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>
This commit is contained in:
2026-02-18 13:09:38 +01:00
co-authored by Claude Opus 4.6
parent ab85fbd652
commit 919ef39cbd
9 changed files with 216 additions and 51 deletions
+14 -12
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@@ -253,27 +253,29 @@ func test_recognition_transition_progress() -> void:
fog_entities.queue_free()
func test_facing_indicator_rotation_matches_player_facing() -> void:
# P3-T02: Facing indicator rotation matches player_facing from snapshot.
func test_facing_indicator_rotation_matches_input_mapper_angle() -> void:
# P3-T02: D-054 — Facing indicator uses InputMapper.facing_angle (client-side float).
# Indicator rotation = facing_angle + PI/2 (0=North basis).
GameState.player_entity_id = 1
var renderer := _make_entity_renderer()
var entity := [{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0,
"kind": {"variant": "Player", "data": null}, "visibility": "Forward"}]
renderer.update_entities(entity)
var indicator = renderer.entity_nodes[1].get_node("FacingIndicator")
# Test each cardinal + diagonal direction
var expected := {
"North": 0.0,
"East": PI / 2.0,
"South": PI,
"West": 3.0 * PI / 2.0,
# {facing_angle → expected indicator rotation}
var angles := {
-PI / 2.0: 0.0, # North
0.0: PI / 2.0, # East
PI / 2.0: PI, # South
PI: 3.0 * PI / 2.0, # West
}
for dir in expected:
GameState.player_facing = dir
for angle in angles:
InputMapper.facing_angle = angle
renderer.update_entities(entity)
assert_that(indicator.rotation).override_failure_message(
"%s: expected rotation %.3f, got %.3f" % [dir, expected[dir], indicator.rotation]
).is_equal_approx(expected[dir], 0.001)
"angle %.3f: expected rotation %.3f, got %.3f" % [angle, angles[angle], indicator.rotation]
).is_equal_approx(angles[angle], 0.001)
InputMapper.facing_angle = -PI / 2.0 # Reset to default
renderer.queue_free()
+122
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@@ -0,0 +1,122 @@
## D-054 facing and movement tests — _angle_to_octant, _snap_to_octant_dir,
## _wasd_to_world_dir coverage. All functions are static or use only facing_angle.
##
## Spec ref: D-054 (mouse-relative facing), Sprint 10 Completion Proof.
class_name TestInputMapperFacing
extends GdUnitTestSuite
# -- _angle_to_octant ----------------------------------------------------------
func test_angle_to_octant_east() -> void:
assert_str(InputMapper._angle_to_octant(0.0)).is_equal("East")
func test_angle_to_octant_north() -> void:
assert_str(InputMapper._angle_to_octant(-PI / 2.0)).is_equal("North")
func test_angle_to_octant_south() -> void:
assert_str(InputMapper._angle_to_octant(PI / 2.0)).is_equal("South")
func test_angle_to_octant_west() -> void:
assert_str(InputMapper._angle_to_octant(PI)).is_equal("West")
func test_angle_to_octant_northeast() -> void:
assert_str(InputMapper._angle_to_octant(-PI / 4.0)).is_equal("Northeast")
func test_angle_to_octant_southeast() -> void:
assert_str(InputMapper._angle_to_octant(PI / 4.0)).is_equal("Southeast")
func test_angle_to_octant_southwest() -> void:
assert_str(InputMapper._angle_to_octant(3.0 * PI / 4.0)).is_equal("Southwest")
func test_angle_to_octant_northwest() -> void:
assert_str(InputMapper._angle_to_octant(-3.0 * PI / 4.0)).is_equal("Northwest")
# -- _snap_to_octant_dir -------------------------------------------------------
func test_snap_east() -> void:
assert_object(InputMapper._snap_to_octant_dir(Vector2(1.0, 0.0))).is_equal(Vector2i(1, 0))
func test_snap_north() -> void:
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.0, -1.0))).is_equal(Vector2i(0, -1))
func test_snap_south() -> void:
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.0, 1.0))).is_equal(Vector2i(0, 1))
func test_snap_west() -> void:
assert_object(InputMapper._snap_to_octant_dir(Vector2(-1.0, 0.0))).is_equal(Vector2i(-1, 0))
func test_snap_northeast() -> void:
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.7, -0.7))).is_equal(Vector2i(1, -1))
func test_snap_southwest() -> void:
assert_object(InputMapper._snap_to_octant_dir(Vector2(-0.7, 0.7))).is_equal(Vector2i(-1, 1))
