fix(client): restore tiles variable for zone tint loop in fog_state
The merge of visual and client branches dropped the `tiles` variable declaration. The client branch refactored bounds calculation to use `visible_positions`, but the visual branch's zone tint loop still iterates over `visible_tiles` for zone_id data. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -181,6 +181,9 @@ func update_from_state() -> void:
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# 3. Zone tint: write zone temperature color for currently visible tiles.
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# Zone data is stable (tile zone never changes) so we only write on first sight.
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# Data persists in _tint_bytes across frames and across resizes.
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# visible_tiles carries zone_id per tile (populated from snapshot "tiles" or
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# "visible_tiles" with type field — see game_state.gd apply_snapshot).
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var tiles := GameState.visible_tiles
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var tint_dirty := false
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for tile in tiles:
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if not tile is Dictionary or not tile.has("x") or not tile.has("y"):
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