Merge remote-tracking branch 'origin/sprint-37/client'

This commit is contained in:
2026-04-22 10:37:10 +02:00
40 changed files with 531 additions and 3399 deletions
+14 -20
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@@ -3,7 +3,7 @@ extends Node
# Signals
signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
signal snapshot_received(snapshot: Dictionary)
signal handshake_complete(protocol_version: int)
signal handshake_complete
signal handshake_failed(reason: String)
# Connection states
@@ -246,13 +246,10 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
if msg.is_empty():
return # Not ready yet, continue polling
# Decode HandshakeMessage: { "protocol_version": N }
# Decode HandshakeMessage — D-192 (#875): protocol_version field dropped.
# Server sends {} or a minimal dict; only structural validity is required.
var decoded: Variant = Messagepack.decode(msg)
if (
decoded.status != null
or not (decoded.value is Dictionary)
or not decoded.value.has("protocol_version")
):
if decoded.status != null or not (decoded.value is Dictionary):
var reason := "Handshake decode failed: malformed HandshakeMessage"
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
@@ -260,18 +257,6 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
_set_state(ConnectionState.ERROR)
return
var server_version: int = decoded.value["protocol_version"]
if server_version != Protocol.PROTOCOL_VERSION:
var reason := (
"Protocol version mismatch: server=%d, client=%d"
% [server_version, Protocol.PROTOCOL_VERSION]
)
push_error("SimBridge: %s" % reason)
handshake_failed.emit(reason)
_bridge.disconnect_from_server()
_set_state(ConnectionState.ERROR)
return
# Send startup message with world_seed and character appearance (#175, D-010/D-029, #718).
# Server blocks waiting for this before entering the tick loop.
var startup_bytes := Protocol.encode_startup_message(
@@ -296,7 +281,7 @@ func _process(delta: float) -> void: # gdlint:disable=max-returns
_set_state(ConnectionState.ERROR)
return
handshake_complete.emit(server_version)
handshake_complete.emit()
_set_state(ConnectionState.CONNECTED)
# #646: Request full settings dump on connect — hydrates GameState.ai_enhanced_dialogue_enabled
# from server SQLite so the client reflects the authoritative persisted state (D-138).
@@ -464,6 +449,15 @@ func receive_bytes(bytes: PackedByteArray) -> void:
and _last_snapshot.get("settings_response") != null
):
snapshot["settings_response"] = _last_snapshot["settings_response"]
# #872: Carry forward bookmark_catalog (one-shot, consumed by main_menu._on_snapshot_received_for_catalog).
# Server sends catalog on tick 0 and after RequestBookmarkCatalog. If tick 0 and tick 1
# arrive in the same TCP batch, the inner receive loop overwrites _last_snapshot and the
# catalog is silently lost — this carry-forward prevents that race.
if (
snapshot.get("bookmark_catalog") == null
and _last_snapshot.get("bookmark_catalog") != null
):
snapshot["bookmark_catalog"] = _last_snapshot["bookmark_catalog"]
_last_snapshot = snapshot
+15 -20
View File
@@ -9,13 +9,6 @@ extends Node
## Unit enum variants (no data) → bare strings ("MoveNorth", "Npc")
## Data enum variants → single-element maps ({"UsePerceptionMode": "thermal"})
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
## Reject snapshots where version != this value.
## v20: adds settings_response field to ObserverSnapshot (#627, D-138).
## v21: adds economy_snapshot field to ObserverSnapshot (#822, D-181).
## v23: adds bookmark_catalog field to ObserverSnapshot (#614).
const PROTOCOL_VERSION: int = 23
# -- Decode: bytes from server → GDScript types --------------------------------
@@ -34,17 +27,6 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
push_error("Protocol: snapshot missing required fields")
return null
# Version check: reject snapshots from incompatible server
var version: Variant = raw.get("version")
if version != PROTOCOL_VERSION:
push_error(
(
"Protocol: version mismatch (got %s, expected %s). Server and client are out of sync."
% [version, PROTOCOL_VERSION]
)
)
return null
var entities: Array[Dictionary] = []
var raw_entities: Array = raw["entities"]
var dropped := 0
@@ -67,7 +49,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
# in any realistic scenario (would require ~29 billion years at 10 ticks/game-minute per D-031).
var tick: int = raw["tick"]
# version already checked above; game_time for HUD display
# game_time for HUD display
var game_time: Variant = raw.get("game_time")
# player_facing: FacingDirection is a unit enum → bare string in rmp_serde
@@ -223,6 +205,18 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"speaker_entity_id": int(raw_dr.get("speaker_entity_id", -1)),
}
# v8: gauntlet_mode and room_id (#496) — present only in Gauntlet sessions.
# gauntlet_mode is a bool flag; room_id is a String room identifier or absent.
# Snapshot handler (snapshot_handler.gd) reads these via snapshot.has() guards.
var gauntlet_mode: bool = false
var raw_gauntlet: Variant = raw.get("gauntlet_mode")
if raw_gauntlet == true:
gauntlet_mode = true
var room_id: Variant = null
var raw_room_id: Variant = raw.get("room_id")
if raw_room_id is String:
room_id = raw_room_id
# v9: conversation_events (#535, D-078) — overheard NPC-to-NPC dialogue lines.
# Each event carries pre-occluded text plus speaker/target attribution.
var conversation_events: Array = []
@@ -484,7 +478,6 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"tick": tick,
"entities": entities,
"decode_errors": dropped,
"version": version,
"game_time": game_time,
"player_facing": player_facing,
"player_stance": player_stance,
@@ -508,6 +501,8 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
"current_ticker": current_ticker,
"settings_response": settings_response,
"bookmark_catalog": bookmark_catalog,
"gauntlet_mode": gauntlet_mode,
"room_id": room_id,
}
+1 -1
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@@ -272,7 +272,7 @@ func snapshot() -> Dictionary:
return {
"tick": tick,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time":
{
"day": 0,
+16 -11
View File
@@ -15,7 +15,7 @@ extends GdUnitTestSuite
const MAIN_SCENE = preload("res://scenes/main.tscn")
var GauntletHUDScript = load("res://ui/gauntlet_hud.gd")
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
const BugReportDialogScene = preload("res://ui/bug_report_dialog.tscn")
var _instance: Node = null
@@ -33,6 +33,7 @@ func before_test() -> void:
GameState.pending_recognitions = []
GameState.room_id = null
GameState.gauntlet_mode = false
MetaStack._stack.clear()
func after_test() -> void:
@@ -47,7 +48,7 @@ func after_test() -> void:
func _make_snapshot_bytes(overrides: Dictionary = {}) -> PackedByteArray:
var snapshot := {
"tick": overrides.get("tick", 1),
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": overrides.get("entities", [{
"entity_id": 1,
"x": 10.0,
@@ -92,8 +93,10 @@ func _make_gauntlet_hud() -> Control:
func _make_bug_report_dialog() -> Control:
var dialog = Control.new()
dialog.set_script(BugReportDialogScript)
# Instantiate via .tscn — preserves the MetaScreen runtime stack.
# (Sprint 36 migrated bug_report_dialog.gd to extends MetaScreen; bare
# Control.new() + set_script() no longer satisfies the base contract.)
var dialog: Control = BugReportDialogScene.instantiate()
auto_free(dialog)
add_child(dialog)
return dialog
@@ -203,13 +206,15 @@ func test_snapshot_without_room_id_shows_no_gauntlet_ui() -> void:
var snapshot: Variant = SimBridge._last_snapshot
assert_that(snapshot).is_not_null()
# Snapshot should NOT contain gauntlet fields
assert_that(snapshot.has("room_id")).override_failure_message(
"Non-gauntlet snapshot must not contain room_id"
).is_false()
assert_that(snapshot.has("gauntlet_mode")).override_failure_message(
"Non-gauntlet snapshot must not contain gauntlet_mode"
# Non-gauntlet snapshot: gauntlet fields must be present with default values.
# (Protocol.decode_snapshot always decodes gauntlet fields; non-gauntlet
# snapshots produce false/null defaults. Check values, not key presence.)
assert_that(snapshot.get("gauntlet_mode", false)).override_failure_message(
"Non-gauntlet snapshot must decode gauntlet_mode == false"
).is_false()
assert_that(snapshot.get("room_id")).override_failure_message(
"Non-gauntlet snapshot must decode room_id == null"
).is_null()
# Apply to GameState — gauntlet-related state should not exist
GameState.apply_snapshot(snapshot)
@@ -497,7 +502,7 @@ func test_bug_report_sends_unpause_on_close() -> void:
var dialog := _make_bug_report_dialog()
dialog.start_capture()
SimBridge._test_input_queue.clear()
dialog._close()
dialog.close()
assert_that(dialog.is_active()).is_false()
assert_that(SimBridge._test_input_queue.has("Unpause")).override_failure_message(
"Closing bug report should send Unpause to server"
+6 -4
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@@ -14,7 +14,7 @@ extends GdUnitTestSuite
# Expected ring buffer capacity per spec.
const EXPECTED_CAPACITY := 60
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
const BugReportDialogScene = preload("res://ui/bug_report_dialog.tscn")
func after_each() -> void:
@@ -35,8 +35,10 @@ func after_each() -> void:
# -- Helpers -------------------------------------------------------------------
func _make_dialog() -> Control:
var dialog = Control.new()
dialog.set_script(BugReportDialogScript)
# Instantiate via .tscn — preserves the MetaScreen runtime stack.
# (Sprint 36 migrated bug_report_dialog.gd to extends MetaScreen; bare
# Control.new() + set_script() no longer satisfies the base contract.)
var dialog: Control = BugReportDialogScene.instantiate()
auto_free(dialog)
add_child(dialog)
return dialog
@@ -52,7 +54,7 @@ func _make_input(tick: int, action: String = "MoveNorth") -> Dictionary:
func _make_snapshot_json(tick: int) -> String:
return JSON.stringify({
"tick": tick,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
})
-317
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@@ -1,317 +0,0 @@
## Sprint 19 — Debug visualization overlay (#348)
## F3 toggle, world overlays, tick timing graph.
## Extends the existing debug_overlay.gd stub.
class_name TestDebugOverlaySprint19
extends GdUnitTestSuite
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
const DEBUG_SCENE_PATH: String = "res://scenes/main.tscn"
const DEBUG_SCRIPT_PATH: String = "res://ui/debug_overlay.gd"
func _make_overlay() -> Control:
## Instantiate a standalone DebugOverlay control for unit testing.
## Does not require the full main.tscn scene tree.
var script := load(DEBUG_SCRIPT_PATH)
if script == null:
push_warning("TestDebugOverlaySprint19: debug_overlay.gd not found — skip")
return null
var node := Control.new()
node.set_script(script)
add_child(node)
return node
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func before_test() -> void:
GameState.visible_entities = []
GameState.visible_tiles = []
GameState.player_position = Vector2(10.0, 10.0)
GameState.player_facing = "North"
GameState.player_stance = "Walk"
GameState.current_tick = 1
GameState.player_knowledge = null
func after_test() -> void:
GameState.visible_entities = []
GameState.player_knowledge = null
# ---------------------------------------------------------------------------
# Script existence
# ---------------------------------------------------------------------------
func test_debug_overlay_script_exists() -> void:
assert_bool(ResourceLoader.exists(DEBUG_SCRIPT_PATH)).override_failure_message(
"debug_overlay.gd must exist at res://ui/debug_overlay.gd (#348)"
).is_true()
# ---------------------------------------------------------------------------
# Instantiation
# ---------------------------------------------------------------------------
func test_debug_overlay_instantiates_without_crash() -> void:
var ol := _make_overlay()
if ol == null: return
assert_that(ol).is_not_null()
ol.queue_free()
func test_debug_overlay_starts_hidden() -> void:
## Overlay starts hidden — only appears when F3 pressed.
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.visible).override_failure_message(
"DebugOverlay must start hidden (visible=false)"
).is_false()
ol.queue_free()
# ---------------------------------------------------------------------------
# Dev-only guard
# ---------------------------------------------------------------------------
func test_update_from_state_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has_method("update_from_state")).override_failure_message(
"DebugOverlay must have update_from_state() method"
).is_true()
ol.queue_free()
func test_update_from_state_does_not_crash_when_hidden() -> void:
## update_from_state() called while hidden must not crash.
var ol := _make_overlay()
if ol == null: return
ol.visible = false
ol.update_from_state() # Should be a no-op, no crash
ol.queue_free()
func test_update_from_state_does_not_crash_when_visible() -> void:
var ol := _make_overlay()
if ol == null: return
ol.visible = true
# Simulate a minimal snapshot tick
GameState.current_tick = 42
ol.update_from_state()
ol.queue_free()
# ---------------------------------------------------------------------------
# NPC path tracking
# ---------------------------------------------------------------------------
func test_npc_paths_field_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("_npc_paths")).override_failure_message(
"DebugOverlay must have _npc_paths field for NPC movement history"
).is_true()
ol.queue_free()
func test_npc_paths_updated_on_state_update() -> void:
## After update_from_state with an NPC entity, _npc_paths should have an entry.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
GameState.visible_entities = [{
"entity_id": 2,
"x": 12.0, "y": 9.0, "z": 0,
"kind": {"variant": "Npc", "data": null},
"relationship": "Unknown",
}]
GameState.current_tick = 100
ol.update_from_state()
assert_int(ol._npc_paths.size()).override_failure_message(
"_npc_paths must record NPC positions from visible_entities"
).is_greater(0)
ol.queue_free()
func test_npc_paths_not_populated_for_player_entity() -> void:
## Player entities must not appear in NPC path history.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
GameState.visible_entities = [{
"entity_id": 1,
"x": 10.0, "y": 10.0, "z": 0,
"kind": {"variant": "Player", "data": null},
}]
GameState.current_tick = 101
ol.update_from_state()
assert_int(ol._npc_paths.size()).override_failure_message(
"Player entity must not appear in _npc_paths"
).is_equal(0)
ol.queue_free()
func test_npc_paths_max_length_respected() -> void:
## Path history must not grow beyond NPC_HISTORY_LEN entries.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
# Simulate NPC moving each tick — inject 20 ticks of movement
for i in range(20):
GameState.visible_entities = [{
"entity_id": 5,
"x": float(12 + i), "y": 9.0, "z": 0,
"kind": {"variant": "Npc", "data": null},
"relationship": "Unknown",
}]
GameState.current_tick = 200 + i
ol.update_from_state()
var path: Array = ol._npc_paths.get(5, [])
assert_int(path.size()).override_failure_message(
"NPC path must not exceed NPC_HISTORY_LEN entries (cap at %d)" % ol.NPC_HISTORY_LEN
).is_less_equal(ol.NPC_HISTORY_LEN)
ol.queue_free()
# ---------------------------------------------------------------------------
# Tick timing ring
# ---------------------------------------------------------------------------
func test_tick_deltas_field_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("_tick_deltas")).override_failure_message(
"DebugOverlay must have _tick_deltas field for timing sparkline"
).is_true()
ol.queue_free()
func test_tick_deltas_accumulate_over_state_updates() -> void:
## Each new tick snapshot should add a delta to _tick_deltas.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
for i in range(5):
GameState.current_tick = 300 + i
ol.update_from_state()
assert_int(ol._tick_deltas.size()).override_failure_message(
"_tick_deltas must accumulate entries from successive ticks"
).is_greater(0)
ol.queue_free()
func test_tick_deltas_max_length_respected() -> void:
