feat(client): confrontation D-033 color shift (#521, D-063)
Entity renderer now tracks relationship per entity and tweens D-033 tint color over 0.7s when relationship changes (e.g. on confrontation delivery). Uses manual lerp in _process() for testability instead of SceneTree tweens. Cursor hover tint cascades automatically via Constants.color_for_entity_kind(). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -59,13 +59,22 @@ const ENTITY_COLOR_HOSTILE: Color = Color("#d45d5d") # Hostile/Dangerous —
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const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
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const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
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# D-033 color lookup by entity kind (Phase 1: defaults, Phase 2 #361: relationship-based)
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# D-033 color lookup by relationship string (#521)
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static func color_for_relationship(relationship: String) -> Color:
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match relationship:
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"Friendly": return ENTITY_COLOR_FRIENDLY
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"PersonOfInterest": return ENTITY_COLOR_POI
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"Hostile": return ENTITY_COLOR_HOSTILE
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"Unknown": return ENTITY_COLOR_UNKNOWN
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_: return ENTITY_COLOR_UNKNOWN
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# D-033 color lookup by entity data — uses relationship for NPCs (#521)
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static func color_for_entity_kind(entity_data: Dictionary) -> Color:
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var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
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match kind_variant:
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"Player": return ENTITY_COLOR_PLAYER
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"Npc": return ENTITY_COLOR_UNKNOWN
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"Object", "Terrain": return ENTITY_COLOR_OBJECT
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"Npc": return color_for_relationship(entity_data.get("relationship", "Unknown"))
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_: return ENTITY_COLOR_OBJECT
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# D-048/D-056: Insert-styled UI color palette
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@@ -23,6 +23,11 @@ const LERP_SPEED: float = 12.0
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var entity_nodes: Dictionary = {} # entity_id -> Node2D
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var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position)
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var _entity_relationships: Dictionary = {} # #521: entity_id -> String (last relationship)
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var _entity_tweens: Dictionary = {} # #521: entity_id -> {target: Color, elapsed: float}
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# #521: Color transition duration in seconds (D-033/D-063: 0.5-1s spec, 0.7s chosen)
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const COLOR_FADE_DURATION: float = 0.7
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func _ready() -> void:
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print("EntityRenderer: Initialized")
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@@ -40,6 +45,22 @@ func _process(delta: float) -> void:
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if not node.position.is_equal_approx(target):
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node.position = node.position.lerp(target, weight)
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# #521: Advance color transitions (manual lerp, testable without SceneTree)
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var finished_ids: Array = []
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for entity_id in _entity_tweens.keys():
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if not entity_nodes.has(entity_id):
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finished_ids.append(entity_id)
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continue
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var tween_data: Dictionary = _entity_tweens[entity_id]
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tween_data.elapsed += delta
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var t := clampf(tween_data.elapsed / COLOR_FADE_DURATION, 0.0, 1.0)
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var node_c: ColorRect = entity_nodes[entity_id] as ColorRect
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node_c.color = tween_data.from.lerp(tween_data.target, t)
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if t >= 1.0:
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finished_ids.append(entity_id)
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for eid in finished_ids:
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_entity_tweens.erase(eid)
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# Update entities from snapshot data
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func update_entities(entities: Array) -> void:
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@@ -75,12 +96,12 @@ func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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entity_node.size = Vector2(ENTITY_SIZE, ENTITY_SIZE)
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entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
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# D-033 color by entity kind (Phase 1 default)
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# TODO(#361): derive from RelationshipState via knowledge graph
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# D-033 color by relationship (#521)
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entity_node.color = _color_for_kind(entity_data)
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add_child(entity_node)
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entity_nodes[entity_id] = entity_node
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_entity_relationships[entity_id] = entity_data.get("relationship", "Unknown")
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# Add facing indicator for the player entity
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if entity_id == GameState.player_entity_id:
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@@ -112,6 +133,18 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET
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)
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# #521: Detect relationship change → fade D-033 color (0.7s via _process)
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var new_rel: String = entity_data.get("relationship", "Unknown")
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var old_rel: String = _entity_relationships.get(entity_id, "Unknown")
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if new_rel != old_rel:
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_entity_relationships[entity_id] = new_rel
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var new_color := _color_for_kind(entity_data)
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_entity_tweens[entity_id] = {
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"from": entity_node.color,
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"target": new_color,
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"elapsed": 0.0,
