fix(client): address PR #47 review — murmur deferral, zone extraction, 6 tests
Remove premature Voice/VoiceConversation from SOUND_EVENT_ASSETS (D-072 defers murmur to end-to-end sprint). Extract current_zone_id in GameState.apply_snapshot() as first-class field, eliminating O(N) tile scan in main.gd (D-020 server-authoritative). Add dir.list_dir_end() after registry scan. Add rapid zone-crossing + _load_prefs() roundtrip tests. Enhance comments on hub/workplace same-asset pattern, station base hum, and confrontation dip replacement semantics. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -45,7 +45,12 @@ const FILTER_CUTOFF_DEFAULT := 20500.0
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const CROSSFADE_DURATION := 1.8 # D-073: 1.5-2s spec, mid-range
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# Maps server zone_id strings to ambient asset keys (filenames in res://audio/).
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# Hub and Workplace share the same ambient layer — same location type.
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# Hub and Workplace intentionally share the same ambient layer (amb_hub_layer) —
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# they are the same location type, so hub→workplace transition is a same-asset no-op
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# (old_asset != new_asset guard skips the fade-out). Sprint brief consolidates
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# D-038's "amb_workplace_layer" to "amb_hub_layer" for v0.1.
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# Note: amb_station_base (D-038 global base hum) plays globally via play_loop()
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# at startup — it is not zone-dependent and has no ZONE_ASSETS entry.
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const ZONE_ASSETS: Dictionary = {
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"hub": "amb_hub_layer",
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"workplace": "amb_hub_layer",
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@@ -129,6 +134,7 @@ func _scan_dir(path: String) -> void:
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if stream:
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_registry[file_name.get_basename()] = stream
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file_name = dir.get_next()
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dir.list_dir_end()
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func has_asset(asset_key: String) -> bool:
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@@ -201,10 +207,6 @@ const SOUND_EVENT_ASSETS: Dictionary = {
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"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepSprint": "sfx_footstep_metal_run",
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"FootstepRun": "sfx_footstep_metal_run",
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# D-072 (#533): NPC conversation murmur — single universal asset, World SFX bus.
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# Zone ambient provides natural conspicuousness (bar buries it, corridor exposes it).
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"Voice": "sfx_npc_murmur",
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"VoiceConversation": "sfx_npc_murmur",
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}
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@@ -68,6 +68,11 @@ var close_sound_events: Array = []
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var stationary_ticks: int = 0
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var _prev_player_position: Vector2 = Vector2(-1e9, -1e9) # sentinel: no previous position
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# D-073 (#529): Server-authoritative zone_id from the player's current tile.
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# Extracted in apply_snapshot() — avoids O(N) tile scan in main.gd per Tyre review.
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# Empty string when zone_id field absent (server hasn't shipped OQ-09 yet).
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var current_zone_id: String = ""
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func apply_snapshot(snapshot: Dictionary) -> void:
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current_snapshot = snapshot
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@@ -197,6 +202,17 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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medium_sound_events = []
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close_sound_events = []
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# D-073 (#529): Extract zone_id from the player's current tile (server-authoritative).
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# O(1) via visible_positions dict would be ideal, but tiles are arrays without
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# positional indexing — use the same tile iteration below instead.
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current_zone_id = ""
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var _px := int(player_position.x)
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var _py := int(player_position.y)
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for _ztile in visible_tiles:
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if _ztile is Dictionary and _ztile.get("x") == _px and _ztile.get("y") == _py:
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current_zone_id = _ztile.get("zone_id", "")
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break
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# v2: visible_tiles with visibility sectors
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# Derives visible_positions when not explicitly provided (real server mode)
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if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
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+3
-11
@@ -254,19 +254,11 @@ func _play_recognition_chimes() -> void:
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_known_recognition_ids.erase(eid)
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# D-073 (#529): Zone ambient crossfade — read zone_id from player's current tile.
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# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
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# (extracted in apply_snapshot(), server-authoritative per D-020).
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# Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade).
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# zone_id field is server-authoritative; missing field treated as empty (no zone).
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func _update_zone() -> void:
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var px := int(GameState.player_position.x)
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var py := int(GameState.player_position.y)
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var zone: String = ""
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for tile in GameState.visible_tiles:
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if not tile is Dictionary:
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continue
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if tile.get("x") == px and tile.get("y") == py:
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zone = tile.get("zone_id", "")
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break
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var zone := GameState.current_zone_id
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if zone != _current_zone:
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_current_zone = zone
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AudioManager.set_zone(zone)
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