feat(client): initialize Godot 4 project boilerplate (epic #277)
Set up the complete Godot 4.6 client foundation as a pure renderer (D-020): - project.godot with 2D rendering, autoloads, input actions - Main scene: Game > World (TileMapLayer, Entities, FogOverlay) + Camera2D + UILayer - Autoloads: SimBridge (connection state machine + test mode), GameState, InputMapper - Rendering stubs: WorldRenderer, EntityRenderer, FogRenderer - UI stubs: HUD (health/perception/time), Minimap, MonologueDisplay - Input mapping: WASD/arrows, E (interact), Tab (perception), Esc (menu), Space (pause) - gdUnit4 smoke tests: scene loads, autoloads registered (2/2 passing) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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## Smoke tests for main scene initialization
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## Run with: godot4 --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://tests/
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class_name TestMainScene
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extends GdUnitTestSuite
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# Smoke test: main scene loads without errors
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func test_main_scene_loads() -> void:
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var scene = load("res://scenes/main.tscn")
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assert_that(scene).is_not_null()
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var instance = scene.instantiate()
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assert_that(instance).is_not_null()
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# Add to scene tree briefly to trigger _ready()
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auto_free(instance)
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add_child(instance)
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# Verify key nodes exist
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assert_that(instance.get_node("World")).is_not_null()
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assert_that(instance.get_node("Camera2D")).is_not_null()
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assert_that(instance.get_node("UILayer")).is_not_null()
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# Test: autoloads exist
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func test_autoloads_registered() -> void:
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assert_that(SimBridge).is_not_null()
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assert_that(GameState).is_not_null()
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assert_that(InputMapper).is_not_null()
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uid://gfl5h6frlu3k
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