fix(client): address PR #38 review — 6 warnings + 4 suggestions

Hoshe:
- COLOR_FADE_DURATION 0.7 → 0.5 to match D-033 spec ("0.5s fade")
- Gauntlet guard tests now exercise InputMapper._unhandled_input()
  with synthesized InputEventKey instead of asserting a bool
- Buffer clearing tests use SimBridge pipeline instead of manual nulls
- Add mid-transition re-trigger test (rapid relationship changes)
- Add relationship field to test snapshot NPC

Tyre:
- Add _teleport_in_progress flag to defer smoothing re-enable by one
  frame after teleport (prevents same-_process() re-enable race)
- Add _test_gauntlet_mode to SimBridge test snapshot
- Extract TELEPORT_DISTANCE_THRESHOLD constant, mirror in tests
- Add comments: flash preemption, modulate/color independence
- Rename "hub teleport" → "Gauntlet dev teleport" in code comments
  to clarify this is not production fast-travel

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-19 09:06:42 +01:00
co-authored by Claude Opus 4.6
parent 58e592fd5e
commit 7640a9ab87
6 changed files with 129 additions and 50 deletions
+1 -1
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@@ -20,7 +20,7 @@ enum Action {
TOGGLE_STANCE_UP, TOGGLE_STANCE_DOWN,
BUG_REPORT, # #495: F12 WRONG button — client-only, not sent to server
SET_FACING, # D-054: facing octant update (no movement)
TELEPORT_HUB, # #501: Home key — teleport to hub (Gauntlet-only)
TELEPORT_HUB, # #501: Home key — Gauntlet dev teleport (not production fast-travel)
}
var input_queue: Array[Dictionary] = []
+7 -1
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@@ -10,6 +10,8 @@ var _test_player_pos: Vector2i = Vector2i(10, 10)
var _test_facing: String = "North"
var _test_input_queue: Array = [] # Queued actions for test mode
var _test_in_dialogue: bool = false # Mock dialogue state (#434)
var _test_gauntlet_mode: bool = false # #501: Gauntlet mode for dev teleport guard
var _test_npc_relationship: String = "Unknown" # #521: NPC relationship for D-033 color
var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
@@ -40,6 +42,8 @@ func reset_test_state() -> void:
_test_facing = "North"
_test_input_queue.clear()
_test_in_dialogue = false
_test_gauntlet_mode = false
_test_npc_relationship = "Unknown"
# Change connection state and emit signal
func _set_state(new_state: ConnectionState) -> void:
@@ -270,7 +274,7 @@ static func _action_enum_to_wire(action: int) -> String:
InputMapper.Action.SET_FACING:
return "SetFacing" # D-054: facing octant update (no movement)
InputMapper.Action.TELEPORT_HUB:
return "TeleportToHub" # #501: hub teleport (Gauntlet-only)
return "TeleportToHub" # #501: Gauntlet dev teleport (not production fast-travel)
_:
push_warning("SimBridge: unknown action enum %s" % action)
return ""
@@ -333,6 +337,7 @@ func _test_snapshot() -> Dictionary:
"z": 0,
"kind": { "variant": "Npc", "data": null },
"visibility": sector,
"relationship": _test_npc_relationship,
})
# v4: nearby_interactions when NPC is nearby and visible (#404/#405)
@@ -411,6 +416,7 @@ func _test_snapshot() -> Dictionary:
"current_monologue": monologue,
"current_dialogue": dialogue,
"pending_recognitions": pending_recs,
"gauntlet_mode": _test_gauntlet_mode,
}
# Generate a small test room: 8x6 room with walls, a door, and floor
+19 -6
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@@ -20,7 +20,8 @@ var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
var _camera_anchored: bool = false
var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
var _last_dialogue_tick: int = -1
var _flash_rect: ColorRect = null # #502: ephemeral screen flash overlay
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
var _teleport_in_progress: bool = false # #501: defer smoothing re-enable by one frame after teleport
func _ready() -> void:
print("The Settled Reach — client initialized")
@@ -123,9 +124,15 @@ func _process(_delta: float) -> void:
# rendered used smoothing=OFF (correct viewport from frame one). Now we
# turn smoothing back on and sync its internal state so subsequent frames
# get smooth camera tracking during gameplay.
# #501: Skip re-enable during teleport — _teleport_transition() disables
# smoothing for a clean camera snap. Defer by one frame to avoid the
# re-enable block in the same _process() call undoing the snap.
if _camera_anchored and not camera.position_smoothing_enabled:
camera.position_smoothing_enabled = true
camera.reset_smoothing()
if _teleport_in_progress:
_teleport_in_progress = false
else:
camera.position_smoothing_enabled = true
camera.reset_smoothing()
# Send queued input to simulation
var inputs = InputMapper.flush_queue()
@@ -236,17 +243,23 @@ func _on_connection_state_changed(old_state: SimBridge.ConnectionState, new_stat
# #501: Detect large position jump indicating a teleport (not normal movement).
const TELEPORT_DISTANCE_THRESHOLD: float = 5.0
func _detect_teleport(old_pos: Vector2, new_pos: Vector2) -> bool:
return old_pos.distance_to(new_pos) > 5.0
return old_pos.distance_to(new_pos) > TELEPORT_DISTANCE_THRESHOLD
# #501: Hub teleport transition — snap camera + 0.3s fade-from-black.
# #501: Gauntlet dev teleport transition — snap camera + 0.3s fade-from-black.
# Clears dialogue/monologue/interaction state (server clears its side too).
# Scoped to Gauntlet testing only — production fast-travel uses diegetic gates.
func _teleport_transition() -> void:
# Snap camera: disable smoothing, force re-anchor
# Snap camera: disable smoothing, force re-anchor.
# _teleport_in_progress defers smoothing re-enable by one frame so the
# re-enable block at the bottom of _process() doesn't undo the snap.
camera.position_smoothing_enabled = false
camera.global_position = GameState.player_position * Constants.TILE_SIZE
_camera_anchored = true
_teleport_in_progress = true
# Clear client-side buffers
GameState.current_monologue = null
+7 -3
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@@ -26,8 +26,8 @@ var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel positi
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
# #521: Color transition duration in seconds (D-033: "0.5s fade")
const COLOR_FADE_DURATION: float = 0.5
func _ready() -> void:
print("EntityRenderer: Initialized")
@@ -133,7 +133,7 @@ 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)
# #521: Detect relationship change → fade D-033 color (0.5s 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:
@@ -145,6 +145,10 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
"elapsed": 0.0,
}
# Note: modulate.a (peripheral dimming below) and color (D-033 tint above)
# are compositionally independent — both can change simultaneously without
# interference. If alpha tweening is added later, coordinate with color tween.
# v2: Peripheral vision dimming (D-015)
# null visibility (v1 backward compat) defaults to full alpha
var visibility: Variant = entity_data.get("visibility")