func test_snap_zero_returns_zero() -> void:
assert_object(InputMapper._snap_to_octant_dir(Vector2.ZERO)).is_equal(Vector2i.ZERO)
func test_snap_tiny_returns_zero() -> void:
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.001, 0.0))).is_equal(Vector2i.ZERO)
func test_snap_diagonal_bias() -> void:
# Slightly more east than north — should snap to northeast
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.8, -0.6))).is_equal(Vector2i(1, -1))
# -- _wasd_to_world_dir --------------------------------------------------------
func test_wasd_forward_facing_east() -> void:
# W pressed, facing east → move east
InputMapper.facing_angle = 0.0 # East
var result := InputMapper._wasd_to_world_dir(Vector2i(0, -1))
assert_object(result).is_equal(Vector2i(1, 0))
func test_wasd_forward_facing_north() -> void:
# W pressed, facing north → move north
InputMapper.facing_angle = -PI / 2.0 # North
var result := InputMapper._wasd_to_world_dir(Vector2i(0, -1))
assert_object(result).is_equal(Vector2i(0, -1))
func test_wasd_backward_facing_north() -> void:
# S pressed, facing north → move south
InputMapper.facing_angle = -PI / 2.0 # North
var result := InputMapper._wasd_to_world_dir(Vector2i(0, 1))
assert_object(result).is_equal(Vector2i(0, 1))
func test_wasd_strafe_right_facing_north() -> void:
# D pressed, facing north → move east
InputMapper.facing_angle = -PI / 2.0 # North
var result := InputMapper._wasd_to_world_dir(Vector2i(1, 0))
assert_object(result).is_equal(Vector2i(1, 0))
func test_wasd_strafe_left_facing_north() -> void:
# A pressed, facing north → move west
InputMapper.facing_angle = -PI / 2.0 # North
var result := InputMapper._wasd_to_world_dir(Vector2i(-1, 0))
assert_object(result).is_equal(Vector2i(-1, 0))
func test_wasd_forward_facing_south() -> void:
# W pressed, facing south → move south
InputMapper.facing_angle = PI / 2.0 # South
var result := InputMapper._wasd_to_world_dir(Vector2i(0, -1))
assert_object(result).is_equal(Vector2i(0, 1))
func test_wasd_diagonal_forward_right_facing_east() -> void:
# W+D pressed, facing east → move southeast
InputMapper.facing_angle = 0.0 # East
var result := InputMapper._wasd_to_world_dir(Vector2i(1, -1))
assert_object(result).is_equal(Vector2i(1, 1))
func test_wasd_strafe_right_facing_west() -> void:
# D pressed, facing west → move north
InputMapper.facing_angle = PI # West
var result := InputMapper._wasd_to_world_dir(Vector2i(1, 0))
assert_object(result).is_equal(Vector2i(0, -1))
func after_test() -> void:
# Reset facing to default
InputMapper.facing_angle = -PI / 2.0
InputMapper.facing_octant = "North"
InputMapper._last_sent_octant = "North"
+17 -12
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@@ -298,25 +298,30 @@ func test_entity_renderer_player_has_facing_indicator() -> void:
renderer.queue_free()
func test_entity_renderer_facing_indicator_rotation_accuracy() -> void:
# D-054: Facing indicator now reads InputMapper.facing_angle (float), not
# GameState.player_facing (string). Indicator rotation = facing_angle + PI/2.
GameState.player_entity_id = 1
var renderer := _make_entity_renderer()
var directions := {
"North": 0.0,
"Northeast": PI / 4.0,
"East": PI / 2.0,
"Southeast": 3.0 * PI / 4.0,
"South": PI,
"Southwest": 5.0 * PI / 4.0,
"West": 3.0 * PI / 2.0,
"Northwest": 7.0 * PI / 4.0,
# {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: 5.0 * PI / 4.0, # Southwest
PI: 3.0 * PI / 2.0, # West
-3.0 * PI / 4.0: 7.0 * PI / 4.0, # Northwest (note: -PI/2 wraps)
}
renderer.update_entities(_test_entities_v2)
var player_node = renderer.entity_nodes[1]
var indicator = player_node.get_node_or_null("FacingIndicator")
for dir_name in directions:
GameState.player_facing = dir_name
for angle in angles:
InputMapper.facing_angle = angle
renderer.update_entities(_test_entities_v2)
assert_that(indicator.rotation).is_equal_approx(directions[dir_name], 0.001)
assert_that(indicator.rotation).is_equal_approx(angles[angle], 0.001)
InputMapper.facing_angle = -PI / 2.0 # Reset to default (North)
renderer.queue_free()
func test_entity_renderer_npc_has_no_facing_indicator() -> void: