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:
2026-02-19 08:46:12 +01:00
co-authored by Claude Opus 4.6
parent 7274151671
commit 58e592fd5e
3 changed files with 386 additions and 4 deletions
+11 -2
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@@ -59,13 +59,22 @@ const ENTITY_COLOR_HOSTILE: Color = Color("#d45d5d") # Hostile/Dangerous —
const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
# D-033 color lookup by entity kind (Phase 1: defaults, Phase 2 #361: relationship-based)
# D-033 color lookup by relationship string (#521)
static func color_for_relationship(relationship: String) -> Color:
match relationship:
"Friendly": return ENTITY_COLOR_FRIENDLY
"PersonOfInterest": return ENTITY_COLOR_POI
"Hostile": return ENTITY_COLOR_HOSTILE
"Unknown": return ENTITY_COLOR_UNKNOWN
_: return ENTITY_COLOR_UNKNOWN
# D-033 color lookup by entity data — uses relationship for NPCs (#521)
static func color_for_entity_kind(entity_data: Dictionary) -> Color:
var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
match kind_variant:
"Player": return ENTITY_COLOR_PLAYER
"Npc": return ENTITY_COLOR_UNKNOWN
"Object", "Terrain": return ENTITY_COLOR_OBJECT
"Npc": return color_for_relationship(entity_data.get("relationship", "Unknown"))
_: return ENTITY_COLOR_OBJECT
# D-048/D-056: Insert-styled UI color palette
+37 -2
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@@ -23,6 +23,11 @@ const LERP_SPEED: float = 12.0
var entity_nodes: Dictionary = {} # entity_id -> Node2D
var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position)
var _entity_relationships: Dictionary = {} # #521: entity_id -> String (last relationship)
var _entity_tweens: Dictionary = {} # #521: entity_id -> {target: Color, elapsed: float}
# #521: Color transition duration in seconds (D-033/D-063: 0.5-1s spec, 0.7s chosen)
const COLOR_FADE_DURATION: float = 0.7
func _ready() -> void:
print("EntityRenderer: Initialized")
@@ -40,6 +45,22 @@ func _process(delta: float) -> void:
if not node.position.is_equal_approx(target):
node.position = node.position.lerp(target, weight)
# #521: Advance color transitions (manual lerp, testable without SceneTree)
var finished_ids: Array = []
for entity_id in _entity_tweens.keys():
if not entity_nodes.has(entity_id):
finished_ids.append(entity_id)
continue
var tween_data: Dictionary = _entity_tweens[entity_id]
tween_data.elapsed += delta
var t := clampf(tween_data.elapsed / COLOR_FADE_DURATION, 0.0, 1.0)
var node_c: ColorRect = entity_nodes[entity_id] as ColorRect
node_c.color = tween_data.from.lerp(tween_data.target, t)
if t >= 1.0:
finished_ids.append(entity_id)
for eid in finished_ids:
_entity_tweens.erase(eid)
# Update entities from snapshot data
func update_entities(entities: Array) -> void:
@@ -75,12 +96,12 @@ func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
entity_node.size = Vector2(ENTITY_SIZE, ENTITY_SIZE)
entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
# D-033 color by entity kind (Phase 1 default)
# TODO(#361): derive from RelationshipState via knowledge graph
# D-033 color by relationship (#521)
entity_node.color = _color_for_kind(entity_data)
add_child(entity_node)
entity_nodes[entity_id] = entity_node
_entity_relationships[entity_id] = entity_data.get("relationship", "Unknown")
# Add facing indicator for the player entity
if entity_id == GameState.player_entity_id:
@@ -112,6 +133,18 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET
)
# #521: Detect relationship change → fade D-033 color (0.7s via _process)
var new_rel: String = entity_data.get("relationship", "Unknown")
var old_rel: String = _entity_relationships.get(entity_id, "Unknown")
if new_rel != old_rel:
_entity_relationships[entity_id] = new_rel
var new_color := _color_for_kind(entity_data)
_entity_tweens[entity_id] = {
"from": entity_node.color,
"target": new_color,
"elapsed": 0.0,
}
# v2: Peripheral vision dimming (D-015)
# null visibility (v1 backward compat) defaults to full alpha
var visibility: Variant = entity_data.get("visibility")
@@ -137,6 +170,8 @@ func _remove_entity_node(entity_id: int) -> void:
entity_node.queue_free()
entity_nodes.erase(entity_id)
_entity_targets.erase(entity_id)
_entity_relationships.erase(entity_id)
_entity_tweens.erase(entity_id)
# D-033 color by entity kind — delegates to Constants.color_for_entity_kind
static func _color_for_kind(entity_data: Dictionary) -> Color:
+338
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@@ -0,0 +1,338 @@
## #521: Confrontation D-033 color shift — QA test suite
## Spec refs: D-033 (entity color = relationship), D-063 (confrontation same box)
## Sprint Completion Proof (joint.md):
## - Entity tint fades 0.5-1s to new relationship color on confrontation delivery
## - Cursor hover tint also updates to match relationship
## - Palette matches D-033 exactly
##
## Tests are structured in layers:
## 1. D-033 color palette constants — always pass (no implementation dependency)
## 2. Relationship-to-color mapping — tests the lookup function
## 3. Entity renderer relationship coloring — tests that entities USE relationship
## 4. Tween on relationship change — tests fade behavior (0.5-1s)
## 5. Protocol/GameState passthrough — tests data pipeline integrity
class_name TestColorShift
extends GdUnitTestSuite
var EntityRendererScript: GDScript = load("res://scripts/rendering/entity_renderer.gd")
var ConstantsScript: GDScript = load("res://scripts/constants.gd")
# -- Test data -----------------------------------------------------------------
# Entity with relationship field (v4 protocol format)
func _make_entity(entity_id: int, kind: String, relationship: String, x: float = 5.0, y: float = 5.0) -> Dictionary:
return {
"entity_id": entity_id,
"x": x, "y": y, "z": 0,
"kind": {"variant": kind, "data": null},
"visibility": "Forward",
"relationship": relationship,
"observation": "Visible",
}
func _make_entity_renderer() -> Node2D:
var renderer: Node2D = Node2D.new()
renderer.set_script(EntityRendererScript)
add_child(renderer)
return renderer
func before_test() -> void:
