fix(client): address PR #78 review comments
- Widen world_seed entropy from u32 to full u64 by combining two randi() calls (Hoshe warning #1) - Persist world_seed to save directory and restore on resume_game() so loaded sessions maintain D-010 deterministic replay (Tyre warning #2) - Constrain EntanglementConfig intrigue range based on flat value so mundane_ratio stays within D-029 spec [45,55]% (both reviewers) - Remove dead VIS_PERIPHERAL constant and _grow_bounds() method - Update test_client_p1 peripheral test for forward-only simplification - Fix misleading exp_fade shader comment (filter_nearest = hard step) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -8,7 +8,6 @@ extends Node
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# Used by fog shader to distinguish visual treatment per tile.
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# Test assertions reference these: assert_that(byte).is_equal(FogState.VIS_FORWARD)
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const VIS_HIDDEN: int = 0 # Not in LOS — fully fogged
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const VIS_PERIPHERAL: int = 180 # In LOS, peripheral sector — light fog dimming
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const VIS_FORWARD: int = 255 # In LOS, forward sector — clear vision
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const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
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@@ -139,8 +138,6 @@ func update_from_state() -> void:
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func _grow_bounds_from_positions(positions: Dictionary) -> Rect2i:
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## Compute bounds from visible_positions (Dictionary[Vector2i, bool]).
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## Equivalent to _grow_bounds() but reads from the always-populated
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## positions dict instead of the legacy visible_tiles Array.
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var min_x := 999999
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var min_y := 999999
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var max_x := -999999
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@@ -158,30 +155,3 @@ func _grow_bounds_from_positions(positions: Dictionary) -> Rect2i:
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return map_bounds.merge(tile_bounds)
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func _grow_bounds(tiles: Array) -> Rect2i:
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## Compute bounds that include all currently visible tiles, merged with
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## existing bounds so the texture only grows — never shrinks. Explored
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## tiles always stay within bounds and render as deep fog, not black.
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var min_x := 999999
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var min_y := 999999
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var max_x := -999999
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var max_y := -999999
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for tile in tiles:
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if not tile is Dictionary or not tile.has("x") or not tile.has("y"):
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continue
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min_x = mini(min_x, int(tile.x))
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min_y = mini(min_y, int(tile.y))
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max_x = maxi(max_x, int(tile.x))
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max_y = maxi(max_y, int(tile.y))
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# Guard: all tiles invalid (no x/y) — sentinels would produce negative Rect2i
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if min_x > max_x:
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return map_bounds
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# Margin for fog gradient bleed at edges.
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# The Gaussian blur in fog.gdshader samples at 2-texel intervals across a 7x7 kernel,
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# reaching ±6 tiles from the fragment position. Margin must be >= 8 to avoid
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# clamping artifacts at texture boundaries.
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var tile_bounds := Rect2i(min_x - 8, min_y - 8, max_x - min_x + 17, max_y - min_y + 17)
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# Merge with existing bounds — grow only
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if map_bounds.size.x <= 1 and map_bounds.size.y <= 1:
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return tile_bounds
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return map_bounds.merge(tile_bounds)
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@@ -33,16 +33,23 @@ func new_game() -> String:
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GameState.current_game_id = game_id
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# #175: Generate world_seed for deterministic simulation (D-010, D-029).
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# Uses randi() (u32) for a seed that maps cleanly to Rust u64 via MessagePack.
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# 4 billion seeds is sufficient entropy for EntanglementConfig variation (D-029).
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GameState.world_seed = rng.randi()
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# Combines two randi() calls (u32 each) into full u64 entropy range.
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# Without this, upper 32 bits are always zero — halving the seed space.
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GameState.world_seed = (rng.randi() << 32) | rng.randi()
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# Persist world_seed to save directory so resume_game() can restore it.
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# Without this, loaded sessions would send seed=0, breaking D-010 determinism.
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_write_seed_file(save_path, GameState.world_seed)
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return game_id
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## Resume an existing game session by setting the active game-id.
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## Restores world_seed from the save directory for D-010 deterministic replay.
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func resume_game(game_id: String) -> void:
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GameState.current_game_id = game_id
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var save_path := SAVES_DIR + game_id + "/"
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GameState.world_seed = _read_seed_file(save_path)
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## List all game directories under user://saves/ sorted by last-modified (most recent first).
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@@ -117,6 +124,24 @@ func _cleanup_quit_dialog() -> void:
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_quit_dialog = null
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## Write world_seed to a file in the save directory for session persistence.
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func _write_seed_file(save_path: String, seed: int) -> void:
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var file := FileAccess.open(save_path + "world_seed", FileAccess.WRITE)
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if file == null:
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push_error("SessionManager: failed to write seed file: %s" % error_string(FileAccess.get_open_error()))
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return
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file.store_64(seed)
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## Read world_seed from save directory. Returns 0 if file missing (legacy saves).
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func _read_seed_file(save_path: String) -> int:
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var file := FileAccess.open(save_path + "world_seed", FileAccess.READ)
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if file == null:
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push_warning("SessionManager: no seed file in %s — using seed=0 (legacy save)" % save_path)
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return 0
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return file.get_64()
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func _find_newest_save(dir_path: String) -> String:
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var dir := DirAccess.open(dir_path)
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if dir == null:
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