## _tick_deltas must not grow beyond TICK_HISTORY_LEN.
var ol := _make_overlay()
if ol == null: return
ol.visible = true
for i in range(50):
GameState.current_tick = 400 + i
ol.update_from_state()
assert_int(ol._tick_deltas.size()).override_failure_message(
"_tick_deltas must not exceed TICK_HISTORY_LEN entries"
).is_less_equal(ol.TICK_HISTORY_LEN)
ol.queue_free()
# ---------------------------------------------------------------------------
# Constants defined
# ---------------------------------------------------------------------------
func test_npc_history_len_constant_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("NPC_HISTORY_LEN")).override_failure_message(
"DebugOverlay must have NPC_HISTORY_LEN constant"
).is_true()
ol.queue_free()
func test_tick_history_len_constant_exists() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("TICK_HISTORY_LEN")).override_failure_message(
"DebugOverlay must have TICK_HISTORY_LEN constant"
).is_true()
ol.queue_free()
func test_tick_warn_ms_constant_defined() -> void:
var ol := _make_overlay()
if ol == null: return
assert_bool(ol.has("TICK_WARN_MS")).override_failure_message(
"DebugOverlay must have TICK_WARN_MS constant for sparkline warning threshold"
).is_true()
ol.queue_free()
# ---------------------------------------------------------------------------
# Facing angle helper
# ---------------------------------------------------------------------------
func test_facing_to_angle_north() -> void:
## North = -PI/2 in Godot 2D (up on screen)
var angle := _fetch_facing_angle("North")
assert_float(angle).override_failure_message(
"_facing_to_angle('North') must return -PI/2"
).is_equal_approx(-PI / 2.0, 0.001)
func test_facing_to_angle_east() -> void:
var angle := _fetch_facing_angle("East")
assert_float(angle).is_equal_approx(0.0, 0.001)
func test_facing_to_angle_south() -> void:
var angle := _fetch_facing_angle("South")
assert_float(angle).is_equal_approx(PI / 2.0, 0.001)
func test_facing_to_angle_west() -> void:
var angle := _fetch_facing_angle("West")
assert_float(angle).is_equal_approx(PI, 0.001)
func _fetch_facing_angle(facing: String) -> float:
## Helper: load script and call static method.
var script = load(DEBUG_SCRIPT_PATH)
if script == null:
return 0.0
# In GDScript 4, static methods can be called via an instance
var tmp := Control.new()
tmp.set_script(script)
add_child(tmp)
var result := tmp._facing_to_angle(facing)
tmp.queue_free()
return result
# ---------------------------------------------------------------------------
# In-scene placement: DebugOverlay on UILayer
# ---------------------------------------------------------------------------
func test_debug_overlay_in_main_scene_ui_layer() -> void:
## DebugOverlay must be in UILayer (CanvasLayer 20), not InsertOverlay.
if not ResourceLoader.exists("res://scenes/main.tscn"):
push_warning("TestDebugOverlaySprint19: main.tscn not found — skip")
return
var scene: Node = load("res://scenes/main.tscn").instantiate()
auto_free(scene)
add_child(scene)
var ui_layer := scene.get_node_or_null("UILayer")
assert_that(ui_layer != null).override_failure_message(
"UILayer must exist in main.tscn"
).is_true()
if ui_layer == null: return
var overlay := ui_layer.get_node_or_null("DebugOverlay")
assert_that(overlay != null).override_failure_message(
"DebugOverlay must be a child of UILayer in main.tscn (#348)"
).is_true()
@@ -1 +0,0 @@
uid://bdsgybncfyu52
+6 -8
View File
@@ -392,18 +392,16 @@ func test_gamestate_examine_result_entity_id_survives_roundtrip() -> void:
## Note: dialogue_box.gd has no class_name — call _escape_bbcode via instance.
# ---------------------------------------------------------------------------
func skip_test_escape_bbcode_brackets_in_server_text() -> void:
func test_escape_bbcode_brackets_in_server_text() -> void:
## _escape_bbcode must convert '[' to '[lb]' to prevent BBCode injection.
## BROKEN (#866): chained replace('[', '[lb]').replace(']', '[rb]') corrupts the
## [lb] escape — result is [lb[rb]...] instead of [lb]...]]. Bug filed.
## Regression test: a malicious NPC name like "[wave]Evil[/wave]" must render
## as plain text in the dialogue log.
## Fix (#866): only escape '[' — unmatched ']' renders as a literal in RichTextLabel.
## Exact expected output: "[lb]wave]Evil NPC[lb]/wave]"
## RichTextLabel interprets [lb] as literal '[', and bare ']' as literal ']',
## so the rendered output is the plain string "[wave]Evil NPC[/wave]" — no BBCode parsed.
var box := _make_dialogue_box()
if box == null: return
var escaped: String = box._escape_bbcode("[wave]Evil NPC[/wave]")
assert_that(escaped).is_not_equal("[wave]Evil NPC[/wave]")
assert_that(escaped).contains("[lb]")
assert_bool(escaped.begins_with("[")).is_false()
assert_that(escaped).is_equal("[lb]wave]Evil NPC[lb]/wave]")
box.queue_free()
-238
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@@ -1,238 +0,0 @@
## Sprint 22 — Entanglement ratio configuration acceptance tests (#175, #178)
##
## Test-first stubs for the client-side surface of the world_seed feature.
## These tests will warn-and-skip until the implementation lands (Tyre, #175).
##
## Client-side acceptance criteria (#175):
## - GameState carries a world_seed field (stores the seed for this session)
## - SessionManager.new_game() generates and stores a world_seed
## - The IPC startup payload carries world_seed so the server can seed SimRng
##
## Server-side acceptance criteria (#178) are in:
## - server/src/content/entanglement.rs (Rust unit tests)
##
## Spec: D-029 (30/50/20 entanglement ratio, variable per seed), D-010 (deterministic sim)
## Tickets: #175, #178
class_name TestEntanglementSprint22
extends GdUnitTestSuite
# -- Client-side: GameState.world_seed field (#175) ---------------------------
func test_game_state_has_world_seed_field() -> void:
# #175 client-side: GameState must store the world_seed for this session.
# The seed is set by SessionManager.new_game() and read by SimBridge to
# carry it in the session startup IPC message.
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed not found — test-first stub (awaiting #175)")
return
# Field exists — verify it is numeric (int or null are both acceptable initial states)
var seed_val = GameState.get("world_seed")
assert_bool(seed_val == null or seed_val is int).override_failure_message(
"GameState.world_seed must be int or null"
).is_true()
func test_game_state_world_seed_can_be_set_and_read() -> void:
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — skipped (#175 not yet implemented)")
return
var orig = GameState.get("world_seed")
GameState.world_seed = 0xDEADBEEF
assert_int(GameState.world_seed).is_equal(0xDEADBEEF)
# Restore
GameState.world_seed = orig
func test_game_state_world_seed_default_is_null_or_zero() -> void:
# Before a session starts, world_seed should be null (no session) or 0 (unset).
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — skipped")
return
var seed_val = GameState.get("world_seed")
assert_bool(seed_val == null or seed_val == 0).override_failure_message(
"GameState.world_seed should be null or 0 before any session starts"
).is_true()
# -- Client-side: SessionManager seed generation (#175) -----------------------
func test_session_manager_exists() -> void:
var sm = get_node_or_null("/root/SessionManager")
if sm == null:
push_warning("TestEntanglementSprint22: SessionManager autoload not found — skipped")
return
assert_that(sm).is_not_null()
func test_session_manager_new_game_generates_world_seed() -> void:
# #175: new_game() must generate and store world_seed in GameState.
# The seed is a non-zero u64 that will be sent to the server on startup.
var sm = get_node_or_null("/root/SessionManager")
if sm == null:
push_warning("TestEntanglementSprint22: SessionManager not found — skipped")
return
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — test-first stub")
return
# Call new_game() (will create a save dir — acceptable in test environment)
var orig_seed = GameState.get("world_seed")
var orig_game_id: String = GameState.current_game_id
sm.new_game()
var generated_seed = GameState.get("world_seed")
# world_seed must have been set to a non-null, non-zero value
assert_bool(generated_seed != null).override_failure_message(
"SessionManager.new_game() must set GameState.world_seed (#175)"
).is_true()
if generated_seed != null:
assert_bool(generated_seed != 0).override_failure_message(
"Generated world_seed must be non-zero"
).is_true()
# Restore state
GameState.current_game_id = orig_game_id
GameState.world_seed = orig_seed
func test_session_manager_same_game_id_has_same_seed() -> void:
# Resuming a session must restore the original world_seed (not generate a new one).
# This ensures deterministic replays work correctly (D-010).
var sm = get_node_or_null("/root/SessionManager")
if sm == null:
push_warning("TestEntanglementSprint22: SessionManager not found — skipped")
return
if not sm.has_method("resume_game"):
push_warning("TestEntanglementSprint22: resume_game() missing — skipped")
return
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — test-first stub")
return
# Set a known seed and game_id, then resume — seed must not be clobbered
GameState.world_seed = 12345678
var orig_game_id: String = GameState.current_game_id
sm.resume_game("20260228-120000-abc123")
# resume_game() must NOT overwrite world_seed
assert_int(GameState.world_seed).override_failure_message(
"resume_game() must not overwrite world_seed — seed is loaded from the save, not regenerated"
).is_equal(12345678)
GameState.current_game_id = orig_game_id
# -- IPC startup message: world_seed field (#175) ----------------------------
func test_protocol_encode_startup_message_has_world_seed_field() -> void:
# #175 acceptance: startup IPC message must carry "world_seed" key.
# Verifies Protocol.encode_startup_message encodes the seed so the server
# can deserialize it as StartupMessage { world_seed: u64 }.
var seed: int = 0xDEADBEEF # 3735928559 — fits in u32, safely maps to Rust u64
var bytes: PackedByteArray = Protocol.encode_startup_message(seed)
assert_bool(bytes.size() > 0).override_failure_message(
"Protocol.encode_startup_message must return non-empty bytes"
).is_true()
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).override_failure_message(
"encode_startup_message output must be valid msgpack: %s" % str(decoded.status)
).is_null()
var msg = decoded.value
assert_bool(msg is Dictionary and msg.has("world_seed")).override_failure_message(
"StartupMessage wire payload must contain 'world_seed' key, got: %s" % str(msg)
).is_true()
assert_int(msg["world_seed"]).override_failure_message(
"world_seed must round-trip through msgpack unchanged"
).is_equal(seed)
func test_protocol_encode_startup_message_zero_seed() -> void:
# Edge case: seed=0 must still encode a valid payload (world_seed: 0).
var bytes: PackedByteArray = Protocol.encode_startup_message(0)
assert_bool(bytes.size() > 0).is_true()
var decoded = Messagepack.decode(bytes)
assert_that(decoded.status).is_null()
assert_int(decoded.value["world_seed"]).is_equal(0)
func test_sim_bridge_can_send_world_seed_in_startup() -> void:
# #175 acceptance: "startup IPC message carries a world_seed field"
# The client must be able to include world_seed in the session startup payload.
# Test-first: verify the API exists (method or field), else warn-and-skip.
var sim_bridge = get_node_or_null("/root/SimBridge")
if sim_bridge == null:
push_warning("TestEntanglementSprint22: SimBridge not found — skipped")
return
# Option A: SimBridge has a world_seed property that is sent during startup
if "world_seed" in sim_bridge:
sim_bridge.world_seed = 99999
assert_int(sim_bridge.world_seed).is_equal(99999)
sim_bridge.world_seed = 0
return
# Option B: SimBridge has a set_world_seed() method
if sim_bridge.has_method("set_world_seed"):
# Method exists — this is the expected API
sim_bridge.set_world_seed(99999)
return
# Neither found — test-first stub
push_warning(
"TestEntanglementSprint22: SimBridge has no world_seed field or set_world_seed() — " +
"test-first stub awaiting #175 implementation"
)
# -- Protocol: world_seed flows from client to server (#175) ------------------
func test_apply_snapshot_does_not_clobber_world_seed() -> void:
# world_seed is set at session start and must persist across all subsequent snapshots.
# Snapshots must not overwrite or clear the world_seed that was set at startup.
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — test-first stub")
return
GameState.world_seed = 42000
GameState.apply_snapshot({"tick": 5, "visible_tiles": []})
assert_int(GameState.world_seed).override_failure_message(
"apply_snapshot() must not clear or overwrite world_seed — seed is set once at session start"
).is_equal(42000)
GameState.world_seed = null
# -- Seed variation property (#178, informational — full test is Rust-side) ---
func test_different_seeds_produce_different_configs_informational() -> void:
# D-029: "entanglement rate varies per seed to prevent metagaming calibration"
# The definitive acceptance test for this is Rust-side (server/src/content/entanglement.rs):
# - EntanglementConfig::from_rng(seed_A) == EntanglementConfig::from_rng(seed_A) [deterministic]
# - EntanglementConfig::from_rng(seed_A) != EntanglementConfig::from_rng(seed_B) [variable, >=90%]
#
# This test only verifies the client side: world_seed is a u64 large enough to
# have sufficient entropy. A 24-bit game_id hex component alone has 16M combinations;
# the full u64 seed provides 2^64 possibilities.
#
# We verify that two calls to new_game() produce different seeds.
var sm = get_node_or_null("/root/SessionManager")
if sm == null:
push_warning("TestEntanglementSprint22: SessionManager not found — skipped")
return
if not "world_seed" in GameState:
push_warning("TestEntanglementSprint22: GameState.world_seed missing — test-first stub")
return
var orig_game_id: String = GameState.current_game_id
sm.new_game()
var seed_a = GameState.get("world_seed")
sm.new_game()
var seed_b = GameState.get("world_seed")
if seed_a == null or seed_b == null:
push_warning("TestEntanglementSprint22: new_game() did not set world_seed — test-first stub")
GameState.current_game_id = orig_game_id
return
# Two different sessions should produce different seeds
assert_bool(seed_a != seed_b).override_failure_message(
"Two calls to new_game() must produce different world_seeds (D-029 anti-metagaming)"
).is_true()
GameState.current_game_id = orig_game_id
@@ -1 +0,0 @@
uid://c1dnlbnxtgqqo
-652
View File
@@ -1,652 +0,0 @@
## Sprint 22 — Fog system acceptance tests (#569)
##
## Validates FogState data management against the Sprint 22 acceptance criteria:
## - Explored tiles never revert to unexplored black (EXP_EXPLORED persistence)
## - Bounds grow-only invariant (explored tiles behind player stay in texture)
## - All visible tiles written as Forward (server simplified to Forward-only)
## - Exploration data survives texture resize (grow-only bounds copy)
## - Shader file present with correct fog_alpha constant
##
## Spec: D-059 (fog shader), D-015 (vision cone), D-066 (dual-scale grid, 6-8 tile gradient)
## Ticket: #569
class_name TestFogSprint22
extends GdUnitTestSuite
func _get_fog_state() -> Node:
var node = get_node_or_null("/root/FogState")
if node == null:
push_warning("TestFogSprint22: FogState autoload not found — test skipped (awaiting #569)")
return node
func before_test() -> void:
GameState.visible_positions.clear()
GameState.visible_tiles.clear()
GameState.visibility_sectors.clear()
GameState.boundary_positions.clear()
func after_test() -> void:
GameState.visible_positions.clear()
GameState.visible_tiles.clear()
GameState.visibility_sectors.clear()
GameState.boundary_positions.clear()
# -- Spec constants (D-059) ---------------------------------------------------
func test_exp_explored_constant_is_128() -> void:
