fix(client): address PR #36 review — 10 items from Hoshe + Tyre
Critical: - deactivate_insert() now called when selecting non-Insert spoke, cancelling with no selection, or pressing Escape while insert is active. Fixes simulation staying paused permanently after Insert. Warnings: - Checklist conditions with empty id excluded from get_results() and get_total_count() — prevents impossible-to-complete checklists. Warns at load time when empty-id conditions are found. - _content_base now checks res://content/ first (exported builds), falls back to ../content for editor/dev mode. - 26 new tests for D-054 functions: _angle_to_octant (8 octants), _snap_to_octant_dir (9 cases incl. zero/tiny), _wasd_to_world_dir (8 facing/movement combos). New test file: test_input_mapper_facing.gd. Suggestions: - Cached get_theme_default_font() in checklist overlay _ready(). - Documented InputMapper → GameState coupling as intentional. - Documented YAML parser # truncation limitation. - _insert_active reset on Escape dismiss (Tyre #3). - SimBridge test mode SetFacing reads action_data.facing instead of InputMapper global (Tyre #4). - Removed dead _facing_to_rotation() from entity_renderer.gd (Tyre #5). - Fixed 2 failing facing indicator tests to use InputMapper.facing_angle instead of GameState.player_facing. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -122,6 +122,8 @@ func flush_queue() -> Array[Dictionary]:
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# D-054: Compute facing angle from mouse position relative to player screen position.
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# Uses viewport canvas transform to convert world coords to screen coords.
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# Intentional coupling: reads GameState.player_position directly — InputMapper is an
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# autoload that runs before game loop rendering, so position is always current-tick.
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func _update_facing_from_mouse() -> void:
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var vp := get_viewport()
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if vp == null:
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@@ -177,7 +177,16 @@ func send_input(player_input: Dictionary) -> Error:
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var action: int = player_input.get("action", -1)
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var wire_name: String = _action_enum_to_wire(action)
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if not wire_name.is_empty():
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_test_input_queue.append(wire_name)
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if wire_name == "SetFacing":
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# D-054: Use action_data.facing from the input dict, not InputMapper global
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var facing: String = ""
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var action_data: Variant = player_input.get("action_data")
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if action_data is Dictionary:
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facing = str(action_data.get("facing", ""))
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if not facing.is_empty():
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_test_facing = facing
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else:
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_test_input_queue.append(wire_name)
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return OK
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var action_name := _action_enum_to_wire(player_input.get("action", -1))
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if action_name.is_empty():
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@@ -282,18 +291,11 @@ func _test_snapshot() -> Dictionary:
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if dist <= 2 and _test_has_los(_test_player_pos, npc_pos):
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_test_in_dialogue = true
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continue
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if action_name == "SetFacing":
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# D-054: facing update handled separately — octant comes from InputMapper
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_test_facing = InputMapper.facing_octant
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continue
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var delta := _action_to_delta(action_name)
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var new_pos := _test_player_pos + delta
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if _test_is_walkable(new_pos):
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_test_player_pos = new_pos
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if delta != Vector2i.ZERO:
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# D-054: Facing is now mouse-driven, not movement-driven.
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# Use InputMapper's octant instead of deriving from movement delta.
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_test_facing = InputMapper.facing_octant
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# Walk-away dismisses dialogue (D-064)
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if _test_in_dialogue:
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_test_in_dialogue = false
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@@ -24,8 +24,15 @@ var _loaded: bool = false
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func _init() -> void:
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var project_path := ProjectSettings.globalize_path("res://")
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_content_base = project_path.path_join("../content")
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# Content directory lives at repo root (content/), one level above the Godot
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# project (client/). In editor/dev mode we resolve via the project path.
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# In exported builds, content is expected at res://content/ (copied by export
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# preset) — the globalize fallback won't exist, so check res:// first.
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if DirAccess.dir_exists_absolute("res://content"):
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_content_base = ProjectSettings.globalize_path("res://content")
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else:
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var project_path := ProjectSettings.globalize_path("res://")
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_content_base = project_path.path_join("../content")
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## Load checklist for a room. Clears per-room latches; cross-room latches persist.
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@@ -52,6 +59,7 @@ func load_room(room_id: String) -> void:
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var room_data := _load_checklist_file(room_path)
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if room_data.has("conditions"):
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_room_conditions = room_data["conditions"]
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_warn_empty_ids(_room_conditions, room_path)
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# Load cross-room checks (only on first load)
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if _cross_conditions.is_empty():
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@@ -59,6 +67,7 @@ func load_room(room_id: String) -> void:
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var cross_data := _load_checklist_file(cross_path)
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if cross_data.has("conditions"):
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_cross_conditions = cross_data["conditions"]
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_warn_empty_ids(_cross_conditions, cross_path)
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_loaded = true
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@@ -74,10 +83,13 @@ func evaluate() -> void:
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## Returns array of {id, description, met} for all loaded conditions.
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## Conditions with empty id are excluded (invalid, cannot be latched).
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func get_results() -> Array:
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var results: Array = []
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for cond in _room_conditions + _cross_conditions:
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var cid: String = cond.get("id", "")
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if cid.is_empty():
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continue
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results.append({
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"id": cid,
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"description": cond.get("description", ""),
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@@ -87,9 +99,13 @@ func get_results() -> Array:
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return results
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## Total number of loaded conditions.
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## Total number of loaded conditions (excludes conditions with empty id).
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func get_total_count() -> int:
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return _room_conditions.size() + _cross_conditions.size()
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var count: int = 0
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for cond in _room_conditions + _cross_conditions:
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if not cond.get("id", "").is_empty():
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count += 1
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return count
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## Number of latched (met) conditions.
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@@ -116,6 +132,12 @@ func reset() -> void:
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_loaded = false
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static func _warn_empty_ids(conditions: Array, path: String) -> void:
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for i in conditions.size():
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if conditions[i].get("id", "").is_empty():
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push_warning("ChecklistEvaluator: condition at index %d in %s has empty id — will be excluded from results" % [i, path])
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# -- Condition evaluation ------------------------------------------------------
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func _evaluate_condition(cond: Dictionary) -> bool:
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@@ -211,6 +233,9 @@ func _find_entity(entity_id: int) -> bool:
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# -- YAML parsing (checklist-specific) -----------------------------------------
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# Handles the constrained checklist YAML format: top-level key:value pairs,
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# a conditions array of flat dictionaries. No nested arrays or anchors.
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#
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# Limitation: unquoted values containing " #" are truncated at the comment marker.
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# Use quoted strings ("value # with hash") if values must contain literal hashes.
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func _load_checklist_file(path: String) -> Dictionary:
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if not FileAccess.file_exists(path):
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@@ -158,16 +158,3 @@ func _add_facing_indicator(parent_node: Control) -> void:
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# Position at center of parent ColorRect — rotation around this point
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indicator.position = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
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parent_node.add_child(indicator)
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# Convert facing direction string to rotation in radians (0 = North/up)
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static func _facing_to_rotation(facing: String) -> float:
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match facing:
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"North": return 0.0
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"Northeast": return PI / 4.0
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"East": return PI / 2.0
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"Southeast": return 3.0 * PI / 4.0
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"South": return PI
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"Southwest": return 5.0 * PI / 4.0
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"West": return 3.0 * PI / 2.0
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"Northwest": return 7.0 * PI / 4.0
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_: return 0.0
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