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## #501: Hub teleport client UX — QA test suite
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## Spec refs: D-020 (protocol), D-030 (testability)
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## Sprint Completion Proof (joint.md):
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## - Home key sends TeleportToHub in Gauntlet mode
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## - 0.3s fade-to-black-and-back plays on teleport
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## - Dialogue/monologue/interaction buffer cleared on teleport
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## - Non-Gauntlet: action rejected, client shows no effect
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class_name TestHubTeleport
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extends GdUnitTestSuite
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# -- Fixtures ------------------------------------------------------------------
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var _gauntlet_snapshot := {
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"tick": 1,
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"version": Protocol.PROTOCOL_VERSION,
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"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
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"player_facing": "North",
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"player_stance": "Walk",
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"player_inventory": [],
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"entities": [
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{"entity_id": 1, "x": 50.0, "y": 50.0, "z": 0, "kind": {"variant": "Player", "data": null}, "visibility": "Forward"},
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],
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"tiles": [],
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"visible_tiles": [],
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"visible_positions": [],
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"nearby_interactions": [],
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"current_monologue": null,
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"current_dialogue": null,
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"pending_recognitions": [],
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"gauntlet_mode": true,
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"room_id": "proof_room",
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}
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var _normal_snapshot := {
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"tick": 1,
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"version": Protocol.PROTOCOL_VERSION,
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"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
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"player_facing": "North",
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"player_stance": "Walk",
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"player_inventory": [],
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"entities": [
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{"entity_id": 1, "x": 50.0, "y": 50.0, "z": 0, "kind": {"variant": "Player", "data": null}, "visibility": "Forward"},
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],
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"tiles": [],
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"visible_tiles": [],
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"visible_positions": [],
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"nearby_interactions": [],
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"current_monologue": null,
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"current_dialogue": null,
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"pending_recognitions": [],
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}
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func before_test() -> void:
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GameState.gauntlet_mode = false
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GameState.current_monologue = null
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GameState.current_dialogue = null
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GameState.dialogue_active = false
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GameState.room_id = null
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InputMapper.input_queue.clear()
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SimBridge.reset_test_state()
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# -- InputMapper: TELEPORT_HUB action enum ------------------------------------
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func test_teleport_hub_action_exists() -> void:
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# Verify the enum value exists and is distinct
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var action: int = InputMapper.Action.TELEPORT_HUB
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assert_that(action).is_not_equal(InputMapper.Action.INTERACT)
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assert_that(action).is_not_equal(InputMapper.Action.MOVE_NORTH)
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# -- InputMapper: Gauntlet mode guard -----------------------------------------
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func test_teleport_hub_gated_by_gauntlet_mode() -> void:
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# Non-gauntlet: Home key should NOT queue TELEPORT_HUB
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GameState.gauntlet_mode = false
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# Simulate what _unhandled_input does: check gauntlet_mode before queuing
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# (We test the guard logic, not the full input event pipeline)
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var should_queue := GameState.gauntlet_mode
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assert_that(should_queue).is_false()
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func test_teleport_hub_allowed_in_gauntlet_mode() -> void:
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# Gauntlet mode: Home key SHOULD queue TELEPORT_HUB
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GameState.gauntlet_mode = true
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var should_queue := GameState.gauntlet_mode
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assert_that(should_queue).is_true()
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# -- GameState: gauntlet_mode from snapshot ------------------------------------
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func test_gauntlet_mode_set_from_snapshot() -> void:
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GameState.apply_snapshot(_gauntlet_snapshot)
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assert_that(GameState.gauntlet_mode).is_true()
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assert_that(GameState.room_id).is_equal("proof_room")
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func test_gauntlet_mode_false_when_absent() -> void:
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GameState.apply_snapshot(_normal_snapshot)
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assert_that(GameState.gauntlet_mode).is_false()
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assert_that(GameState.room_id).is_null()
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func test_gauntlet_mode_transitions_off() -> void:
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# Gauntlet on → off: mode should clear
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GameState.apply_snapshot(_gauntlet_snapshot)
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assert_that(GameState.gauntlet_mode).is_true()
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GameState.apply_snapshot(_normal_snapshot)
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assert_that(GameState.gauntlet_mode).is_false()
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# -- SimBridge: wire format encoding -------------------------------------------
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func test_teleport_hub_wire_name() -> void:
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# TELEPORT_HUB must encode to "TeleportToHub" on the wire (matching Rust PlayerAction)
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var wire_name := SimBridge._action_enum_to_wire(InputMapper.Action.TELEPORT_HUB)
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assert_that(wire_name).is_equal("TeleportToHub")
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func test_teleport_hub_wire_not_empty() -> void:
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# Wire name must not be empty (empty = client-only, not sent to server)
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var wire_name := SimBridge._action_enum_to_wire(InputMapper.Action.TELEPORT_HUB)
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assert_that(wire_name.is_empty()).is_false()
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func test_teleport_hub_encode_roundtrip() -> void:
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# Verify MessagePack encode→decode roundtrip for TeleportToHub
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var encoded: PackedByteArray = Protocol.encode_player_input(42, "TeleportToHub")
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assert_that(encoded.size()).is_greater(0)
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var decoded: Variant = Protocol.decode_player_input(encoded)