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}
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# v2: Peripheral vision dimming (D-015)
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# null visibility (v1 backward compat) defaults to full alpha
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var visibility: Variant = entity_data.get("visibility")
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@@ -137,6 +170,8 @@ func _remove_entity_node(entity_id: int) -> void:
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entity_node.queue_free()
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entity_nodes.erase(entity_id)
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_entity_targets.erase(entity_id)
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_entity_relationships.erase(entity_id)
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_entity_tweens.erase(entity_id)
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# D-033 color by entity kind — delegates to Constants.color_for_entity_kind
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static func _color_for_kind(entity_data: Dictionary) -> Color:
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@@ -0,0 +1,338 @@
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## #521: Confrontation D-033 color shift — QA test suite
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## Spec refs: D-033 (entity color = relationship), D-063 (confrontation same box)
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## Sprint Completion Proof (joint.md):
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## - Entity tint fades 0.5-1s to new relationship color on confrontation delivery
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## - Cursor hover tint also updates to match relationship
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## - Palette matches D-033 exactly
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##
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## Tests are structured in layers:
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## 1. D-033 color palette constants — always pass (no implementation dependency)
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## 2. Relationship-to-color mapping — tests the lookup function
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## 3. Entity renderer relationship coloring — tests that entities USE relationship
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## 4. Tween on relationship change — tests fade behavior (0.5-1s)
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## 5. Protocol/GameState passthrough — tests data pipeline integrity
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class_name TestColorShift
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extends GdUnitTestSuite
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var EntityRendererScript: GDScript = load("res://scripts/rendering/entity_renderer.gd")
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var ConstantsScript: GDScript = load("res://scripts/constants.gd")
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# -- Test data -----------------------------------------------------------------
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# Entity with relationship field (v4 protocol format)
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func _make_entity(entity_id: int, kind: String, relationship: String, x: float = 5.0, y: float = 5.0) -> Dictionary:
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return {
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"entity_id": entity_id,
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"x": x, "y": y, "z": 0,
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"kind": {"variant": kind, "data": null},
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"visibility": "Forward",
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"relationship": relationship,
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"observation": "Visible",
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}
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func _make_entity_renderer() -> Node2D:
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var renderer: Node2D = Node2D.new()
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renderer.set_script(EntityRendererScript)
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add_child(renderer)
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return renderer
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func before_test() -> void:
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GameState.player_entity_id = 1
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# ==============================================================================
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# Layer 1: D-033 Color Palette Constants
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# These tests verify the palette is defined correctly. No implementation needed.
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# ==============================================================================
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func test_d033_unknown_teal() -> void:
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assert_that(Constants.ENTITY_COLOR_UNKNOWN).is_equal(Color("#4a9ebb"))
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func test_d033_friendly_green() -> void:
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assert_that(Constants.ENTITY_COLOR_FRIENDLY).is_equal(Color("#6bc9a6"))
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func test_d033_poi_amber() -> void:
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assert_that(Constants.ENTITY_COLOR_POI).is_equal(Color("#e8c547"))
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func test_d033_hostile_red() -> void:
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assert_that(Constants.ENTITY_COLOR_HOSTILE).is_equal(Color("#d45d5d"))
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func test_d033_object_grey() -> void:
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assert_that(Constants.ENTITY_COLOR_OBJECT).is_equal(Color("#8b8ba0"))
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func test_d033_player_cool_white() -> void:
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assert_that(Constants.ENTITY_COLOR_PLAYER).is_equal(Color("#e0e8ff"))
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func test_d033_palette_all_distinct() -> void:
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# All 6 D-033 colors must be distinct from each other
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var colors: Array[Color] = [
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Constants.ENTITY_COLOR_UNKNOWN,
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Constants.ENTITY_COLOR_FRIENDLY,
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Constants.ENTITY_COLOR_POI,
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Constants.ENTITY_COLOR_HOSTILE,
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Constants.ENTITY_COLOR_OBJECT,
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Constants.ENTITY_COLOR_PLAYER,
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]
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for i in range(colors.size()):
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for j in range(i + 1, colors.size()):
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assert_that(colors[i] != colors[j]).is_true()
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# ==============================================================================
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# Layer 2: Relationship-to-Color Mapping
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# Tests the lookup function that maps relationship strings to D-033 colors.