# EXP_EXPLORED = 128 → shader reads this as ~0.502.
# smoothstep(0.0, 0.2, 0.502) = 1.0 → exp_fade fully applied.
# If EXP_EXPLORED were 0, explored tiles would render as solid unexplored black.
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.EXP_EXPLORED).override_failure_message(
"EXP_EXPLORED must be 128 — shader exp_fade requires explored value > 0.2 to avoid unexplored-black rendering"
).is_equal(128)
func test_exp_unexplored_constant_is_0() -> void:
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.EXP_UNEXPLORED).is_equal(0)
func test_exp_visible_constant_is_255() -> void:
# EXP_VISIBLE = 255 → shader reads 1.0, full art visibility (currently in LOS)
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.EXP_VISIBLE).is_equal(255)
func test_vis_forward_constant_is_255() -> void:
# D-059: VIS_FORWARD = 255 → clear vision, nearly transparent fog overlay
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.VIS_FORWARD).is_equal(255)
func test_vis_hidden_constant_is_0() -> void:
# D-059: VIS_HIDDEN = 0 → no vision, fog fully opaque
var fog_state = _get_fog_state()
if fog_state == null:
return
assert_int(fog_state.VIS_HIDDEN).is_equal(0)
func test_unexplored_color_spec_value() -> void:
# D-059: Unexplored = solid near-black #12141a
# Verify the hex value decodes to the expected channel values.
var c := Color("#12141a")
assert_float(c.r).is_equal_approx(18.0 / 255.0, 0.003)
assert_float(c.g).is_equal_approx(20.0 / 255.0, 0.003)
assert_float(c.b).is_equal_approx(26.0 / 255.0, 0.003)
# Sanity: it IS very dark (all channels < 0.12)
assert_float(c.r).is_less(0.12)
assert_float(c.g).is_less(0.12)
assert_float(c.b).is_less(0.12)
# -- Acceptance: explored tiles persist after leaving LOS (criterion 3) ------
func test_explored_tile_becomes_exp_explored_after_leaving_los() -> void:
# ACCEPTANCE CRITERION: "Explored tiles never revert to unexplored black"
# When tile (5,5) was in LOS (frame 1) and then leaves LOS (frame 2),
# its exploration byte must be EXP_EXPLORED (128), not EXP_UNEXPLORED (0).
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
push_warning("TestFogSprint22: update_from_state missing — skipped")
return
# Frame 1: tile (5,5) is visible
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visible_tiles = [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
# Frame 2: tile (5,5) leaves LOS
GameState.visible_positions.clear()
GameState.visible_tiles = []
fog_state.update_from_state()
# Internal state check: _exp_bytes[tile(5,5)] must be EXP_EXPLORED (128)
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
push_warning("TestFogSprint22: _exp_bytes not accessible — data path untestable headlessly")
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
push_warning("TestFogSprint22: _width inaccessible — data path untestable")
return
var px := 5 - ox
var py := 5 - oy
if px < 0 or py < 0 or px >= w:
push_warning("TestFogSprint22: tile (5,5) out of bounds after update — check grow_bounds margin")
return
var idx := py * w + px
if idx < 0 or idx >= exp_bytes.size():
push_warning("TestFogSprint22: idx %d out of exp_bytes range %d" % [idx, exp_bytes.size()])
return
assert_int(exp_bytes[idx]).override_failure_message(
"Tile (5,5) must be EXP_EXPLORED=128 after leaving LOS — not EXP_UNEXPLORED=0 (#569 regression)"
).is_equal(fog_state.EXP_EXPLORED)
func test_explored_tile_is_exp_visible_while_in_los() -> void:
# While in LOS, tile exploration byte must be EXP_VISIBLE (255)
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
GameState.visible_positions = {Vector2i(3, 3): true}
GameState.visible_tiles = [{"x": 3, "y": 3, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 3 - ox
var py := 3 - oy
if px < 0 or py < 0 or px >= w:
return
var idx := py * w + px
if idx >= 0 and idx < exp_bytes.size():
assert_int(exp_bytes[idx]).is_equal(fog_state.EXP_VISIBLE)
func test_unexplored_tile_stays_exp_unexplored() -> void:
# Tile (7, 8) was never seen — must remain EXP_UNEXPLORED (0)
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
# See only (5, 5) — tile (7, 8) is not in LOS
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visible_tiles = [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 7 - ox
var py := 8 - oy
if px < 0 or py < 0 or px >= w:
return
var idx := py * w + px
if idx >= 0 and idx < exp_bytes.size():
assert_int(exp_bytes[idx]).is_equal(fog_state.EXP_UNEXPLORED)
# -- Acceptance: bounds grow-only invariant ------------------------------------
func test_bounds_never_shrink() -> void:
# ACCEPTANCE CRITERION: "Explored tiles never revert to unexplored black"
# Requires grow-only bounds: once a tile is in the texture, it stays there.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
# Frame 1: see (10, 10) → establishes initial bounds
GameState.visible_positions = {Vector2i(10, 10): true}
GameState.visible_tiles = [{"x": 10, "y": 10, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var b1: Rect2i = fog_state.map_bounds
# Frame 2: see (30, 30) → bounds must expand to include both
GameState.visible_positions = {Vector2i(30, 30): true}
GameState.visible_tiles = [{"x": 30, "y": 30, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var b2: Rect2i = fog_state.map_bounds
# Frame 3: back to (10, 10) → bounds must NOT shrink
GameState.visible_positions = {Vector2i(10, 10): true}
GameState.visible_tiles = [{"x": 10, "y": 10, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var b3: Rect2i = fog_state.map_bounds
assert_bool(b2.size.x >= b1.size.x).override_failure_message(
"Bounds must grow when player moves to larger region"
).is_true()
assert_bool(b2.size.y >= b1.size.y).is_true()
assert_bool(b3.size.x >= b2.size.x).override_failure_message(
"Bounds must not shrink when player returns to previous position (grow-only invariant)"
).is_true()
assert_bool(b3.size.y >= b2.size.y).is_true()
func test_bounds_include_margin_for_gradient_bleed() -> void:
# D-066: 6-8 tile gradient at cone edge requires texture margin.
# _grow_bounds adds 8-tile margin on each side (accommodates 7x7 Gaussian
# kernel at 2-texel intervals = ±6 tile reach). After seeing (10,10),
# bounds should extend at least 4 tiles beyond the visible tile.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
GameState.visible_positions = {Vector2i(10, 10): true}
GameState.visible_tiles = [{"x": 10, "y": 10, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
var b: Rect2i = fog_state.map_bounds
# With 4-tile margin: bounds.position.x <= 10 - 4 = 6
assert_bool(b.position.x <= 6).override_failure_message(
"FogState bounds must include 4-tile margin for gradient bleed (D-066 gradient spec)"
).is_true()
assert_bool(b.position.y <= 6).is_true()
# -- Acceptance: Forward-only visibility (Sprint 22 server simplification) ----
func test_visible_tiles_written_as_vis_forward() -> void:
# Sprint 22: server sends only Forward tiles (Peripheral sector removed).
# FogState writes VIS_FORWARD (255) for all tiles in visible_positions.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
GameState.visible_positions = {Vector2i(5, 5): true, Vector2i(6, 5): true}
GameState.visible_tiles = [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward"},
{"x": 6, "y": 5, "z": 0, "visibility": "Forward"},
]
fog_state.update_from_state()
var vis_bytes = fog_state.get("_vis_bytes")
if vis_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
for pos in [Vector2i(5, 5), Vector2i(6, 5)]:
var px := pos.x - ox
var py := pos.y - oy
if px < 0 or py < 0 or px >= w:
continue
var idx := py * w + px
if idx >= 0 and idx < vis_bytes.size():
assert_int(vis_bytes[idx]).override_failure_message(
"All visible tiles should be VIS_FORWARD=255 — server is Forward-only in Sprint 22"
).is_equal(fog_state.VIS_FORWARD)
func test_tiles_outside_los_written_as_vis_hidden() -> void:
# Tiles in bounds but not in visible_positions must be VIS_HIDDEN (0)
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visible_tiles = [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
# (5, 7) is inside the padded bounds but not visible — must be VIS_HIDDEN
var vis_bytes = fog_state.get("_vis_bytes")
if vis_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 5 - ox
var py := 7 - oy
if px >= 0 and py >= 0 and px < w:
var idx := py * w + px
if idx >= 0 and idx < vis_bytes.size():
assert_int(vis_bytes[idx]).is_equal(fog_state.VIS_HIDDEN)
# -- Acceptance: exploration survives texture resize --------------------------
func test_exploration_data_preserved_across_bounds_growth() -> void:
# D-059: Texture resize must copy old exploration bytes into new texture.
# Without this, tiles seen before a resize appear as EXP_UNEXPLORED (black).
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
# Frame 1: see (5, 5), then leave
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.visible_tiles = [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
GameState.visible_positions.clear()
GameState.visible_tiles = []
fog_state.update_from_state() # (5,5) → EXP_EXPLORED
# Frame 2: move far away — forces bounds growth (resize)
GameState.visible_positions = {Vector2i(80, 80): true}
GameState.visible_tiles = [{"x": 80, "y": 80, "z": 0, "visibility": "Forward"}]
fog_state.update_from_state()
# (5,5) must still be EXP_EXPLORED after the resize
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 5 - ox
var py := 5 - oy
if px < 0 or py < 0 or px >= w:
push_warning("TestFogSprint22: (5,5) not in bounds after resize — is copy-on-resize working?")
return
var idx := py * w + px
if idx >= 0 and idx < exp_bytes.size():
assert_int(exp_bytes[idx]).override_failure_message(
"Exploration data at (5,5) must survive bounds growth — EXP_EXPLORED (128) expected after resize"
).is_greater_equal(fog_state.EXP_EXPLORED)
# -- Shader file checks (D-059) -----------------------------------------------
func test_fog_gdshader_exists() -> void:
assert_bool(ResourceLoader.exists("res://shaders/fog.gdshader")).override_failure_message(
"fog.gdshader must exist — fog rendering requires this shader file (#569)"
).is_true()
func test_fog_shader_defines_fog_alpha() -> void:
# D-059: explored fog overlay must be ~25-30% opacity.
# fog_alpha constant controls this. Verify the shader defines it.
if not ResourceLoader.exists("res://shaders/fog.gdshader"):
push_warning("TestFogSprint22: fog.gdshader not found — shader check skipped")
return
var source := FileAccess.get_file_as_string("res://shaders/fog.gdshader")
if source.is_empty():
push_warning("TestFogSprint22: fog.gdshader is empty or unreadable")
return
assert_bool(source.contains("fog_alpha")).override_failure_message(
"fog.gdshader must define fog_alpha for the 25-30%% explored-tile overlay (D-059)"
).is_true()
func test_fog_shader_defines_smoothstep_clarity_ramp() -> void:
# D-059/D-066: smooth gradient requires a clarity ramp (smoothstep).
# The blurred visibility → clarity ramp must use smoothstep for smooth gradients.
if not ResourceLoader.exists("res://shaders/fog.gdshader"):
push_warning("TestFogSprint22: fog.gdshader not found — skipped")
return
var source := FileAccess.get_file_as_string("res://shaders/fog.gdshader")
if source.is_empty():
return
assert_bool(source.contains("smoothstep")).override_failure_message(
"fog.gdshader must use smoothstep for the clarity ramp — hard steps violate D-066 gradient spec"
).is_true()
func test_fog_shader_defines_unexplored_color() -> void:
# D-059: unexplored = solid near-black #12141a.
if not ResourceLoader.exists("res://shaders/fog.gdshader"):
push_warning("TestFogSprint22: fog.gdshader not found — skipped")
return
var source := FileAccess.get_file_as_string("res://shaders/fog.gdshader")
if source.is_empty():
return
assert_bool(source.contains("UNEXPLORED_COLOR")).override_failure_message(
"fog.gdshader must define UNEXPLORED_COLOR constant (D-059 #12141a spec)"
).is_true()
func test_fog_shader_uses_gaussian_blur_for_gradient() -> void:
# D-066: 6-8 tile soft gradient requires Gaussian blur on visibility texture.
# Current implementation: 7x7 kernel at 2-texel intervals (±6 tiles), sigma 2.0
# in kernel space = 4.0 tiles effective. At 2-sigma (8 tiles), weight drops to 0.14.
# This covers the D-066 "6-8 tile" gradient spec.
if not ResourceLoader.exists("res://shaders/fog.gdshader"):
push_warning("TestFogSprint22: fog.gdshader not found — skipped")
return
var source := FileAccess.get_file_as_string("res://shaders/fog.gdshader")
if source.is_empty():
return
# 7x7 Gaussian uses dy from -3 to 3
assert_bool(source.contains("sample_visibility")).override_failure_message(
"fog.gdshader must call sample_visibility() for Gaussian-blurred visibility (D-066 gradient)"
).is_true()
assert_bool(source.contains("-3.0")).override_failure_message(
"fog.gdshader sample_visibility must use 7x7 kernel (±3 tiles) for 6-tile gradient coverage (D-066)"
).is_true()
# -- Regression: GameState visible_positions (existing contract) ---------------
func test_visible_positions_derived_from_visible_tiles_in_server_mode() -> void:
# D-020: In real server mode, visible_positions derives from visible_tiles.
# Fog rendering depends on this derivation being correct.
GameState.apply_snapshot({
"tick": 10,
"visible_tiles": [
{"x": 7, "y": 7, "z": 0, "visibility": "Forward"},
{"x": 8, "y": 7, "z": 0, "visibility": "Forward"},
],
})
assert_bool(GameState.visible_positions.has(Vector2i(7, 7))).override_failure_message(
"visible_positions must be derived from visible_tiles when no explicit visible_positions key"
).is_true()
assert_bool(GameState.visible_positions.has(Vector2i(8, 7))).is_true()
func test_visibility_sectors_populated_forward_only() -> void:
# D-015: visibility_sectors must be populated from visible_tiles.
# In Forward-only mode, all sectors are "Forward".
GameState.apply_snapshot({
"tick": 11,
"visible_tiles": [
{"x": 4, "y": 4, "z": 0, "visibility": "Forward"},
],
})
assert_bool(GameState.visibility_sectors.has(Vector2i(4, 4))).is_true()
assert_str(GameState.visibility_sectors[Vector2i(4, 4)]).is_equal("Forward")
func test_visible_positions_cleared_on_new_snapshot() -> void:
# Old positions from tick N must not persist to tick N+1
GameState.apply_snapshot({
"tick": 1,
"visible_tiles": [{"x": 5, "y": 5, "z": 0, "visibility": "Forward"}],
})
assert_int(GameState.visible_positions.size()).is_equal(1)
GameState.apply_snapshot({
"tick": 2,
"visible_tiles": [{"x": 10, "y": 10, "z": 0, "visibility": "Forward"}],
})
assert_bool(GameState.visible_positions.has(Vector2i(5, 5))).override_failure_message(
"Old visible positions must be cleared when new visible_tiles arrive"
).is_false()
assert_bool(GameState.visible_positions.has(Vector2i(10, 10))).is_true()
# -- Sprint 23: BoundaryWall handling (#585) ----------------------------------
func test_boundary_positions_populated_from_snapshot() -> void:
# #585: BoundaryWall tiles go to boundary_positions (not visible_positions).
# Fog lifts for boundary wall tiles so wall content composites correctly.
GameState.apply_snapshot({
"tick": 20,
"visible_tiles": [
{"x": 10, "y": 10, "z": 0, "visibility": "Forward", "type": "floor"},
{"x": 11, "y": 10, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
],
})
assert_bool(GameState.visible_positions.has(Vector2i(10, 10))).override_failure_message(
"Forward tile must be in visible_positions"
).is_true()
assert_bool(GameState.visible_positions.has(Vector2i(11, 10))).override_failure_message(
"BoundaryWall tile must NOT be in visible_positions (#585)"
).is_false()
assert_bool(GameState.boundary_positions.has(Vector2i(11, 10))).override_failure_message(
"BoundaryWall tile must be in boundary_positions (#585)"
).is_true()
func test_boundary_wall_vis_forward_not_exp_visible() -> void:
# #585: BoundaryWall tiles get VIS_FORWARD (fog lifted) but NOT EXP_VISIBLE.
# They render through fog but are not stored as exploration memory.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.boundary_positions = {Vector2i(6, 5): true}
GameState.visible_tiles = [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
{"x": 6, "y": 5, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
]
fog_state.update_from_state()
var vis_bytes = fog_state.get("_vis_bytes")
var exp_bytes = fog_state.get("_exp_bytes")
if vis_bytes == null or exp_bytes == null:
push_warning("TestFogSprint22: byte arrays not accessible — skipped")
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 6 - ox
var py := 5 - oy
if px < 0 or py < 0 or px >= w:
push_warning("TestFogSprint22: boundary tile (6,5) out of bounds — skipped")
return
var idx := py * w + px
if idx < 0 or idx >= vis_bytes.size():
return
assert_int(vis_bytes[idx]).override_failure_message(
"BoundaryWall tile must have VIS_FORWARD — fog must lift to composite wall content (#585)"
).is_equal(fog_state.VIS_FORWARD)
assert_int(exp_bytes[idx]).override_failure_message(
"BoundaryWall tile must NOT be EXP_VISIBLE — it is not explored memory (#585)"
).is_not_equal(fog_state.EXP_VISIBLE)
func test_boundary_wall_stays_unexplored_after_leaving_los() -> void:
# #585: When BoundaryWall tile leaves LOS, it must NOT decay to EXP_EXPLORED.
# Normal LOS tiles decay to EXP_EXPLORED when they leave LOS.
# Boundary tiles must stay EXP_UNEXPLORED — they were never explored.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
# Frame 1: BoundaryWall at (6,5) is visible
GameState.visible_positions = {Vector2i(5, 5): true}
GameState.boundary_positions = {Vector2i(6, 5): true}
GameState.visible_tiles = [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
{"x": 6, "y": 5, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
]
fog_state.update_from_state()
# Frame 2: both leave LOS
GameState.visible_positions.clear()
GameState.boundary_positions.clear()
GameState.visible_tiles = []
fog_state.update_from_state()
var exp_bytes = fog_state.get("_exp_bytes")
if exp_bytes == null:
return
var ox: int = fog_state.map_bounds.position.x
var oy: int = fog_state.map_bounds.position.y
var w: int = fog_state.get("_width") if fog_state.get("_width") != null else -1
if w <= 0:
return
var px := 6 - ox
var py := 5 - oy
if px >= 0 and py >= 0 and px < w:
var idx := py * w + px
if idx >= 0 and idx < exp_bytes.size():
assert_int(exp_bytes[idx]).override_failure_message(
"BoundaryWall tile must stay EXP_UNEXPLORED after leaving LOS (#585 — not explored memory)"
).is_equal(fog_state.EXP_UNEXPLORED)
func test_boundary_wall_cleared_on_new_snapshot() -> void:
# #585: boundary_positions must be cleared each tick — old walls must not persist.
# BoundaryWall positions shift as the player moves; stale positions would lift fog
# where no wall exists.
GameState.apply_snapshot({
"tick": 30,
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
{"x": 6, "y": 5, "z": 0, "visibility": "BoundaryWall", "type": "wall"},
],
})
assert_bool(GameState.boundary_positions.has(Vector2i(6, 5))).is_true()
GameState.apply_snapshot({
"tick": 31,
"visible_tiles": [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward", "type": "floor"},
],
})
assert_bool(GameState.boundary_positions.has(Vector2i(6, 5))).override_failure_message(
"Stale BoundaryWall position must be cleared on next snapshot (#585)"
).is_false()
# -- Performance (D-059) -------------------------------------------------------
func test_fog_state_update_under_2ms_for_400_tiles() -> void:
# D-059: <1ms/frame CPU budget for fog update. Allow 2x margin for test env.
var fog_state = _get_fog_state()
if fog_state == null:
return
if not fog_state.has_method("update_from_state"):
return
var positions: Dictionary = {}
var tiles: Array = []
for x in range(20):
for y in range(20):
positions[Vector2i(x, y)] = true
tiles.append({"x": x, "y": y, "z": 0, "visibility": "Forward"})
GameState.visible_positions = positions
GameState.visible_tiles = tiles
var start := Time.get_ticks_usec()
fog_state.update_from_state()
var elapsed_ms := (Time.get_ticks_usec() - start) / 1000.0
assert_float(elapsed_ms).override_failure_message(
"FogState.update_from_state() must complete in <2ms for 400 tiles (spec: <1ms D-059)"
).is_less(2.0)
-1
View File
@@ -1 +0,0 @@
uid://bxhgo1e4rvfmi
+2 -2
View File
@@ -15,7 +15,7 @@ const _THRESHOLD: float = 5.0 # Mirror of main.gd TELEPORT_DISTANCE_THRESHOLD
var _gauntlet_snapshot := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
"player_facing": "North",
"player_stance": "Walk",
@@ -36,7 +36,7 @@ var _gauntlet_snapshot := {
var _normal_snapshot := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
"player_facing": "North",
"player_stance": "Walk",
-3
View File
@@ -160,8 +160,6 @@ func test_interact_roundtrip() -> void:
# Server accepts it (currently a no-op) and responds with a valid snapshot.
var snapshot: Dictionary = await _send_and_receive("Interact", 0)
# Snapshot should be valid with correct protocol version
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.entities.size()).is_greater(0)
# Player should be at start position (Interact doesn't move)
@@ -173,7 +171,6 @@ func test_interact_roundtrip() -> void:
# Send Interact again at next tick — server should still accept it
var snap2: Dictionary = await _send_and_receive("Interact", 1)
assert_that(snap2).is_not_null()
assert_that(snap2.version).is_equal(Protocol.PROTOCOL_VERSION)
# -- Mixed sequence: movement then interact in one session ---------------------
+2 -2
View File
@@ -305,7 +305,7 @@ func test_contradicted_entity_verbs_decode() -> void:
# #422: NearbyInteraction.contradicted=true should be decodeable
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [{
"entity_id": 2,
@@ -329,7 +329,7 @@ func test_object_type_verbs_decode() -> void:
# #421: ObjectType appears in NearbyInteraction.object_type
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [{
"entity_id": 3,
+6 -23
View File
@@ -11,7 +11,7 @@ extends GdUnitTestSuite
func test_protocol_decode_v4_with_nearby_interactions() -> void:
var raw := {
"tick": 10,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Player",
"visibility": "Forward", "relationship": "Unknown", "observation": "Visible"},
@@ -46,7 +46,7 @@ func test_protocol_decode_v4_with_nearby_interactions() -> void:
func test_protocol_decode_v4_no_nearby_interactions() -> void:
var raw := {
"tick": 5,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -57,7 +57,7 @@ func test_protocol_decode_v4_no_nearby_interactions() -> void:
func test_protocol_decode_empty_nearby_interactions() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [],
}
@@ -68,7 +68,7 @@ func test_protocol_decode_empty_nearby_interactions() -> void:
func test_protocol_decode_interaction_missing_verbs() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [{"entity_id": 2}],
}
@@ -79,7 +79,7 @@ func test_protocol_decode_interaction_missing_verbs() -> void:
func test_protocol_decode_interaction_empty_verbs() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"nearby_interactions": [{"entity_id": 2, "entity_type": "Npc", "distance": 1, "verbs": []}],
}
@@ -90,7 +90,7 @@ func test_protocol_decode_interaction_empty_verbs() -> void:
func test_protocol_decode_v4_entity_relationship() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Npc",
"visibility": "Forward", "relationship": "Friendly", "observation": "Visible"},
@@ -100,17 +100,6 @@ func test_protocol_decode_v4_entity_relationship() -> void:
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot.entities[0].relationship).is_equal("Friendly")
func test_protocol_rejects_version_mismatch() -> void:
var raw := {
"tick": 5,
"version": 2,
"entities": [],
}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_null()
# -- GameState: nearby_interactions storage --
func test_game_state_stores_nearby_interactions() -> void:
@@ -153,12 +142,6 @@ func test_sim_bridge_test_snapshot_interaction_at_range_2() -> void:
var snap = SimBridge._test_snapshot()
assert_that(snap.nearby_interactions.size()).is_equal(1)
func test_sim_bridge_test_snapshot_protocol_version() -> void:
SimBridge.reset_test_state()
var snap = SimBridge._test_snapshot()
assert_that(snap.version).is_equal(Protocol.PROTOCOL_VERSION)
# -- InteractionPrompt UI --
func test_prompt_get_selected_verb_returns_first_kind() -> void:
-7
View File
@@ -19,13 +19,6 @@ func _load_fixture(name: String) -> PackedByteArray:
# -- snapshot_minimal ----------------------------------------------------------
func test_fixture_snapshot_minimal_version() -> void:
var bytes = _load_fixture("snapshot_minimal")
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot).is_not_null()
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
func test_fixture_snapshot_minimal_tick() -> void:
var bytes = _load_fixture("snapshot_minimal")
var snapshot = Protocol.decode_snapshot(bytes)
-601
View File
@@ -1,601 +0,0 @@
## Sprint 18 — Knowledge/journal display (#264)
## Spec refs: D-041 (knowledge graph data model), D-027 (vertical slice — KG display),
## D-042 (UIStrings for all labels)
##
## Tests now run against live Stig implementation.
## Wire format per game_state.gd v14:
## player_knowledge: {entities: [{entity_id, name, confidence, source, state, relationship, last_observed_tick}]}
##
## NOTE: player_knowledge PERSISTS between snapshots (no-clear behavior, by design).
## The server sends KG updates only when the graph changes — absence = no change.
## Contrast with current_examine_result which DOES clear each snapshot.
class_name TestJournalSprint18
extends GdUnitTestSuite
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
const JOURNAL_SCENE_PATH: String = "res://ui/journal_panel.tscn"
func _make_journal_panel() -> Control:
if not ResourceLoader.exists(JOURNAL_SCENE_PATH):
push_warning("TestJournalSprint18: journal_panel.tscn not found — scene tests skipped")
return null
var node: Control = load(JOURNAL_SCENE_PATH).instantiate()
add_child(node)
return node
func _make_kg_entity(overrides: Dictionary = {}) -> Dictionary:
## Wire format per game_state.gd v14 / Stig's Stig confirmation (2026-02-25).
## entities: [{entity_id, name, confidence, source, state, relationship, last_observed_tick}]
var base: Dictionary = {
"entity_id": 42,
"name": "Kael Davan",
"confidence": "KnowsOf",
"source": "DirectObservation",
"state": "Active",
"relationship": "PersonOfInterest",
"last_observed_tick": 1024,
}
base.merge(overrides, true)
return base
func _make_player_knowledge(entities: Array = []) -> Dictionary:
if entities.is_empty():
entities = [_make_kg_entity()]
return {"entities": entities}
func _entries_container(panel: Control) -> Node:
return panel.get_node_or_null(
"PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/EntriesContainer"
)
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func before_test() -> void:
GameState.player_knowledge = null
GameState.current_dialogue = null
GameState.dialogue_active = false
GameState.current_tick = 0
func after_test() -> void:
GameState.player_knowledge = null
GameState.current_dialogue = null
GameState.dialogue_active = false
# ---------------------------------------------------------------------------
# GameState: player_knowledge snapshot parsing
# ---------------------------------------------------------------------------
func test_gamestate_player_knowledge_field_exists() -> void:
## GameState must have player_knowledge field (v14, #264).
assert_bool(GameState.has("player_knowledge")).override_failure_message(
"GameState must have 'player_knowledge' field (Sprint 18 #264)"
).is_true()
func test_gamestate_player_knowledge_null_by_default() -> void:
GameState.player_knowledge = null
assert_that(GameState.player_knowledge).is_null()
func test_gamestate_player_knowledge_set_from_snapshot() -> void:
GameState.apply_snapshot({
"tick": 10,
"player_knowledge": _make_player_knowledge(),
})
assert_that(GameState.player_knowledge).is_not_null()
assert_bool(GameState.player_knowledge.has("entities")).is_true()
func test_gamestate_player_knowledge_persists_when_absent() -> void:
## IMPORTANT: player_knowledge does NOT clear when absent from snapshot.
## Server sends KG updates only on change — absence means "no change since last tick".
## This is intentional behavior (journal should not flash empty every tick).
GameState.player_knowledge = _make_player_knowledge()
GameState.apply_snapshot({"tick": 11})
assert_that(GameState.player_knowledge).is_not_null()
func test_gamestate_player_knowledge_null_when_non_dict() -> void:
## Malformed player_knowledge (non-dict) must be rejected.
## First set a valid value, then try to overwrite with invalid
GameState.player_knowledge = _make_player_knowledge()
GameState.apply_snapshot({"tick": 1, "player_knowledge": "bad-value"})
# Non-dict is rejected — previous value preserved (or null if first time)
# The implementation only updates on Dictionary type, so value persists
assert_that(GameState.player_knowledge).is_not_null()
func test_gamestate_player_knowledge_entities_survive_roundtrip() -> void:
var entities := [
_make_kg_entity({"name": "Kael Davan", "state": "Active"}),
_make_kg_entity({"name": "Lysa Orin", "state": "Contradicted", "entity_id": 55}),
]
GameState.apply_snapshot({"tick": 5, "player_knowledge": {"entities": entities}})
var parsed_entities: Array = GameState.player_knowledge.get("entities", [])
assert_int(parsed_entities.size()).is_equal(2)
assert_that(parsed_entities[0].get("name")).is_equal("Kael Davan")
assert_that(parsed_entities[1].get("state")).is_equal("Contradicted")
func test_gamestate_player_knowledge_updated_when_new_data_arrives() -> void:
## When server sends a new player_knowledge, it replaces the previous value.
GameState.apply_snapshot({"tick": 1, "player_knowledge": _make_player_knowledge([
_make_kg_entity({"name": "Person A"}),
])})
GameState.apply_snapshot({"tick": 2, "player_knowledge": _make_player_knowledge([
_make_kg_entity({"name": "Person A"}),
_make_kg_entity({"name": "Person B", "entity_id": 99}),
])})
var entities: Array = GameState.player_knowledge.get("entities", [])
assert_int(entities.size()).is_equal(2)
# ---------------------------------------------------------------------------
# Journal panel: scene and API
# ---------------------------------------------------------------------------
func test_journal_panel_scene_exists() -> void:
assert_bool(ResourceLoader.exists(JOURNAL_SCENE_PATH)).override_failure_message(
"Journal panel scene must exist at res://ui/journal_panel.tscn"
).is_true()
func test_journal_panel_instantiates_without_crash() -> void:
var panel := _make_journal_panel()
if panel == null: return
assert_that(panel).is_not_null()
panel.queue_free()
func test_journal_panel_has_toggle_method() -> void:
var panel := _make_journal_panel()
if panel == null: return
assert_bool(panel.has_method("toggle")).override_failure_message(
"JournalPanel must have toggle() method"
).is_true()
panel.queue_free()
func test_journal_panel_has_close_method() -> void:
var panel := _make_journal_panel()
if panel == null: return
assert_bool(panel.has_method("close")).override_failure_message(
"JournalPanel must have close() method"
).is_true()
panel.queue_free()
func test_journal_panel_has_is_open_method() -> void:
var panel := _make_journal_panel()
if panel == null: return
assert_bool(panel.has_method("is_open")).override_failure_message(
"JournalPanel must have is_open() method"
).is_true()
panel.queue_free()
func test_journal_panel_has_update_from_state_method() -> void:
var panel := _make_journal_panel()
if panel == null: return
assert_bool(panel.has_method("update_from_state")).override_failure_message(
"JournalPanel must have update_from_state() method (called from main.gd)"
).is_true()
panel.queue_free()
func test_journal_panel_closed_on_init() -> void:
## Panel starts hidden — not open by default.
var panel := _make_journal_panel()
if panel == null: return
assert_bool(panel.is_open()).override_failure_message(
"JournalPanel must be closed on _ready()"
).is_false()
panel.queue_free()
func test_journal_panel_toggle_opens() -> void:
## First toggle() opens the panel.
var panel := _make_journal_panel()
if panel == null: return
panel.toggle()
assert_bool(panel.is_open()).override_failure_message(
"toggle() must set is_open() = true"
).is_true()
panel.queue_free()
func test_journal_panel_toggle_closes() -> void:
## Second toggle() closes the panel.
var panel := _make_journal_panel()
if panel == null: return
panel.toggle() # open
panel.toggle() # close
assert_bool(panel.is_open()).override_failure_message(
"Second toggle() must close the panel"
).is_false()
panel.queue_free()
func test_journal_panel_close_when_already_closed_is_safe() -> void:
## close() on an already-closed panel must not crash.
var panel := _make_journal_panel()
if panel == null: return
panel.close()
assert_bool(panel.is_open()).is_false()
panel.queue_free()
# ---------------------------------------------------------------------------
# Journal panel: entry rendering
# ---------------------------------------------------------------------------
func test_journal_panel_entries_container_exists() -> void:
## EntriesContainer is the VBoxContainer that holds entity entries.
var panel := _make_journal_panel()
if panel == null: return
var container := _entries_container(panel)
assert_that(container != null).override_failure_message(
"EntriesContainer must exist at PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/EntriesContainer"
).is_true()
panel.queue_free()
func test_journal_panel_shows_entries_when_knowledge_populated() -> void:
## Opening panel with player_knowledge set creates entry nodes in EntriesContainer.
var panel := _make_journal_panel()
if panel == null: return
GameState.player_knowledge = _make_player_knowledge([
_make_kg_entity({"name": "Kael Davan"}),
])
panel.toggle() # calls _show_panel() -> _rebuild_entries()
var container := _entries_container(panel)
if container == null: panel.queue_free(); return
assert_int(container.get_child_count()).override_failure_message(
"EntriesContainer must have children when player_knowledge is populated"
).is_greater(0)
panel.queue_free()
func test_journal_panel_shows_empty_state_when_no_knowledge() -> void:
## Empty state Label is shown when player_knowledge is null.
var panel := _make_journal_panel()
if panel == null: return
GameState.player_knowledge = null
panel.toggle()
var container := _entries_container(panel)
if container == null: panel.queue_free(); return
## Empty state = exactly 1 child (the "Nothing logged yet." label)
assert_int(container.get_child_count()).override_failure_message(
"EntriesContainer should have 1 child (empty state label) when knowledge is null"
).is_equal(1)
panel.queue_free()
func test_journal_panel_two_entities_create_more_entries() -> void:
## Two entities create more entries than one (header + detail each, plus spacers).
var panel := _make_journal_panel()
if panel == null: return
GameState.player_knowledge = _make_player_knowledge([
_make_kg_entity({"name": "Entity A", "entity_id": 1}),
_make_kg_entity({"name": "Entity B", "entity_id": 2}),
])
panel.toggle()
var container := _entries_container(panel)
if container == null: panel.queue_free(); return
## Each entity: header_rtl + detail_rtl + spacer = 3 nodes. Two entities = 6 min.
assert_int(container.get_child_count()).override_failure_message(
"Two entities must create at least 6 child nodes (2 × [header + detail + spacer])"
).is_greater_equal(6)
panel.queue_free()
func test_journal_panel_contradicted_entity_uses_strikethrough() -> void:
## D-041: Contradicted entities must have strikethrough in their header BBCode.
## journal_panel.gd renders [s]Name[/s] for Contradicted state.
var panel := _make_journal_panel()
if panel == null: return
GameState.player_knowledge = _make_player_knowledge([
_make_kg_entity({"name": "Bad Guy", "state": "Contradicted"}),
])
panel.toggle()
var container := _entries_container(panel)
if container == null: panel.queue_free(); return
## First child should be the header RichTextLabel with [s]...[/s]
if container.get_child_count() == 0:
push_warning("test_journal_panel_contradicted_entity_uses_strikethrough: no entries — skip")
panel.queue_free(); return
var first_child := container.get_child(0)
if first_child is RichTextLabel:
assert_that(first_child.text).override_failure_message(
"Contradicted entity header must contain [s] (strikethrough) BBCode"
).contains("[s]")
panel.queue_free()
func test_journal_panel_active_entity_no_strikethrough() -> void:
## Active entity must NOT have strikethrough in its header.
var panel := _make_journal_panel()
if panel == null: return
GameState.player_knowledge = _make_player_knowledge([
_make_kg_entity({"name": "Good Guy", "state": "Active"}),
])
panel.toggle()
var container := _entries_container(panel)
if container == null: panel.queue_free(); return
if container.get_child_count() == 0:
push_warning("test_journal_panel_active_entity_no_strikethrough: no entries — skip")
panel.queue_free(); return
var first_child := container.get_child(0)
if first_child is RichTextLabel:
assert_bool(first_child.text.contains("[s]")).override_failure_message(
"Active entity header must NOT have strikethrough — only Contradicted gets [s]"
).is_false()
panel.queue_free()
# ---------------------------------------------------------------------------
# Journal panel: mutual exclusion with dialogue
# ---------------------------------------------------------------------------
func test_update_from_state_closes_journal_when_dialogue_active() -> void:
## Sprint briefing: journal must close when dialogue opens.
## update_from_state() is called from main.gd on each snapshot.
var panel := _make_journal_panel()
if panel == null: return
panel.toggle() # open journal
assert_bool(panel.is_open()).is_true()
GameState.dialogue_active = true
panel.update_from_state()
assert_bool(panel.is_open()).override_failure_message(
"Journal must close when GameState.dialogue_active = true (update_from_state() called)"
).is_false()
panel.queue_free()
func test_update_from_state_does_not_close_when_dialogue_inactive() -> void:
## update_from_state() must NOT close journal when dialogue is not active.
var panel := _make_journal_panel()
if panel == null: return
panel.toggle() # open journal
GameState.dialogue_active = false
panel.update_from_state()
assert_bool(panel.is_open()).override_failure_message(
"Journal must stay open when dialogue is inactive"
).is_true()
panel.queue_free()
# ---------------------------------------------------------------------------
# UIStrings: confidence and source label keys (D-042 — now via UIStrings)
## CONFIDENCE_LABELS and SOURCE_LABELS dicts were removed from journal_panel.gd.
## Labels now come from UIStrings: knowledge_panel.confidence_* / knowledge_panel.source_*
# ---------------------------------------------------------------------------
func test_ui_strings_confidence_direct_exists() -> void:
## D-042: confidence label for "Direct" tier must be in UIStrings.
assert_bool(UIStrings.has_key("knowledge_panel.confidence_direct")).override_failure_message(
"UIStrings must have 'knowledge_panel.confidence_direct' (D-042)"
).is_true()
func test_ui_strings_confidence_knowsdetails_exists() -> void:
assert_bool(UIStrings.has_key("knowledge_panel.confidence_knowsdetails")).override_failure_message(
"UIStrings must have 'knowledge_panel.confidence_knowsdetails' (D-042)"
).is_true()
func test_ui_strings_confidence_knowsof_exists() -> void:
assert_bool(UIStrings.has_key("knowledge_panel.confidence_knowsof")).override_failure_message(
"UIStrings must have 'knowledge_panel.confidence_knowsof' (D-042)"
).is_true()
func test_ui_strings_confidence_suspects_exists() -> void:
assert_bool(UIStrings.has_key("knowledge_panel.confidence_suspects")).override_failure_message(
"UIStrings must have 'knowledge_panel.confidence_suspects' (D-042)"
).is_true()
func test_ui_strings_all_confidence_keys_non_empty() -> void:
## All four confidence label values must be non-empty strings.
var keys := [
"knowledge_panel.confidence_direct",
"knowledge_panel.confidence_knowsdetails",
"knowledge_panel.confidence_knowsof",
"knowledge_panel.confidence_suspects",
]
for key in keys:
if not UIStrings.has_key(key): continue
assert_bool(UIStrings.get_text(key).length() > 0).override_failure_message(
"UIStrings key '%s' must be non-empty" % key
).is_true()
func test_ui_strings_source_directobservation_exists() -> void:
assert_bool(UIStrings.has_key("knowledge_panel.source_directobservation")).override_failure_message(
"UIStrings must have 'knowledge_panel.source_directobservation' (D-042)"
).is_true()
func test_ui_strings_source_toldby_exists() -> void:
assert_bool(UIStrings.has_key("knowledge_panel.source_toldby")).override_failure_message(
"UIStrings must have 'knowledge_panel.source_toldby' (D-042)"
).is_true()
func test_ui_strings_source_heard_exists() -> void:
assert_bool(UIStrings.has_key("knowledge_panel.source_heard")).override_failure_message(
"UIStrings must have 'knowledge_panel.source_heard' (D-042)"
).is_true()
# ---------------------------------------------------------------------------
# Journal panel: _state_color() contract
# ---------------------------------------------------------------------------
func test_state_color_contradicted_is_amber() -> void:
## D-041: Contradicted → amber tint (ENTITY_COLOR_POI) — THE FRIEND arc surface.
var panel := _make_journal_panel()
if panel == null: return
var color: Color = panel._state_color("Contradicted")
assert_that(color).override_failure_message(
"_state_color('Contradicted') must return ENTITY_COLOR_POI (amber)"
).is_equal(Constants.ENTITY_COLOR_POI)
panel.queue_free()
func test_state_color_stale_is_dimmed() -> void:
## Stale → dimmed text color (IMPLANT_TEXT_DIM).
var panel := _make_journal_panel()
if panel == null: return
var color: Color = panel._state_color("Stale")
assert_that(color).override_failure_message(
"_state_color('Stale') must return IMPLANT_TEXT_DIM"
).is_equal(Constants.IMPLANT_TEXT_DIM)
panel.queue_free()
func test_state_color_active_is_normal() -> void:
## Active → normal insert text color (INSERT_COLOR_TEXT).
var panel := _make_journal_panel()
if panel == null: return
var color: Color = panel._state_color("Active")
assert_that(color).override_failure_message(
"_state_color('Active') must return INSERT_COLOR_TEXT"
).is_equal(Constants.INSERT_COLOR_TEXT)
panel.queue_free()
func test_state_color_contradicted_differs_from_active() -> void:
## Contradicted and Active must have visually distinct colors.
var panel := _make_journal_panel()
if panel == null: return
var contradicted := panel._state_color("Contradicted")
var active := panel._state_color("Active")
assert_that(contradicted).is_not_equal(active)
panel.queue_free()
func test_state_color_stale_differs_from_active() -> void:
## Stale and Active must have visually distinct colors.
var panel := _make_journal_panel()
if panel == null: return
var stale := panel._state_color("Stale")
var active := panel._state_color("Active")
assert_that(stale).is_not_equal(active)
panel.queue_free()
# ---------------------------------------------------------------------------
# UIStrings: knowledge_panel keys (D-042)
# ---------------------------------------------------------------------------
func test_ui_strings_knowledge_panel_tab_contacts_exists() -> void:
## Journal title uses knowledge_panel.tab_contacts.
assert_bool(UIStrings.has_key("knowledge_panel.tab_contacts")).override_failure_message(
"UIStrings must have 'knowledge_panel.tab_contacts' key (D-042)"
).is_true()
func test_ui_strings_knowledge_panel_empty_state_exists() -> void:
## Empty state message uses knowledge_panel.empty_state.
assert_bool(UIStrings.has_key("knowledge_panel.empty_state")).override_failure_message(
"UIStrings must have 'knowledge_panel.empty_state' key (D-042)"
).is_true()
func test_ui_strings_knowledge_panel_empty_state_non_empty() -> void:
if not UIStrings.has_key("knowledge_panel.empty_state"): return
assert_bool(UIStrings.get_text("knowledge_panel.empty_state").length() > 0).is_true()
func test_ui_strings_knowledge_panel_tab_contacts_non_empty() -> void:
if not UIStrings.has_key("knowledge_panel.tab_contacts"): return
assert_bool(UIStrings.get_text("knowledge_panel.tab_contacts").length() > 0).is_true()
# ---------------------------------------------------------------------------
# D-042: CONFIDENCE_LABELS/SOURCE_LABELS now via UIStrings — FIXED (2026-02-25)
## Previously filed as a gap: journal_panel.gd had hardcoded CONFIDENCE_LABELS dict.
## Fixed by Stig: dicts removed, all labels now use UIStrings.get_text("knowledge_panel.*").
## Regression guard: verify the dicts are gone and UIStrings fallback works.
# ---------------------------------------------------------------------------
func test_d042_fixed_panel_has_no_confidence_labels_dict() -> void:
## Regression: CONFIDENCE_LABELS dict must NOT exist on journal_panel — it was removed.
## If this test fails, the hardcoded dict was accidentally re-introduced.
var panel := _make_journal_panel()
if panel == null: return
assert_bool(panel.get("CONFIDENCE_LABELS") == null).override_failure_message(
"D-042 regression: CONFIDENCE_LABELS dict must be removed from journal_panel.gd"
).is_true()
panel.queue_free()
func test_d042_fixed_panel_has_no_source_labels_dict() -> void:
## Regression: SOURCE_LABELS dict must NOT exist on journal_panel — it was removed.
var panel := _make_journal_panel()
if panel == null: return
assert_bool(panel.get("SOURCE_LABELS") == null).override_failure_message(
"D-042 regression: SOURCE_LABELS dict must be removed from journal_panel.gd"
).is_true()
panel.queue_free()
func test_d042_uistrings_fallback_for_unknown_confidence() -> void:
## UIStrings falls back to the key string itself for missing keys.
## journal_panel.gd relies on this for graceful degradation.
var fallback := UIStrings.get_text("knowledge_panel.confidence_nonexistent_level")
assert_that(fallback).override_failure_message(
"UIStrings fallback must return the key string itself for unknown keys"
).is_equal("knowledge_panel.confidence_nonexistent_level")
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
func test_canvas_insert_constant_is_10() -> void:
assert_int(Constants.CANVAS_INSERT).is_equal(10)
func test_journal_fade_constants_reasonable() -> void:
## FADE_IN and FADE_OUT must be short (< 0.5s) for responsive UI.
var panel := _make_journal_panel()
if panel == null: return
assert_float(panel.FADE_IN).is_between(0.0, 0.5)
assert_float(panel.FADE_OUT).is_between(0.0, 0.5)
panel.queue_free()
@@ -1 +0,0 @@
uid://cao5jf5h36img
+1 -1
View File
@@ -95,7 +95,7 @@ func test_frame_encode_large_payload_length() -> void:
func test_framed_protocol_snapshot_roundtrip() -> void:
# Encode a snapshot with Protocol, frame it, decode the frame, decode the snapshot
var snapshot_data := {"tick": 42, "version": Protocol.PROTOCOL_VERSION, "entities": []}
var snapshot_data := {"tick": 42, "version": 23, "entities": []}
var encoded: Variant = Messagepack.encode(snapshot_data)
assert_that(encoded.status).is_null()
@@ -0,0 +1,330 @@
## Sprint 37 — Scene-level merge-path UI flow tests (#873)
##
## Four flows that cover the critical paths through the pre-game UI.
## These tests are the merge-gate mechanism added in the Sprint 36 retro:
## regressions like #872 (New Game hang) must be caught here, not in post-merge
## smoke tests.
##
## Pattern: load scene → simulate input via button.pressed.emit() or direct
## handler call → assert terminal state. No pixel diffing, no xdotool.
##
## NOTE: Tests that end in a scene transition (change_scene_to_file) assert state
## synchronously before the deferred transition fires. The test scene is
## queue_freed in after_test() regardless.
##
## Reference: test_character_creation_sprint28.gd
## Ticket: #873 | motivating regression: #872
class_name TestMergePathFlowsSprint37
extends GdUnitTestSuite
const MAIN_MENU_SCENE_PATH := "res://scenes/main_menu.tscn"
const CHAR_CREATE_SCENE_PATH := "res://scenes/character_creation.tscn"
var _scene = null # MainMenu or CharacterCreation — untyped, varies per test
func before_test() -> void:
# Reset all shared state that these flows touch
SimBridge.disconnect_from_sim()
SimBridge._last_snapshot = null
SimBridge._outbound_buffer.clear()
GameState.bookmark_catalog = []
GameState.pending_load_path = ""
# Clear MetaStack from any leftover overlays to prevent push/pop ordering issues
MetaStack._stack.clear()
func after_test() -> void:
if is_instance_valid(_scene):
_scene.queue_free()
_scene = null
SimBridge.disconnect_from_sim()
SimBridge._outbound_buffer.clear()
MetaStack._stack.clear()
# -----------------------------------------------------------------------------
# Helpers
# -----------------------------------------------------------------------------
func _load_main_menu() -> void:
var packed := load(MAIN_MENU_SCENE_PATH) as PackedScene
# Hard-fail on missing scene (PR #135 review T3): silent skip turns a broken
# merge-path test into a uselessly green one.
assert_that(packed).override_failure_message(
"main_menu.tscn missing — merge-path coverage is broken, not skipped"
).is_not_null()
_scene = packed.instantiate()
add_child(_scene)
func _load_char_create() -> void:
var packed := load(CHAR_CREATE_SCENE_PATH) as PackedScene
# Hard-fail on missing scene (PR #135 review T3): silent skip turns a broken
# merge-path test into a uselessly green one.
assert_that(packed).override_failure_message(
"character_creation.tscn missing — merge-path coverage is broken, not skipped"
).is_not_null()
_scene = packed.instantiate()
# Seed required state so Start is not disabled (guard added in PR #134 / R2-Hoshe-1).
# Individual tests override these as needed. add_child() must run first so
# _ready() populates @onready vars (_footer_start, etc.) that
# _update_start_btn_state() dereferences.
add_child(_scene)
_scene._selected_bookmark_id = "test-bookmark"
_scene._selected_location_id = "test-location"
if _scene.has_method("_update_start_btn_state"):
_scene._update_start_btn_state()
func _make_catalog_snapshot() -> Dictionary:
## Minimal valid snapshot with a bookmark_catalog for flow-1 testing.
## D-192: no version field required; decode accepts snapshots with or without.
return {
"tick": 0,
"entities": [],
"game_time": {"day": 0, "time_of_day": 0, "day_phase": "Morning", "tick_rate": "Full"},
"player_facing": "North",
"player_stance": "Walk",
"player_inventory": [],
"visible_tiles": [],
"nearby_interactions": [],
"pending_recognitions": [],
"bookmark_catalog": {
"bookmarks": [
{
"id": "bm_tycoon_arion",
"title": "Arion Freight Broker",
"subtitle": "Start at Arion orbital",
"flavor": "Commodities and logistics.",
"default_location": "arion",
"allowed_locations": ["arion", "arion_low"],
"allowed_locations_cultures": ["arion"],
"career": "tycoon",
"starting_capital_tractus": 50000,
}
]
},
}
# =============================================================================
# Flow 1: main menu → new game → loading state → catalog received → resolved
# =============================================================================
# Regression guard for #872: New Game used to hang on "Connecting to simulation..."
# because bookmark_catalog was overwritten in receive_bytes before poll_snapshot consumed it.
# This test catches that regression by verifying the full state machine:
# pressed → loading visible → catalog signal → loading dismissed.
func test_new_game_shows_loading_screen() -> void:
## Pressing New Game must show the loading screen and set _waiting_for_catalog.
_load_main_menu()
if _scene == null:
return
assert_bool(_scene._waiting_for_catalog).override_failure_message(
"_waiting_for_catalog must be false before New Game is pressed"
).is_false()
# Press New Game via the button signal (same as real player input)
_scene._new_game_btn.pressed.emit()
assert_bool(_scene._waiting_for_catalog).override_failure_message(
"_waiting_for_catalog must be true after New Game pressed"
).is_true()
assert_that(_scene._loading_screen).override_failure_message(
"Loading screen instance must exist after New Game pressed"
).is_not_null()
assert_bool(_scene._loading_screen.visible).override_failure_message(
"Loading screen must be visible after New Game pressed"
).is_true()
func test_new_game_catalog_snapshot_resolves_loading_state() -> void:
## When snapshot_received fires with a bookmark_catalog, the loading state must clear.
## This is the exact regression introduced in #872 — if the catalog is never delivered,
## _waiting_for_catalog stays true and the screen hangs forever.
_load_main_menu()
if _scene == null:
return
# Simulate the New Game press to set up the signal subscription and loading state.
# In test mode, connect_to_sim() immediately fires CONNECTED, which triggers
# _on_sim_state_changed_for_new_game and connects snapshot_received.
_scene._new_game_btn.pressed.emit()
assert_bool(_scene._waiting_for_catalog).override_failure_message(
"Precondition: _waiting_for_catalog must be true before catalog arrives"
).is_true()
# Deliver the catalog via the signal path (same path the server uses in live mode).
# snapshot_received is emitted here directly because in test mode poll_snapshot()
# uses the harness snapshot (no catalog). The carry-forward fix (#872) ensures
# this signal path also works correctly in live mode when ticks batch.
var catalog_snapshot := _make_catalog_snapshot()
SimBridge.snapshot_received.emit(catalog_snapshot)
# Terminal state: loading resolved
assert_bool(_scene._waiting_for_catalog).override_failure_message(
"_waiting_for_catalog must be false after catalog snapshot delivered — #872 regression"
).is_false()
# PR #135 review H4: assert the SimBridge terminus, not just the loading flag.
# In test mode connect_to_sim() jumps state to CONNECTED synchronously; this
# guarantees the flow reached its terminal state, not merely that the catalog
# flag cleared.
assert_int(SimBridge.state).override_failure_message(
"SimBridge must be in CONNECTED terminus after catalog resolves — flow completion guard"
).is_equal(SimBridge.ConnectionState.CONNECTED)
assert_bool(GameState.bookmark_catalog.size() > 0).override_failure_message(
"GameState.bookmark_catalog must be populated after catalog snapshot applied"
).is_true()
assert_str(GameState.bookmark_catalog[0].get("id", "")).override_failure_message(
"Catalog entry must have the expected bookmark id"
).is_equal("bm_tycoon_arion")
# =============================================================================
# Flow 2: main menu → load game → save picker → save selected
# =============================================================================
func test_load_game_save_picker_shows_on_browse() -> void:
## Calling _on_load_game_browse() must show the save picker panel.
_load_main_menu()
if _scene == null:
return
assert_bool(_scene._load_panel.visible).override_failure_message(
"Load panel must be hidden before Load Game is pressed"
).is_false()
_scene._on_load_game_browse()
assert_bool(_scene._load_panel.visible).override_failure_message(
"Load panel must be visible after _on_load_game_browse()"
).is_true()
func test_load_game_save_selection_sets_pending_load_path() -> void:
## Selecting a save entry must set GameState.pending_load_path for main.gd to consume.
_load_main_menu()
if _scene == null:
return
var mock_save := {
"game_id": "20260421-120000-abc123",
"newest_save": "quicksave.sav",
}
# Call _on_save_selected directly — mirrors what the generated save-list button does.
_scene._on_save_selected(mock_save)
assert_str(GameState.pending_load_path).override_failure_message(
"pending_load_path must be set to the selected save's full path"
).is_equal("user://saves/20260421-120000-abc123/quicksave.sav")
# =============================================================================
# Flow 3: character creation → submit → sim_bridge receives correct payload
# =============================================================================
func test_character_creation_submit_sends_confirm_bookmark_action() -> void:
## _on_start() must queue a ConfirmBookmark action with the selected bookmark
## and location IDs. This is the payload the server uses to initialize the run.
_load_char_create()
if _scene == null:
return
# Ensure SimBridge is connected so send_named_action doesn't silently drop the action
SimBridge.connect_to_sim() # test mode: immediately CONNECTED
_scene._selected_bookmark_id = "bm_tycoon_arion"
_scene._selected_location_id = "arion"
if _scene.has_method("_update_start_btn_state"):
_scene._update_start_btn_state()
SimBridge._outbound_buffer.clear()
_scene._on_start()
var found := false
for entry in SimBridge._outbound_buffer:
if entry.get("action_name") == "ConfirmBookmark":
var data: Variant = entry.get("action_data")
if (
data is Dictionary
and data.get("bookmark_id") == "bm_tycoon_arion"
and data.get("starting_location_id") == "arion"
):
found = true
break
assert_bool(found).override_failure_message(
"_outbound_buffer must contain ConfirmBookmark{bookmark_id='bm_tycoon_arion', starting_location_id='arion'}"
).is_true()
# =============================================================================
# Flow 4: bookmark tab → select location → confirm → server gets bookmark action
# =============================================================================
func test_bookmark_tab_select_location_then_confirm_queues_action() -> void:
## Exercises the full selection path: picking a bookmark, picking a location, then
## confirming. Verifies the correct bookmark_id + starting_location_id reach the server.
## This is the flow the player actually takes — selection handlers must propagate
## to the outbound buffer correctly.
# Populate catalog before scene instantiation so _build_bookmark_cards() sees it
GameState.bookmark_catalog = [
{
"id": "bm_tycoon_arion",
"title": "Arion Freight Broker",
"subtitle": "Start at Arion orbital",
"flavor": "Commodities and logistics.",
"default_location": "arion",
"allowed_locations": ["arion", "arion_low"],
"allowed_locations_cultures": ["arion"],
"career": "tycoon",
"starting_capital_tractus": 50000,
}
]
_load_char_create()
if _scene == null:
return
SimBridge.connect_to_sim() # test mode: immediately CONNECTED
SimBridge._outbound_buffer.clear()
# Simulate the player selecting the bookmark card
var bm: Dictionary = GameState.bookmark_catalog[0]
_scene._on_bookmark_selected(bm)
assert_str(_scene._selected_bookmark_id).override_failure_message(
"_on_bookmark_selected must update _selected_bookmark_id"
).is_equal("bm_tycoon_arion")
assert_str(_scene._selected_location_id).override_failure_message(
"_on_bookmark_selected must populate _selected_location_id from default_location"
).is_not_empty()
# Simulate the player picking a specific allowed location
_scene._on_location_selected("arion_low")
assert_str(_scene._selected_location_id).override_failure_message(
"_on_location_selected must update _selected_location_id"
).is_equal("arion_low")
# Confirm — sends the action to the server
_scene._on_start()
var found := false
for entry in SimBridge._outbound_buffer:
if entry.get("action_name") == "ConfirmBookmark":
var data: Variant = entry.get("action_data")
if (
data is Dictionary
and data.get("bookmark_id") == "bm_tycoon_arion"
and data.get("starting_location_id") == "arion_low"
):
found = true
break
assert_bool(found).override_failure_message(
"_outbound_buffer must contain ConfirmBookmark{bookmark_id='bm_tycoon_arion', starting_location_id='arion_low'}"
).is_true()