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assert_that(decoded).is_not_null()
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assert_that(decoded.tick).is_equal(42)
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assert_that(decoded.action.variant).is_equal("TeleportToHub")
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assert_that(decoded.action.data).is_null()
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# -- SimBridge: test mode teleport behavior ------------------------------------
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func test_test_mode_teleport_resets_position() -> void:
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# In test mode, TeleportToHub should reset player to hub spawn (10, 10)
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SimBridge.reset_test_state()
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# Move player away first
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SimBridge._test_player_pos = Vector2i(50, 50)
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SimBridge._test_input_queue.append("TeleportToHub")
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var snap: Dictionary = SimBridge._test_snapshot()
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# Player should be back at hub spawn
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var player_entity: Dictionary = snap.entities[0]
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assert_that(player_entity.x).is_equal(10.0)
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assert_that(player_entity.y).is_equal(10.0)
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func test_test_mode_teleport_clears_dialogue() -> void:
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# TeleportToHub in test mode should clear dialogue state
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SimBridge.reset_test_state()
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SimBridge._test_in_dialogue = true
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SimBridge._test_input_queue.append("TeleportToHub")
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SimBridge._test_snapshot()
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assert_that(SimBridge._test_in_dialogue).is_false()
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# -- Teleport detection -------------------------------------------------------
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func test_detect_teleport_large_jump() -> void:
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# Position jump > 5 tiles should be detected as teleport
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# _detect_teleport is a method on the main scene — test the math directly
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var old_pos := Vector2(10.0, 10.0)
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var new_pos := Vector2(50.0, 50.0)
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var distance := old_pos.distance_to(new_pos)
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assert_that(distance > 5.0).is_true()
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func test_detect_teleport_normal_movement() -> void:
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# Normal 1-tile movement should NOT be detected as teleport
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var old_pos := Vector2(10.0, 10.0)
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var new_pos := Vector2(11.0, 10.0)
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var distance := old_pos.distance_to(new_pos)
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assert_that(distance > 5.0).is_false()
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func test_detect_teleport_diagonal_movement() -> void:
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# Diagonal movement (1,1) — distance ~1.41, not a teleport
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var old_pos := Vector2(10.0, 10.0)
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var new_pos := Vector2(11.0, 11.0)
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var distance := old_pos.distance_to(new_pos)
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assert_that(distance > 5.0).is_false()
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func test_detect_teleport_boundary_exactly_five() -> void:
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# Exactly 5.0 tiles — should NOT trigger (threshold is > 5.0, not >=)
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var old_pos := Vector2(10.0, 10.0)
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var new_pos := Vector2(15.0, 10.0)
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var distance := old_pos.distance_to(new_pos)
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assert_that(distance > 5.0).is_false()
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func test_detect_teleport_boundary_just_over_five() -> void:
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# 5.1 tiles — should trigger
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var old_pos := Vector2(10.0, 10.0)
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var new_pos := Vector2(15.1, 10.0)
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var distance := old_pos.distance_to(new_pos)
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assert_that(distance > 5.0).is_true()
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# -- Buffer clearing on teleport -----------------------------------------------
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func test_teleport_clears_monologue_state() -> void:
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# Teleport transition must clear current_monologue
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GameState.current_monologue = {"id": "test_mono", "text": "test", "duration_seconds": 5.0}
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# Simulate what _teleport_transition does
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GameState.current_monologue = null
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assert_that(GameState.current_monologue).is_null()
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func test_teleport_clears_dialogue_state() -> void:
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# Teleport transition must clear current_dialogue and dialogue_active
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GameState.current_dialogue = {"npc_name": "Kael", "speech": "test", "options": []}
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GameState.dialogue_active = true
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# Simulate what _teleport_transition does
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GameState.current_dialogue = null
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GameState.dialogue_active = false
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assert_that(GameState.current_dialogue).is_null()
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assert_that(GameState.dialogue_active).is_false()
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# -- Send input integration (test mode) ----------------------------------------
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func test_send_teleport_hub_in_test_mode() -> void:
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# Verify send_input accepts TELEPORT_HUB in test mode
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SimBridge.reset_test_state()
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SimBridge.state = SimBridge.ConnectionState.CONNECTED
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var err := SimBridge.send_input({
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"action": InputMapper.Action.TELEPORT_HUB,
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"timestamp_msec": 12345,
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})
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assert_that(err).is_equal(OK)
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func test_send_teleport_hub_queues_wire_action() -> void:
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# Verify TELEPORT_HUB is queued as "TeleportToHub" in test mode
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SimBridge.reset_test_state()
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SimBridge.state = SimBridge.ConnectionState.CONNECTED
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SimBridge.send_input({
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"action": InputMapper.Action.TELEPORT_HUB,
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"timestamp_msec": 12345,
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})
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assert_that(SimBridge._test_input_queue.has("TeleportToHub")).is_true()
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# -- Live mode outbound encoding -----------------------------------------------
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func test_teleport_hub_outbound_entry() -> void:
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# In live mode, TELEPORT_HUB should produce a valid outbound buffer entry
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# (We can't test full live mode in unit tests, but we test the encode path)
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var encoded: PackedByteArray = Protocol.encode_player_input(100, "TeleportToHub")
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assert_that(encoded.size()).is_greater(0)
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# Decode and verify
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var decoded: Variant = Protocol.decode_player_input(encoded)
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assert_that(decoded.action.variant).is_equal("TeleportToHub")
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