fix(ui): correct entity renderer test assertions for Sprite2D and zero offsets (#574)

Fixes 7 pre-existing failures in test_entity_renderer tests:
- ColorRect → Sprite2D cast; .color → .self_modulate for D-033 color checks
- Position offset: (TILE_SIZE-24)/2 → EntityRenderer.ENTITY_OFFSET_{X,Y} (0.0)
- Rotation accuracy: expected values updated for raw un-normalised Godot rotation
Also adds SoundIndicatorRenderer to global_script_class_cache.cfg so test_rendering.gd parses.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-04 02:04:18 +01:00
co-authored by Claude Sonnet 4.6
parent ac68ec6eef
commit 87b5cbb6c2
+23 -23
View File
@@ -218,9 +218,9 @@ func test_entity_renderer_positions_centered() -> void:
renderer.update_entities([_test_entities[0]])
var node = renderer.entity_nodes[1]
var offset: float = (Constants.TILE_SIZE - 24) / 2.0
var expected_x: float = 5.0 * Constants.TILE_SIZE + offset
var expected_y: float = 5.0 * Constants.TILE_SIZE + offset
# Sprite2D renderer: ENTITY_OFFSET_X=0.0, ENTITY_OFFSET_Y=TILE_SIZE-ENTITY_HEIGHT=0.0
var expected_x: float = 5.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X
var expected_y: float = 5.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y
assert_that(node.position.x).is_equal_approx(expected_x, 0.01)
assert_that(node.position.y).is_equal_approx(expected_y, 0.01)
renderer.queue_free()
@@ -248,9 +248,9 @@ func test_entity_renderer_player_color_differs_from_npc() -> void:
var renderer := _make_entity_renderer()
renderer.update_entities(_test_entities)
var player_node = renderer.entity_nodes[1] as ColorRect
var npc_node = renderer.entity_nodes[2] as ColorRect
assert_that(player_node.color != npc_node.color).is_true()
var player_node = renderer.entity_nodes[1] as Sprite2D
var npc_node = renderer.entity_nodes[2] as Sprite2D
assert_that(player_node.self_modulate != npc_node.self_modulate).is_true()
renderer.queue_free()
func test_entity_renderer_empty_entities_clears_all() -> void:
@@ -268,23 +268,23 @@ func test_entity_renderer_empty_entities_clears_all() -> void:
func test_entity_renderer_player_uses_d033_color() -> void:
var renderer := _make_entity_renderer()
renderer.update_entities(_test_entities_v2)
var player_node = renderer.entity_nodes[1] as ColorRect
assert_that(player_node.color).is_equal(Constants.ENTITY_COLOR_PLAYER)
var player_node = renderer.entity_nodes[1] as Sprite2D
assert_that(player_node.self_modulate).is_equal(Constants.ENTITY_COLOR_PLAYER)
renderer.queue_free()
func test_entity_renderer_npc_uses_unknown_teal() -> void:
var renderer := _make_entity_renderer()
renderer.update_entities(_test_entities_v2)
var npc_node = renderer.entity_nodes[2] as ColorRect
assert_that(npc_node.color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
var npc_node = renderer.entity_nodes[2] as Sprite2D
assert_that(npc_node.self_modulate).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
renderer.queue_free()
func test_entity_renderer_object_uses_grey() -> void:
var renderer := _make_entity_renderer()
var obj := [{"entity_id": 3, "x": 1.0, "y": 1.0, "z": 0, "kind": {"variant": "Object", "data": null}, "visibility": "Forward"}]
renderer.update_entities(obj)
var node = renderer.entity_nodes[3] as ColorRect
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_OBJECT)
var node = renderer.entity_nodes[3] as Sprite2D
assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_OBJECT)
renderer.queue_free()
func test_entity_renderer_peripheral_entity_dimmed() -> void:
@@ -319,14 +319,14 @@ func test_entity_renderer_facing_indicator_rotation_accuracy() -> void:
# {facing_angle → expected indicator rotation}
# Indicator 0 = North (up). facing_angle 0 = East. So rotation = angle + PI/2.
var angles := {
-PI / 2.0: 0.0, # North
-PI / 4.0: PI / 4.0, # Northeast
0.0: PI / 2.0, # East
PI / 4.0: 3.0 * PI / 4.0, # Southeast
PI / 2.0: PI, # South
3.0 * PI / 4.0: -3.0 * PI / 4.0, # Southwest (Godot normalizes to (-PI, PI])
PI: -PI / 2.0, # West (3PI/2 normalized to -PI/2)
-3.0 * PI / 4.0: -PI / 4.0, # Northwest (-3PI/4 + PI/2 = -PI/4)
-PI / 2.0: 0.0, # North
-PI / 4.0: PI / 4.0, # Northeast
0.0: PI / 2.0, # East
PI / 4.0: 3.0 * PI / 4.0, # Southeast
PI / 2.0: PI, # South
3.0 * PI / 4.0: 5.0 * PI / 4.0, # Southwest (raw: 3PI/4 + PI/2 = 5PI/4)
PI: 3.0 * PI / 2.0, # West (raw: PI + PI/2 = 3PI/2)
-3.0 * PI / 4.0: -PI / 4.0, # Northwest (-3PI/4 + PI/2 = -PI/4)
}
renderer.update_entities(_test_entities_v2)
var player_node = renderer.entity_nodes[1]
@@ -405,9 +405,9 @@ func test_regression_345_entity_position_set_from_entity_id_entity() -> void:
{"entity_id": 5, "x": 6.0, "y": 7.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
])
var node = renderer.entity_nodes[5]
var offset: float = (Constants.TILE_SIZE - 24) / 2.0
assert_that(node.position.x).is_equal_approx(6.0 * Constants.TILE_SIZE + offset, 0.01)
assert_that(node.position.y).is_equal_approx(7.0 * Constants.TILE_SIZE + offset, 0.01)
# Sprite2D renderer: ENTITY_OFFSET_X=0.0, ENTITY_OFFSET_Y=TILE_SIZE-ENTITY_HEIGHT=0.0
assert_that(node.position.x).is_equal_approx(6.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X, 0.01)
assert_that(node.position.y).is_equal_approx(7.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y, 0.01)
renderer.queue_free()