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# Depends on #521 adding color_for_relationship() to Constants.
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# Uses ConstantsScript method list to skip gracefully if not yet implemented.
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# ==============================================================================
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func _has_color_for_relationship() -> bool:
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# Check if the Constants script has a color_for_relationship method.
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for method in ConstantsScript.get_script_method_list():
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if method.name == "color_for_relationship":
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return true
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return false
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func test_relationship_color_unknown() -> void:
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if not _has_color_for_relationship():
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push_warning("TestColorShift: color_for_relationship not implemented yet — awaiting #521")
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return
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var color: Color = Constants.color_for_relationship("Unknown")
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assert_that(color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
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func test_relationship_color_friendly() -> void:
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if not _has_color_for_relationship():
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return
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var color: Color = Constants.color_for_relationship("Friendly")
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assert_that(color).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
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func test_relationship_color_person_of_interest() -> void:
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if not _has_color_for_relationship():
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return
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var color: Color = Constants.color_for_relationship("PersonOfInterest")
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assert_that(color).is_equal(Constants.ENTITY_COLOR_POI)
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func test_relationship_color_hostile() -> void:
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if not _has_color_for_relationship():
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return
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var color: Color = Constants.color_for_relationship("Hostile")
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assert_that(color).is_equal(Constants.ENTITY_COLOR_HOSTILE)
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func test_relationship_color_fallback() -> void:
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if not _has_color_for_relationship():
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return
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var color: Color = Constants.color_for_relationship("SomethingWeird")
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assert_that(color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
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# ==============================================================================
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# Layer 3: Entity Renderer — Relationship-Based Coloring
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# Tests that entity_renderer uses the relationship field for NPC colors.
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# Player and Object entities should remain unaffected by relationship field.
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# ==============================================================================
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func test_npc_uses_relationship_color_unknown() -> void:
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var renderer: Node2D = _make_entity_renderer()
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var entities: Array = [_make_entity(2, "Npc", "Unknown")]
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renderer.update_entities(entities)
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var node: ColorRect = renderer.entity_nodes[2] as ColorRect
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# Unknown -> teal (both Phase 1 and Phase 2 produce the same result)
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assert_that(node.color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
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renderer.queue_free()
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func test_npc_uses_relationship_color_friendly() -> void:
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var renderer: Node2D = _make_entity_renderer()
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var entities: Array = [_make_entity(2, "Npc", "Friendly")]
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renderer.update_entities(entities)
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var node: ColorRect = renderer.entity_nodes[2] as ColorRect
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if not _entity_uses_relationship(renderer):
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push_warning("TestColorShift: entity renderer not yet using relationship for color — awaiting #521")
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renderer.queue_free()
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return
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assert_that(node.color).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
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renderer.queue_free()
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func test_npc_uses_relationship_color_poi() -> void:
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var renderer: Node2D = _make_entity_renderer()
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var entities: Array = [_make_entity(2, "Npc", "PersonOfInterest")]
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renderer.update_entities(entities)
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var node: ColorRect = renderer.entity_nodes[2] as ColorRect
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if not _entity_uses_relationship(renderer):
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renderer.queue_free()