-321
View File
@@ -1,321 +0,0 @@
## Sprint 18 — Minimap rendering (#151)
## Spec refs: D-013 (diegetic insert/POI system), D-015 (fixed-north, player-centered),
## D-049 (z-layer 6 = InsertOverlay)
##
## MinimapRenderer: circular insert overlay, always renders frame, draws discovered POIs.
## Scene: res://ui/minimap.tscn (class_name MinimapRenderer)
## Positioned at InsertOverlay/Minimap in main.tscn.
##
## Tests run against live Stig implementation (minimap.gd).
class_name TestMinimapSprint18
extends GdUnitTestSuite
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
const MINIMAP_SCENE_PATH: String = "res://ui/minimap.tscn"
const MAIN_SCENE = preload("res://scenes/main.tscn")
func _make_minimap() -> Control:
if not ResourceLoader.exists(MINIMAP_SCENE_PATH):
push_warning("TestMinimapSprint18: minimap.tscn not found — skip")
return null
var node: Control = load(MINIMAP_SCENE_PATH).instantiate()
add_child(node)
return node
func _make_poi(overrides: Dictionary = {}) -> Dictionary:
var base: Dictionary = {
"id": "poi_test_001",
"x": 20,
"y": 15,
"poi_category": "location",
"label": "Exit A",
}
base.merge(overrides, true)
return base
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func before_test() -> void:
GameState.discovered_pois = []
GameState.player_position = Vector2(10.0, 10.0)
GameState.insert_active = true
func after_test() -> void:
GameState.discovered_pois = []
GameState.player_position = Vector2.ZERO
GameState.insert_active = true
# ---------------------------------------------------------------------------
# Scene and class
# ---------------------------------------------------------------------------
func test_minimap_scene_exists() -> void:
assert_bool(ResourceLoader.exists(MINIMAP_SCENE_PATH)).override_failure_message(
"Minimap scene must exist at res://ui/minimap.tscn (#151)"
).is_true()
func test_minimap_instantiates_without_crash() -> void:
var mm := _make_minimap()
if mm == null: return
assert_that(mm).is_not_null()
mm.queue_free()
func test_minimap_is_minimap_renderer_class() -> void:
## class_name MinimapRenderer in minimap.gd.
var mm := _make_minimap()
if mm == null: return
assert_bool(mm is MinimapRenderer).override_failure_message(
"Minimap node must be a MinimapRenderer instance (check class_name in minimap.gd)"
).is_true()
mm.queue_free()
# ---------------------------------------------------------------------------
# Constants: D-015, visual parameters
# ---------------------------------------------------------------------------
func test_minimap_radius_constant() -> void:
## MINIMAP_RADIUS defines the sim-tile distance of visible POI area.
## Value is tuned to 24 tiles — reasonable coverage without map reveal.
assert_float(MinimapRenderer.MINIMAP_RADIUS).override_failure_message(
"MinimapRenderer.MINIMAP_RADIUS must be 24.0"
).is_equal_approx(24.0, 0.01)
func test_player_dot_radius_defined() -> void:
## Player dot must be visible (> 0) and distinct from POI dot.
assert_float(MinimapRenderer.PLAYER_DOT_RADIUS).is_greater(0.0)
func test_poi_dot_radius_defined() -> void:
## POI dot must be visible (> 0).
assert_float(MinimapRenderer.POI_DOT_RADIUS).is_greater(0.0)
func test_player_dot_larger_than_poi_dot() -> void:
## D-015: Player is always centered and visually distinct.
## Player dot should be at least as large as POI dot.
assert_float(MinimapRenderer.PLAYER_DOT_RADIUS).is_greater_equal(MinimapRenderer.POI_DOT_RADIUS)
# ---------------------------------------------------------------------------
# _category_color() — D-013 POI category color mapping
# ---------------------------------------------------------------------------
func test_category_color_danger_is_hostile_color() -> void:
## "danger", "threat", "hostile" → ENTITY_COLOR_HOSTILE (red)
for cat in ["danger", "threat", "hostile"]:
var color: Color = MinimapRenderer._category_color(cat)
assert_that(color).override_failure_message(
"Category '%s' must map to ENTITY_COLOR_HOSTILE" % cat
).is_equal(Constants.ENTITY_COLOR_HOSTILE)
func test_category_color_evidence_is_poi_color() -> void:
## "evidence", "note", "clue" → ENTITY_COLOR_POI (amber)
for cat in ["evidence", "note", "clue"]:
var color: Color = MinimapRenderer._category_color(cat)
assert_that(color).override_failure_message(
"Category '%s' must map to ENTITY_COLOR_POI (amber)" % cat
).is_equal(Constants.ENTITY_COLOR_POI)
func test_category_color_contact_is_unknown_color() -> void:
## "contact", "npc", "person" → ENTITY_COLOR_UNKNOWN (teal)
for cat in ["contact", "npc", "person"]:
var color: Color = MinimapRenderer._category_color(cat)
assert_that(color).override_failure_message(
"Category '%s' must map to ENTITY_COLOR_UNKNOWN (teal)" % cat
).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
func test_category_color_unknown_category_defaults_to_insert_text() -> void:
## Unknown/unspecified categories → INSERT_COLOR_TEXT (white-blue default)
var color: Color = MinimapRenderer._category_color("some_unknown_type")
assert_that(color).override_failure_message(
"Unknown category must default to INSERT_COLOR_TEXT"
).is_equal(Constants.INSERT_COLOR_TEXT)
func test_category_color_empty_string_defaults() -> void:
## Empty category string → default color, no crash.
var color: Color = MinimapRenderer._category_color("")
assert_that(color).is_equal(Constants.INSERT_COLOR_TEXT)
func test_category_color_case_insensitive() -> void:
## Category matching is case-insensitive (uses to_lower()).
var danger_lower := MinimapRenderer._category_color("danger")
var danger_upper := MinimapRenderer._category_color("DANGER")
var danger_mixed := MinimapRenderer._category_color("Danger")
assert_that(danger_lower).is_equal(danger_upper)
assert_that(danger_lower).is_equal(danger_mixed)
# ---------------------------------------------------------------------------
# set_insert_active() — D-049: insert layer visibility
# ---------------------------------------------------------------------------
func test_set_insert_active_false_hides_minimap() -> void:
## When insert is inactive, minimap must be hidden.
var mm := _make_minimap()
if mm == null: return
mm.set_insert_active(false)
assert_bool(mm.visible).override_failure_message(
"set_insert_active(false) must hide the minimap"
).is_false()
mm.queue_free()
func test_set_insert_active_true_shows_minimap() -> void:
## When insert is active, minimap must be visible.
var mm := _make_minimap()
if mm == null: return
mm.set_insert_active(false)
mm.set_insert_active(true)
assert_bool(mm.visible).override_failure_message(
"set_insert_active(true) must show the minimap"
).is_true()
mm.queue_free()
# ---------------------------------------------------------------------------
# Main scene structural check: InsertOverlay/Minimap
# ---------------------------------------------------------------------------
func test_minimap_in_main_scene_on_insert_overlay() -> void:
## D-049: Minimap must be in InsertOverlay (CanvasLayer 10), not UILayer.
## Scene path: Game/InsertOverlay/Minimap or InsertOverlay/Minimap.
if not ResourceLoader.exists("res://scenes/main.tscn"):
push_warning("TestMinimapSprint18: main.tscn not found — scene tree test skipped")
return
var scene: Node = MAIN_SCENE.instantiate()
auto_free(scene)
add_child(scene)
# Check for Minimap in InsertOverlay
var insert_overlay := scene.get_node_or_null("InsertOverlay")
assert_that(insert_overlay != null).override_failure_message(
"InsertOverlay (CanvasLayer 10) must exist in main.tscn"
).is_true()
if insert_overlay == null: return
var minimap := insert_overlay.get_node_or_null("Minimap")
assert_that(minimap != null).override_failure_message(
"Minimap must be a child of InsertOverlay in main.tscn (D-049: insert layer)"
).is_true()
if minimap == null: return
assert_bool(minimap is MinimapRenderer).override_failure_message(
"InsertOverlay/Minimap must be a MinimapRenderer instance"
).is_true()
func test_insert_overlay_is_canvas_layer_10() -> void:
## InsertOverlay must be CanvasLayer 10 (CANVAS_INSERT per D-049).
if not ResourceLoader.exists("res://scenes/main.tscn"):
push_warning("TestMinimapSprint18: main.tscn not found — canvas layer test skipped")
return
var scene: Node = MAIN_SCENE.instantiate()
auto_free(scene)
add_child(scene)
var insert_overlay := scene.get_node_or_null("InsertOverlay") as CanvasLayer
if insert_overlay == null: return
assert_int(insert_overlay.layer).override_failure_message(
"InsertOverlay must be CanvasLayer %d (CANVAS_INSERT)" % Constants.CANVAS_INSERT
).is_equal(Constants.CANVAS_INSERT)
# ---------------------------------------------------------------------------
# GameState.discovered_pois integration
# ---------------------------------------------------------------------------
func test_discovered_pois_field_exists_in_gamestate() -> void:
assert_bool(GameState.has("discovered_pois")).override_failure_message(
"GameState must have 'discovered_pois' field (#151)"
).is_true()
func test_discovered_pois_set_from_poi_list_snapshot() -> void:
## Snapshot with "poi_list" key (Sprint 17 server wire name) populates discovered_pois.
GameState.apply_snapshot({
"tick": 1,
"poi_list": [
_make_poi({"id": "p1", "x": 50, "y": 30, "poi_category": "location"}),
_make_poi({"id": "p2", "x": 80, "y": 15, "poi_category": "contact"}),
],
})
assert_int(GameState.discovered_pois.size()).override_failure_message(
"discovered_pois must be populated from snapshot 'poi_list' field"
).is_equal(2)
func test_discovered_pois_set_from_discovered_pois_snapshot() -> void:
## Snapshot with "discovered_pois" key also works.
GameState.apply_snapshot({
"tick": 2,
"discovered_pois": [_make_poi()],
})
assert_int(GameState.discovered_pois.size()).is_equal(1)
func test_discovered_pois_persists_when_absent_from_snapshot() -> void:
## Like player_knowledge: POI list persists when server doesn't send an update.
GameState.discovered_pois = [_make_poi()]
GameState.apply_snapshot({"tick": 3})
assert_int(GameState.discovered_pois.size()).override_failure_message(
"discovered_pois must persist when absent from snapshot (not cleared each tick)"
).is_equal(1)
func test_discovered_pois_poi_category_field_present() -> void:
## MinimapRenderer reads poi_category to determine shape/color.
## Verify the wire format includes this field.
GameState.apply_snapshot({
"tick": 1,
"poi_list": [_make_poi({"poi_category": "danger"})],
})
assert_int(GameState.discovered_pois.size()).is_greater(0)
var first_poi: Dictionary = GameState.discovered_pois[0]
assert_bool(first_poi.has("poi_category")).override_failure_message(
"POI entries must have 'poi_category' field for MinimapRenderer shape selection"
).is_true()
func test_discovered_pois_x_y_fields_present() -> void:
## MinimapRenderer reads x, y for position calculation.
GameState.apply_snapshot({
"tick": 1,
"poi_list": [_make_poi({"x": 42, "y": 17})],
})
assert_int(GameState.discovered_pois.size()).is_greater(0)
var first_poi: Dictionary = GameState.discovered_pois[0]
assert_bool(first_poi.has("x") and first_poi.has("y")).override_failure_message(
"POI entries must have 'x' and 'y' coordinate fields"
).is_true()
# ---------------------------------------------------------------------------
# Color constants: all distinct
# ---------------------------------------------------------------------------
func test_category_colors_are_distinct() -> void:
## All three primary category color groups must be visually distinct.
var danger_color := MinimapRenderer._category_color("danger")
var evidence_color := MinimapRenderer._category_color("evidence")
var contact_color := MinimapRenderer._category_color("contact")
assert_that(danger_color).is_not_equal(evidence_color)
assert_that(evidence_color).is_not_equal(contact_color)
assert_that(danger_color).is_not_equal(contact_color)
@@ -1 +0,0 @@
uid://dm46ip672i3jc
+79 -4
View File
@@ -1,10 +1,14 @@
## Client P0 regression tests: guards for Bug #5 (monologue lost) and Bug #2 (camera drift).
## Client P0 regression tests: guards for Bug #5 (monologue lost), Bug #2 (camera drift),
## and Bug #872 (bookmark_catalog lost on batch receive).
## These must pass before any other client testing is meaningful.
##
## Bug #5: Monologue text lost when server sends snapshots faster than client
## consumes them. Fix: carry-forward one-shot events in receive_bytes().
## Bug #2: Camera doesn't center at startup / drifts during pause. Fix: anchor
## pattern with smoothing disabled until first snapshot applied.
## Bug #872: bookmark_catalog silently dropped when tick 0 (with catalog) and tick 1
## (without catalog) arrive in the same TCP batch. Fix: carry-forward
## bookmark_catalog in receive_bytes() like save_result/settings_response.
##
## Spec ref: stig-round3.md Section 1 (P0 tests #1, #2).
class_name TestP0Regressions
@@ -39,12 +43,13 @@ func after_test() -> void:
# -- Helpers -------------------------------------------------------------------
## Encode a minimal valid snapshot as MessagePack bytes.
## Protocol.decode_snapshot() requires: tick, version, entities (with kind as
## bare string for unit enum variants per rmp_serde wire format).
## Protocol.decode_snapshot() requires: tick, entities (with kind as bare string
## for unit enum variants per rmp_serde wire format). D-192 dropped the version
## field — kept here inertly in existing fixtures so decode still accepts either
## shape while older tests migrate.
func _make_snapshot_bytes(overrides: Dictionary = {}) -> PackedByteArray:
var snapshot := {
"tick": overrides.get("tick", 1),
"version": Protocol.PROTOCOL_VERSION,
"entities": overrides.get("entities", [{
"entity_id": 1,
"x": 10.0,
@@ -71,6 +76,8 @@ func _make_snapshot_bytes(overrides: Dictionary = {}) -> PackedByteArray:
snapshot["current_monologue"] = overrides["current_monologue"]
if overrides.has("current_dialogue"):
snapshot["current_dialogue"] = overrides["current_dialogue"]
if overrides.has("bookmark_catalog"):
snapshot["bookmark_catalog"] = overrides["bookmark_catalog"]
var result = Messagepack.encode(snapshot)
return result.value
@@ -229,3 +236,71 @@ func test_camera_anchored_after_pause_unpause() -> void:
# Camera still tracking player (position may have changed due to test_snapshot)
var player_pos := GameState.player_position * Constants.TILE_SIZE
assert_that(camera.global_position).is_equal(player_pos)
# -- Bug #872: bookmark_catalog carry-forward ---------------------------------
# Server sends bookmark_catalog on tick 0. If tick 1 arrives before poll_snapshot()
# is called (same TCP batch), the inner receive loop overwrites _last_snapshot and
# the catalog is silently lost. The carry-forward fix must preserve the catalog.
func test_bookmark_catalog_not_lost_on_snapshot_overwrite() -> void:
var catalog := {
"bookmarks": [
{
"id": "bm_tycoon_arion",
"title": "Arion Freight Broker",
"subtitle": "Start at Arion orbital",
"flavor": "Commodities and logistics.",
"default_location": "arion",
"allowed_locations": ["arion"],
"allowed_locations_cultures": ["arion"],
"career": "tycoon",
"starting_capital_tractus": 50000,
}
]
}
# Tick 0: server sends catalog automatically after handshake
var bytes_tick0 := _make_snapshot_bytes({
"tick": 0,
"bookmark_catalog": catalog,
})
SimBridge.receive_bytes(bytes_tick0)
# Tick 1: server sends next tick WITHOUT catalog (fast server, same TCP batch)
var bytes_tick1 := _make_snapshot_bytes({"tick": 1})
SimBridge.receive_bytes(bytes_tick1)
# Assert: catalog must survive the overwrite — this is the Bug #872 fix.
assert_that(SimBridge._last_snapshot).is_not_null()
var bmc: Variant = SimBridge._last_snapshot.get("bookmark_catalog")
assert_that(bmc).is_not_null()
assert_that(bmc is Dictionary).is_true()
var bookmarks: Variant = bmc.get("bookmarks")
assert_that(bookmarks is Array).is_true()
assert_that((bookmarks as Array).size()).is_equal(1)
assert_that((bookmarks as Array)[0].get("id")).is_equal("bm_tycoon_arion")
func test_bookmark_catalog_not_carried_forward_after_consumption() -> void:
