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:
@@ -20,7 +20,7 @@ enum Action {
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TOGGLE_STANCE_UP, TOGGLE_STANCE_DOWN,
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BUG_REPORT, # #495: F12 WRONG button — client-only, not sent to server
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SET_FACING, # D-054: facing octant update (no movement)
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TELEPORT_HUB, # #501: Home key — teleport to hub (Gauntlet-only)
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TELEPORT_HUB, # #501: Home key — Gauntlet dev teleport (not production fast-travel)
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}
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var input_queue: Array[Dictionary] = []
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@@ -10,6 +10,8 @@ var _test_player_pos: Vector2i = Vector2i(10, 10)
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var _test_facing: String = "North"
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var _test_input_queue: Array = [] # Queued actions for test mode
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var _test_in_dialogue: bool = false # Mock dialogue state (#434)
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var _test_gauntlet_mode: bool = false # #501: Gauntlet mode for dev teleport guard
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var _test_npc_relationship: String = "Unknown" # #521: NPC relationship for D-033 color
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var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
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var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
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@@ -40,6 +42,8 @@ func reset_test_state() -> void:
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_test_facing = "North"
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_test_input_queue.clear()
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_test_in_dialogue = false
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_test_gauntlet_mode = false
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_test_npc_relationship = "Unknown"
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# Change connection state and emit signal
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func _set_state(new_state: ConnectionState) -> void:
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@@ -270,7 +274,7 @@ static func _action_enum_to_wire(action: int) -> String:
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InputMapper.Action.SET_FACING:
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return "SetFacing" # D-054: facing octant update (no movement)
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InputMapper.Action.TELEPORT_HUB:
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return "TeleportToHub" # #501: hub teleport (Gauntlet-only)
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return "TeleportToHub" # #501: Gauntlet dev teleport (not production fast-travel)
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_:
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push_warning("SimBridge: unknown action enum %s" % action)
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return ""
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@@ -333,6 +337,7 @@ func _test_snapshot() -> Dictionary:
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"z": 0,
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"kind": { "variant": "Npc", "data": null },
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"visibility": sector,
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"relationship": _test_npc_relationship,
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})
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# v4: nearby_interactions when NPC is nearby and visible (#404/#405)
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@@ -411,6 +416,7 @@ func _test_snapshot() -> Dictionary:
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"current_monologue": monologue,
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"current_dialogue": dialogue,
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"pending_recognitions": pending_recs,
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"gauntlet_mode": _test_gauntlet_mode,
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}
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# Generate a small test room: 8x6 room with walls, a door, and floor
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