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return
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assert_that(node.color).is_equal(Constants.ENTITY_COLOR_POI)
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renderer.queue_free()
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func test_npc_uses_relationship_color_hostile() -> void:
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var renderer: Node2D = _make_entity_renderer()
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var entities: Array = [_make_entity(2, "Npc", "Hostile")]
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renderer.update_entities(entities)
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var node: ColorRect = renderer.entity_nodes[2] as ColorRect
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if not _entity_uses_relationship(renderer):
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renderer.queue_free()
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return
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assert_that(node.color).is_equal(Constants.ENTITY_COLOR_HOSTILE)
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renderer.queue_free()
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func test_player_color_ignores_relationship() -> void:
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# Player entity always uses ENTITY_COLOR_PLAYER regardless of relationship
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var renderer: Node2D = _make_entity_renderer()
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var entities: Array = [_make_entity(1, "Player", "Hostile")]
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renderer.update_entities(entities)
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var node: ColorRect = renderer.entity_nodes[1] as ColorRect
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assert_that(node.color).is_equal(Constants.ENTITY_COLOR_PLAYER)
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renderer.queue_free()
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func test_object_color_ignores_relationship() -> void:
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# Object entities always use ENTITY_COLOR_OBJECT
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var renderer: Node2D = _make_entity_renderer()
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var entities: Array = [_make_entity(3, "Object", "Friendly")]
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renderer.update_entities(entities)
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var node: ColorRect = renderer.entity_nodes[3] as ColorRect
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assert_that(node.color).is_equal(Constants.ENTITY_COLOR_OBJECT)
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renderer.queue_free()
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# ==============================================================================
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# Layer 4: Tween on Relationship Change
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# Tests that color transitions use a 0.5-1s fade, not an instant flip.
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# D-033: "Color shifts smoothly (0.5s fade) when relationship state changes."
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# D-063: "entity D-033 color may fade" on confrontation delivery.
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# ==============================================================================
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func test_color_shift_not_instant() -> void:
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var renderer: Node2D = _make_entity_renderer()
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var entities_before: Array = [_make_entity(2, "Npc", "Friendly")]
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renderer.update_entities(entities_before)
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var node: ColorRect = renderer.entity_nodes[2] as ColorRect
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if not _entity_uses_relationship(renderer):
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renderer.queue_free()
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return
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# Change relationship to Hostile
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var entities_after: Array = [_make_entity(2, "Npc", "Hostile")]
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renderer.update_entities(entities_after)
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# Immediately after update, color should NOT yet be the target
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var color_after_immediate: Color = node.color
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if not _renderer_has_tween_support(renderer):
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push_warning("TestColorShift: tween on relationship change not implemented yet — awaiting #521")
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renderer.queue_free()
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return
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# The color should NOT be exactly the target yet (tween in progress)
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assert_that(color_after_immediate != Constants.ENTITY_COLOR_HOSTILE).is_true()
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renderer.queue_free()
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func test_color_shift_reaches_target() -> void:
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var renderer: Node2D = _make_entity_renderer()
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if not _entity_uses_relationship(renderer):
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renderer.queue_free()
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return
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if not _renderer_has_tween_support(renderer):
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renderer.queue_free()
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return
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renderer.update_entities([_make_entity(2, "Npc", "Friendly")])
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renderer.update_entities([_make_entity(2, "Npc", "Hostile")])
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# Simulate time passing: ~1.5 seconds of frames
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var elapsed: float = 0.0
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while elapsed < 1.5:
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renderer._process(1.0 / 60.0)
