array) -> void:
if not _initialized:
return