GameState.player_entity_id = 1
# ==============================================================================
# Layer 1: D-033 Color Palette Constants
# These tests verify the palette is defined correctly. No implementation needed.
# ==============================================================================
func test_d033_unknown_teal() -> void:
assert_that(Constants.ENTITY_COLOR_UNKNOWN).is_equal(Color("#4a9ebb"))
func test_d033_friendly_green() -> void:
assert_that(Constants.ENTITY_COLOR_FRIENDLY).is_equal(Color("#6bc9a6"))
func test_d033_poi_amber() -> void:
assert_that(Constants.ENTITY_COLOR_POI).is_equal(Color("#e8c547"))
func test_d033_hostile_red() -> void:
assert_that(Constants.ENTITY_COLOR_HOSTILE).is_equal(Color("#d45d5d"))
func test_d033_object_grey() -> void:
assert_that(Constants.ENTITY_COLOR_OBJECT).is_equal(Color("#8b8ba0"))
func test_d033_player_cool_white() -> void:
assert_that(Constants.ENTITY_COLOR_PLAYER).is_equal(Color("#e0e8ff"))
func test_d033_palette_all_distinct() -> void:
# All 6 D-033 colors must be distinct from each other
var colors: Array[Color] = [
Constants.ENTITY_COLOR_UNKNOWN,
Constants.ENTITY_COLOR_FRIENDLY,
Constants.ENTITY_COLOR_POI,
Constants.ENTITY_COLOR_HOSTILE,
Constants.ENTITY_COLOR_OBJECT,
Constants.ENTITY_COLOR_PLAYER,
]
for i in range(colors.size()):
for j in range(i + 1, colors.size()):
assert_that(colors[i] != colors[j]).is_true()
# ==============================================================================
# Layer 2: Relationship-to-Color Mapping
# Tests the lookup function that maps relationship strings to D-033 colors.
# Depends on #521 adding color_for_relationship() to Constants.
# Uses ConstantsScript method list to skip gracefully if not yet implemented.
# ==============================================================================
func _has_color_for_relationship() -> bool:
# Check if the Constants script has a color_for_relationship method.
for method in ConstantsScript.get_script_method_list():
if method.name == "color_for_relationship":
return true
return false
func test_relationship_color_unknown() -> void:
if not _has_color_for_relationship():
push_warning("TestColorShift: color_for_relationship not implemented yet — awaiting #521")
return
var color: Color = Constants.color_for_relationship("Unknown")
assert_that(color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
func test_relationship_color_friendly() -> void:
if not _has_color_for_relationship():
return
var color: Color = Constants.color_for_relationship("Friendly")
assert_that(color).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
func test_relationship_color_person_of_interest() -> void:
if not _has_color_for_relationship():
return
var color: Color = Constants.color_for_relationship("PersonOfInterest")
assert_that(color).is_equal(Constants.ENTITY_COLOR_POI)
func test_relationship_color_hostile() -> void:
if not _has_color_for_relationship():
return
var color: Color = Constants.color_for_relationship("Hostile")
assert_that(color).is_equal(Constants.ENTITY_COLOR_HOSTILE)
func test_relationship_color_fallback() -> void:
if not _has_color_for_relationship():
return
var color: Color = Constants.color_for_relationship("SomethingWeird")