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elapsed += 1.0 / 60.0
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var node: ColorRect = renderer.entity_nodes[2] as ColorRect
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assert_that(node.color.is_equal_approx(Constants.ENTITY_COLOR_HOSTILE)).is_true()
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renderer.queue_free()
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func test_color_shift_same_relationship_no_tween() -> void:
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var renderer: Node2D = _make_entity_renderer()
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if not _entity_uses_relationship(renderer):
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renderer.queue_free()
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return
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var entities: Array = [_make_entity(2, "Npc", "Unknown")]
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renderer.update_entities(entities)
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var node: ColorRect = renderer.entity_nodes[2] as ColorRect
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var color_first: Color = node.color
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renderer.update_entities(entities)
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var color_second: Color = node.color
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assert_that(color_first).is_equal(color_second)
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renderer.queue_free()
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# ==============================================================================
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# Layer 5: Protocol — Relationship Field Round-Trip
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# ==============================================================================
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func test_protocol_entity_relationship_decoded() -> void:
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var raw: Dictionary = {
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"entity_id": 5,
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"x": 10.0, "y": 10.0, "z": 0,
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"kind": "Npc",
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"relationship": "PersonOfInterest",
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"visibility": "Forward",
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"observation": "Visible",
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}
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var decoded: Variant = Protocol._decode_entity(raw)
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assert_that(decoded).is_not_null()
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assert_that(decoded.relationship).is_equal("PersonOfInterest")
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func test_protocol_entity_relationship_defaults_unknown() -> void:
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var raw: Dictionary = {
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"entity_id": 5,
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"x": 10.0, "y": 10.0, "z": 0,
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"kind": "Npc",
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}
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var decoded: Variant = Protocol._decode_entity(raw)
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assert_that(decoded).is_not_null()
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assert_that(decoded.relationship).is_equal("Unknown")
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func test_protocol_entity_all_relationship_values() -> void:
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var relationships: Array[String] = ["Unknown", "Friendly", "PersonOfInterest", "Hostile"]
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for rel in relationships:
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var raw: Dictionary = {
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"entity_id": 5,
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"x": 10.0, "y": 10.0, "z": 0,
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"kind": "Npc",
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"relationship": rel,
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}
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var decoded: Variant = Protocol._decode_entity(raw)
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assert_that(decoded).is_not_null()
|
||||
assert_that(decoded.relationship).is_equal(rel)
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# Layer 6: GameState — Relationship Data Passthrough
|
||||
# ==============================================================================
|
||||
|
||||
func test_game_state_preserves_relationship() -> void:
|
||||
var snapshot: Dictionary = {
|
||||
"tick": 1,
|
||||
"entities": [_make_entity(2, "Npc", "Friendly")],
|
||||
}
|
||||
GameState.apply_snapshot(snapshot)
|
||||
assert_that(GameState.visible_entities.size()).is_equal(1)
|
||||
assert_that(GameState.visible_entities[0].relationship).is_equal("Friendly")
|
||||
|
||||
func test_game_state_relationship_changes_between_snapshots() -> void:
|
||||
GameState.apply_snapshot({"tick": 1, "entities": [_make_entity(2, "Npc", "Friendly")]})
|
||||
assert_that(GameState.visible_entities[0].relationship).is_equal("Friendly")
|
||||
GameState.apply_snapshot({"tick": 2, "entities": [_make_entity(2, "Npc", "PersonOfInterest")]})
|
||||
assert_that(GameState.visible_entities[0].relationship).is_equal("PersonOfInterest")
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# Helpers
|
||||
# ==============================================================================
|
||||
|
||||
func _entity_uses_relationship(renderer: Node2D) -> bool:
|
||||
var friendly: Dictionary = _make_entity(10, "Npc", "Friendly", 3.0, 3.0)
|
||||
var hostile: Dictionary = _make_entity(11, "Npc", "Hostile", 5.0, 5.0)
|
||||
renderer.update_entities([friendly, hostile])
|
||||
if not renderer.entity_nodes.has(10) or not renderer.entity_nodes.has(11):
|
||||
return false
|
||||
var f_node: ColorRect = renderer.entity_nodes[10] as ColorRect
|
||||
var h_node: ColorRect = renderer.entity_nodes[11] as ColorRect
|
||||
var f_color: Color = f_node.color
|
||||
var h_color: Color = h_node.color
|
||||
var uses_rel: bool = not f_color.is_equal_approx(h_color)
|
||||
renderer.update_entities([])
|
||||
return uses_rel
|
||||
|
||||
func _renderer_has_tween_support(renderer: Node2D) -> bool:
|
||||
return renderer.get("_entity_tweens") != null
|
||||
Reference in New Issue
Block a user