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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@@ -298,25 +298,30 @@ func test_entity_renderer_player_has_facing_indicator() -> void:
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renderer.queue_free()
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func test_entity_renderer_facing_indicator_rotation_accuracy() -> void:
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# D-054: Facing indicator now reads InputMapper.facing_angle (float), not
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# GameState.player_facing (string). Indicator rotation = facing_angle + PI/2.
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GameState.player_entity_id = 1
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var renderer := _make_entity_renderer()
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var directions := {
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"North": 0.0,
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"Northeast": PI / 4.0,
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"East": PI / 2.0,
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"Southeast": 3.0 * PI / 4.0,
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"South": PI,
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"Southwest": 5.0 * PI / 4.0,
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"West": 3.0 * PI / 2.0,
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"Northwest": 7.0 * PI / 4.0,
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# {facing_angle → expected indicator rotation}
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# Indicator 0 = North (up). facing_angle 0 = East. So rotation = angle + PI/2.
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var angles := {
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-PI / 2.0: 0.0, # North
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-PI / 4.0: PI / 4.0, # Northeast
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0.0: PI / 2.0, # East
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PI / 4.0: 3.0 * PI / 4.0, # Southeast
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PI / 2.0: PI, # South
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3.0 * PI / 4.0: 5.0 * PI / 4.0, # Southwest
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PI: 3.0 * PI / 2.0, # West
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-3.0 * PI / 4.0: 7.0 * PI / 4.0, # Northwest (note: -PI/2 wraps)
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}
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renderer.update_entities(_test_entities_v2)
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var player_node = renderer.entity_nodes[1]
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var indicator = player_node.get_node_or_null("FacingIndicator")
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for dir_name in directions:
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GameState.player_facing = dir_name
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for angle in angles:
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InputMapper.facing_angle = angle
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renderer.update_entities(_test_entities_v2)
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assert_that(indicator.rotation).is_equal_approx(directions[dir_name], 0.001)
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assert_that(indicator.rotation).is_equal_approx(angles[angle], 0.001)
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InputMapper.facing_angle = -PI / 2.0 # Reset to default (North)
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renderer.queue_free()
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func test_entity_renderer_npc_has_no_facing_indicator() -> void:
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