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>
This commit is contained in:
2026-02-19 18:37:23 +01:00
co-authored by Claude Opus 4.6
parent 513682522f
commit 8985340bdd
5 changed files with 103 additions and 17 deletions
+7 -5
View File
@@ -45,7 +45,12 @@ const FILTER_CUTOFF_DEFAULT := 20500.0
const CROSSFADE_DURATION := 1.8 # D-073: 1.5-2s spec, mid-range
# Maps server zone_id strings to ambient asset keys (filenames in res://audio/).
# Hub and Workplace share the same ambient layer — same location type.
# Hub and Workplace intentionally share the same ambient layer (amb_hub_layer) —
# they are the same location type, so hub→workplace transition is a same-asset no-op
# (old_asset != new_asset guard skips the fade-out). Sprint brief consolidates
# D-038's "amb_workplace_layer" to "amb_hub_layer" for v0.1.
# Note: amb_station_base (D-038 global base hum) plays globally via play_loop()
# at startup — it is not zone-dependent and has no ZONE_ASSETS entry.
const ZONE_ASSETS: Dictionary = {
"hub": "amb_hub_layer",
"workplace": "amb_hub_layer",
@@ -129,6 +134,7 @@ func _scan_dir(path: String) -> void:
if stream:
_registry[file_name.get_basename()] = stream
file_name = dir.get_next()
dir.list_dir_end()
func has_asset(asset_key: String) -> bool:
@@ -201,10 +207,6 @@ const SOUND_EVENT_ASSETS: Dictionary = {
"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
"FootstepSprint": "sfx_footstep_metal_run",
"FootstepRun": "sfx_footstep_metal_run",
# D-072 (#533): NPC conversation murmur — single universal asset, World SFX bus.
# Zone ambient provides natural conspicuousness (bar buries it, corridor exposes it).
"Voice": "sfx_npc_murmur",
"VoiceConversation": "sfx_npc_murmur",
}