assert_that(color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
# ==============================================================================
# Layer 3: Entity Renderer — Relationship-Based Coloring
# Tests that entity_renderer uses the relationship field for NPC colors.
# Player and Object entities should remain unaffected by relationship field.
# ==============================================================================
func test_npc_uses_relationship_color_unknown() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(2, "Npc", "Unknown")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
# Unknown -> teal (both Phase 1 and Phase 2 produce the same result)
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
renderer.queue_free()
func test_npc_uses_relationship_color_friendly() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(2, "Npc", "Friendly")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
if not _entity_uses_relationship(renderer):
push_warning("TestColorShift: entity renderer not yet using relationship for color — awaiting #521")
renderer.queue_free()
return
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
renderer.queue_free()
func test_npc_uses_relationship_color_poi() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(2, "Npc", "PersonOfInterest")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
if not _entity_uses_relationship(renderer):
renderer.queue_free()
return
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_POI)
renderer.queue_free()
func test_npc_uses_relationship_color_hostile() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(2, "Npc", "Hostile")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
if not _entity_uses_relationship(renderer):
renderer.queue_free()
return
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_HOSTILE)
renderer.queue_free()
func test_player_color_ignores_relationship() -> void:
# Player entity always uses ENTITY_COLOR_PLAYER regardless of relationship
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(1, "Player", "Hostile")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[1] as ColorRect
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_PLAYER)
renderer.queue_free()
func test_object_color_ignores_relationship() -> void:
# Object entities always use ENTITY_COLOR_OBJECT
var renderer: Node2D = _make_entity_renderer()
var entities: Array = [_make_entity(3, "Object", "Friendly")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[3] as ColorRect
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_OBJECT)
renderer.queue_free()
# ==============================================================================
# Layer 4: Tween on Relationship Change
# Tests that color transitions use a 0.5-1s fade, not an instant flip.
# D-033: "Color shifts smoothly (0.5s fade) when relationship state changes."
# D-063: "entity D-033 color may fade" on confrontation delivery.
# ==============================================================================
func test_color_shift_not_instant() -> void:
var renderer: Node2D = _make_entity_renderer()
var entities_before: Array = [_make_entity(2, "Npc", "Friendly")]
renderer.update_entities(entities_before)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
if not _entity_uses_relationship(renderer):
renderer.queue_free()
return
# Change relationship to Hostile
var entities_after: Array = [_make_entity(2, "Npc", "Hostile")]
renderer.update_entities(entities_after)
# Immediately after update, color should NOT yet be the target
var color_after_immediate: Color = node.color
if not _renderer_has_tween_support(renderer):
push_warning("TestColorShift: tween on relationship change not implemented yet — awaiting #521")
renderer.queue_free()
return
# The color should NOT be exactly the target yet (tween in progress)
assert_that(color_after_immediate != Constants.ENTITY_COLOR_HOSTILE).is_true()
renderer.queue_free()
func test_color_shift_reaches_target() -> void:
var renderer: Node2D = _make_entity_renderer()
if not _entity_uses_relationship(renderer):
renderer.queue_free()
return
if not _renderer_has_tween_support(renderer):
renderer.queue_free()
return
renderer.update_entities([_make_entity(2, "Npc", "Friendly")])
renderer.update_entities([_make_entity(2, "Npc", "Hostile")])
# Simulate time passing: ~1.5 seconds of frames
var elapsed: float = 0.0
while elapsed < 1.5:
renderer._process(1.0 / 60.0)
elapsed += 1.0 / 60.0
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
assert_that(node.color.is_equal_approx(Constants.ENTITY_COLOR_HOSTILE)).is_true()
renderer.queue_free()
func test_color_shift_same_relationship_no_tween() -> void:
var renderer: Node2D = _make_entity_renderer()
if not _entity_uses_relationship(renderer):
renderer.queue_free()
return
var entities: Array = [_make_entity(2, "Npc", "Unknown")]
renderer.update_entities(entities)
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
var color_first: Color = node.color
renderer.update_entities(entities)
var color_second: Color = node.color
assert_that(color_first).is_equal(color_second)
renderer.queue_free()
# ==============================================================================
# Layer 5: Protocol — Relationship Field Round-Trip
# ==============================================================================
func test_protocol_entity_relationship_decoded() -> void:
var raw: Dictionary = {
"entity_id": 5,
"x": 10.0, "y": 10.0, "z": 0,
"kind": "Npc",
"relationship": "PersonOfInterest",
"visibility": "Forward",
"observation": "Visible",
}
var decoded: Variant = Protocol._decode_entity(raw)
assert_that(decoded).is_not_null()
assert_that(decoded.relationship).is_equal("PersonOfInterest")
func test_protocol_entity_relationship_defaults_unknown() -> void:
var raw: Dictionary = {
"entity_id": 5,
"x": 10.0, "y": 10.0, "z": 0,
"kind": "Npc",
}
var decoded: Variant = Protocol._decode_entity(raw)
assert_that(decoded).is_not_null()
assert_that(decoded.relationship).is_equal("Unknown")
func test_protocol_entity_all_relationship_values() -> void:
var relationships: Array[String] = ["Unknown", "Friendly", "PersonOfInterest", "Hostile"]
for rel in relationships:
var raw: Dictionary = {
"entity_id": 5,
"x": 10.0, "y": 10.0, "z": 0,
"kind": "Npc",
"relationship": rel,
}
var decoded: Variant = Protocol._decode_entity(raw)
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