# After poll_snapshot() consumes the catalog, the next snapshot without catalog
# must NOT carry it forward (it was already consumed and the scene transitioned).
var catalog := {
"bookmarks": [{"id": "bm_test", "title": "Test", "subtitle": "", "flavor": "",
"default_location": "arion", "allowed_locations": [], "allowed_locations_cultures": [],
"career": "tycoon", "starting_capital_tractus": 0}]
}
var bytes_tick0 := _make_snapshot_bytes({"tick": 0, "bookmark_catalog": catalog})
SimBridge.receive_bytes(bytes_tick0)
# Simulate poll_snapshot() consumption — sets _last_snapshot to null
var snapshot = SimBridge._last_snapshot
SimBridge._last_snapshot = null
assert_that(snapshot).is_not_null()
# Next snapshot arrives without catalog — no carry-forward should happen
var bytes_tick1 := _make_snapshot_bytes({"tick": 1})
SimBridge.receive_bytes(bytes_tick1)
var bmc: Variant = SimBridge._last_snapshot.get("bookmark_catalog")
assert_that(bmc).is_null()
+3 -29
View File
@@ -188,7 +188,7 @@ func test_decode_snapshot_malformed_entities_counted() -> void:
# Snapshot with one valid and one malformed entity — decode_errors should count the bad one
var raw := {
"tick": 7,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [
{"entity_id": 1, "x": 5.0, "y": 10.0, "z": 0, "kind": "Npc"},
{"entity_id": 2, "broken": true}, # Missing required fields
@@ -282,7 +282,6 @@ func test_decode_snapshot_v2_full() -> void:
assert_that(snapshot).is_not_null()
assert_that(snapshot.tick).is_equal(500)
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
# game_time
assert_that(snapshot.game_time).is_not_null()
@@ -309,7 +308,6 @@ func test_existing_fixtures_have_v2_fields() -> void:
var bytes = _load_fixture(fixture_name)
var snapshot = Protocol.decode_snapshot(bytes)
assert_that(snapshot).is_not_null()
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.player_facing).is_equal("North")
assert_that(snapshot.game_time).is_not_null()
@@ -324,30 +322,6 @@ func test_multi_entity_visibility_sectors() -> void:
assert_that(snapshot.entities[3].visibility).is_equal("Forward")
# -- Version enforcement (strict PROTOCOL_VERSION check) --------------------
func test_decode_snapshot_rejects_missing_version() -> void:
# Snapshot without version field → rejected by strict version check
var v1_raw := {"tick": 10, "entities": [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": "Player"},
]}
var encoded: Variant = Messagepack.encode(v1_raw)
assert_that(encoded.status).is_null()
var snapshot: Variant = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_null()
func test_decode_snapshot_rejects_old_version() -> void:
# Snapshot with version 2 → rejected by strict version check
var old_raw := {"tick": 10, "version": 2, "entities": []}
var encoded: Variant = Messagepack.encode(old_raw)
assert_that(encoded.status).is_null()
var snapshot: Variant = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_null()
# -- Batch input fixture (D-030 Layer 1 bidirectional symmetry) ----------------
func test_decode_batch_input_fixture() -> void:
@@ -391,7 +365,7 @@ func test_decode_snapshot_with_bookmark_catalog() -> void:
# Hand-built dict — fixture generation requires server work, skip round-trip (#614).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"bookmark_catalog": {
"bookmarks": [
@@ -451,7 +425,7 @@ func test_decode_snapshot_no_bookmark_catalog_is_null() -> void:
# Snapshot without bookmark_catalog key → field should be null.
var raw := {
"tick": 2,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded: Variant = Messagepack.encode(raw)
+14 -42
View File
@@ -1,8 +1,8 @@
## D-030 Layer 1: Protocol bridge tests for ObserverSnapshot features.
## Validates player_stance (D-053) and player_inventory (D-065) decode,
## GameState storage, SimBridge test mode, input encoding for stance toggles,
## protocol version checks, and fixture round-trips.
## Spec refs: D-053, D-065, D-020, #449
## and fixture round-trips. Protocol version checks removed per D-192.
## Spec refs: D-053, D-065, D-020, #449, D-192
class_name TestProtocolBridge
extends GdUnitTestSuite
@@ -24,33 +24,12 @@ func _load_fixture(name: String) -> PackedByteArray:
return file.get_buffer(file.get_length())
# -- Protocol version upgrade -------------------------------------------------
# Tautological "PROTOCOL_VERSION == N" assertions deleted: they assert a constant
# equals its own literal, fail mechanically on every protocol bump, and have
# never caught a real bug. Mismatch handling is exercised by test_rejects_version_6
# below; field-presence is exercised by the per-version decode tests.
func test_fixtures_at_protocol_version_8() -> void:
# NOTE: These binary fixtures embed version 8 and are rejected by the version
# mismatch guard in decode_snapshot(). This test is pre-existing broken since v9+.
# Fixtures need regeneration via `make fixtures-gauntlet` to match current protocol.
# Skipping rather than deleting to preserve the fixture round-trip pattern.
pass
func test_rejects_version_6() -> void:
var raw := {"tick": 1, "version": 6, "entities": []}
var encoded = Messagepack.encode(raw)
var snapshot = Protocol.decode_snapshot(encoded.value)
assert_that(snapshot).is_null()
# -- player_stance decode (D-053) ---------------------------------------------
func test_decode_player_stance_walk() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Walk",
"player_inventory": [],
@@ -64,7 +43,7 @@ func test_decode_player_stance_walk() -> void:
func test_decode_player_stance_sprint() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Sprint",
"player_inventory": [],
@@ -77,7 +56,7 @@ func test_decode_player_stance_sprint() -> void:
func test_decode_player_stance_careful() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Careful",
"player_inventory": [],
@@ -90,7 +69,7 @@ func test_decode_player_stance_careful() -> void:
func test_decode_player_stance_crouch() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Crouch",
"player_inventory": [],
@@ -104,7 +83,7 @@ func test_decode_player_stance_missing_defaults_to_walk() -> void:
# v6 snapshot without player_stance → should default to "Walk"
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -118,7 +97,7 @@ func test_decode_player_stance_missing_defaults_to_walk() -> void:
func test_decode_empty_inventory() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Walk",
"player_inventory": [],
@@ -132,7 +111,7 @@ func test_decode_smuggler_inventory_3_items() -> void:
# D-065: smuggler carries 3 specific items
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_stance": "Walk",
"player_inventory": [
@@ -161,7 +140,7 @@ func test_decode_full_9_slot_inventory() -> void:
items.append({"item_id": 100 + i, "name": "Item %d" % i, "slot": i})
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_inventory": items,
}
@@ -177,7 +156,7 @@ func test_decode_full_9_slot_inventory() -> void:
func test_decode_inventory_missing_defaults_to_empty() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -188,7 +167,7 @@ func test_decode_inventory_missing_defaults_to_empty() -> void:
func test_decode_inventory_skips_malformed_items() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_inventory": [
{"item_id": 100, "name": "Valid Item", "slot": 0},
@@ -209,7 +188,7 @@ func test_decode_inventory_skips_malformed_items() -> void:
func test_decode_inventory_item_slot_defaults_to_zero() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"player_inventory": [
{"item_id": 100, "name": "No Slot"},
@@ -281,12 +260,6 @@ func test_sim_bridge_test_snapshot_has_player_inventory() -> void:
assert_that(snap.player_inventory is Array).is_true()
func test_sim_bridge_test_snapshot_uses_current_protocol_version() -> void:
SimBridge.reset_test_state()
var snap = SimBridge._test_snapshot()
assert_that(snap.version).is_equal(Protocol.PROTOCOL_VERSION)
# -- Fixture: v6 snapshots include new fields ----------------------------------
func test_fixture_snapshots_have_v6_defaults() -> void:
@@ -334,7 +307,7 @@ func test_full_v6_snapshot_decode() -> void:
# Simulate a realistic v6 snapshot with all fields populated
var raw := {
"tick": 100,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 1, "time_of_day": 720, "day_phase": "Evening", "tick_rate": "Full"},
"player_facing": "Southeast",
"player_stance": "Careful",
@@ -367,7 +340,6 @@ func test_full_v6_snapshot_decode() -> void:
assert_that(snapshot).is_not_null()
assert_that(snapshot.tick).is_equal(100)
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.player_facing).is_equal("Southeast")
assert_that(snapshot.player_stance).is_equal("Careful")
assert_that(snapshot.player_inventory.size()).is_equal(3)
+11 -12
View File
@@ -12,7 +12,7 @@ extends GdUnitTestSuite
func test_decode_pending_recognitions_basic() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"pending_recognitions": [
{"entity_id": 100, "x": 13.5, "y": 12.5, "z": 0, "remaining_ticks": 4, "total_delay_ticks": 6},
@@ -33,7 +33,7 @@ func test_decode_pending_recognitions_basic() -> void:
func test_decode_pending_recognitions_empty() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"pending_recognitions": [],
}
@@ -45,7 +45,7 @@ func test_decode_pending_recognitions_empty() -> void:
func test_decode_pending_recognitions_missing_defaults_empty() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -56,7 +56,7 @@ func test_decode_pending_recognitions_missing_defaults_empty() -> void:
func test_decode_pending_recognitions_skips_malformed() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"pending_recognitions": [
{"entity_id": 100, "x": 13.5, "y": 12.5, "z": 0, "remaining_ticks": 4, "total_delay_ticks": 6},
@@ -76,7 +76,7 @@ func test_decode_pending_recognitions_defaults() -> void:
# remaining_ticks and total_delay_ticks default to 0 and 1
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"pending_recognitions": [
{"entity_id": 100, "x": 5.0, "y": 5.0},
@@ -94,7 +94,7 @@ func test_decode_pending_recognitions_defaults() -> void:
func test_decode_current_dialogue() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_dialogue": {
"npc_name": "Kael",
@@ -123,7 +123,7 @@ func test_decode_current_dialogue() -> void:
func test_decode_current_dialogue_missing_is_null() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -136,7 +136,7 @@ func test_decode_current_dialogue_options_default_fields() -> void:
# response_id and priority default when absent
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_dialogue": {
"speech": "Just speech.",
@@ -158,7 +158,7 @@ func test_decode_current_dialogue_options_default_fields() -> void:
func test_decode_current_dialogue_confrontation_option() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_dialogue": {
"npc_name": "Sera",
@@ -179,7 +179,7 @@ func test_decode_current_dialogue_confrontation_option() -> void:
func test_decode_current_dialogue_skips_malformed_options() -> void:
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_dialogue": {
"npc_name": "Sera",
@@ -332,7 +332,7 @@ func test_insert_color_constants_exist() -> void:
func test_full_v7_snapshot_decode() -> void:
var raw := {
"tick": 200,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"game_time": {"day": 2, "time_of_day": 1000, "day_phase": "Evening", "tick_rate": "Full"},
"player_facing": "West",
"player_stance": "Careful",
@@ -362,7 +362,6 @@ func test_full_v7_snapshot_decode() -> void:
assert_that(snapshot).is_not_null()
assert_that(snapshot.tick).is_equal(200)
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.player_facing).is_equal("West")
assert_that(snapshot.player_stance).is_equal("Careful")
assert_that(snapshot.player_inventory.size()).is_equal(1)
-2
View File
@@ -174,8 +174,6 @@ func test_sim_bridge_test_tiles_contain_all_types() -> void:
func test_sim_bridge_test_snapshot_has_v2_fields() -> void:
SimBridge.reset_test_state()
var snap = SimBridge._test_snapshot()
assert_that(snap.has("version")).is_true()
assert_that(snap.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snap.has("game_time")).is_true()
assert_that(snap.has("player_facing")).is_true()
assert_that(snap.has("visible_tiles")).is_true()
@@ -1,210 +0,0 @@
## Sprint 19 — Game session management (#258, D-085)
## Per-game save directories: created on New Game, resumed via game-id.
## SessionManager autoload: new_game(), resume_game(), list_game_dirs().
class_name TestSessionManagerSprint19
extends GdUnitTestSuite
const MAIN_MENU_SCENE = preload("res://scenes/main_menu.tscn")
# Game IDs created during the current test — deleted in after_test().
var _created_ids: Array = []
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func before_test() -> void:
GameState.current_game_id = ""
_created_ids = []
func after_test() -> void:
for game_id in _created_ids:
var path := "user://saves/" + game_id
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
_created_ids.clear()
GameState.current_game_id = ""
# ---------------------------------------------------------------------------
# Helper: call new_game() and track the created directory for cleanup.
# ---------------------------------------------------------------------------
func _new_game() -> String:
var game_id := SessionManager.new_game()
if not game_id.is_empty():
_created_ids.append(game_id)
return game_id
# ---------------------------------------------------------------------------
# GameState.current_game_id field
# ---------------------------------------------------------------------------
func test_current_game_id_field_exists() -> void:
## D-085: GameState must have current_game_id field.
assert_bool(GameState.has("current_game_id")).override_failure_message(
"GameState must have 'current_game_id' field (D-085 #258)"
).is_true()
func test_current_game_id_default_is_empty_string() -> void:
## Before any session starts, current_game_id is empty.
GameState.current_game_id = ""
assert_str(GameState.current_game_id).override_failure_message(
"GameState.current_game_id default must be empty string"
).is_empty()
# ---------------------------------------------------------------------------
# SessionManager autoload exists
# ---------------------------------------------------------------------------
func test_session_manager_autoload_exists() -> void:
## SessionManager must be registered as an autoload.
var sm := Engine.get_singleton("SessionManager")
assert_that(sm != null).override_failure_message(
"SessionManager must be registered as autoload in project.godot (#258)"
).is_true()
# ---------------------------------------------------------------------------
# new_game() — game-id format and GameState update
# ---------------------------------------------------------------------------
func test_new_game_returns_non_empty_string() -> void:
var game_id := _new_game()
assert_str(game_id).override_failure_message(
"SessionManager.new_game() must return a non-empty game-id string"
).is_not_empty()
func test_new_game_sets_current_game_id_on_gamestate() -> void:
var game_id := _new_game()
assert_str(GameState.current_game_id).override_failure_message(
"new_game() must set GameState.current_game_id"
).is_equal(game_id)
func test_new_game_id_format_has_two_dashes() -> void:
## Format: <YYYYMMDD>-<HHMMSS>-<hex6> — two separator dashes.
var game_id := _new_game()
var parts := game_id.split("-")
assert_int(parts.size()).override_failure_message(
"game-id must have format <YYYYMMDD>-<HHMMSS>-<hex6> (3 parts separated by '-')"
).is_equal(3)
func test_new_game_id_first_part_is_8_digits() -> void:
## First part is YYYYMMDD — 8 decimal digits.
var game_id := _new_game()
var parts := game_id.split("-")
assert_int(parts[0].length()).override_failure_message(
"game-id first part (date) must be 8 characters (YYYYMMDD)"
).is_equal(8)
func test_new_game_id_second_part_is_6_digits() -> void:
## Second part is HHMMSS — 6 decimal digits.
var game_id := _new_game()
var parts := game_id.split("-")
assert_int(parts[1].length()).override_failure_message(
"game-id second part (time) must be 6 characters (HHMMSS)"
).is_equal(6)
func test_new_game_id_third_part_is_6_hex_chars() -> void:
## Third part is 6 hex characters (RNG seed).
var game_id := _new_game()
var parts := game_id.split("-")
assert_int(parts[2].length()).override_failure_message(
"game-id third part (hex seed) must be 6 characters"
).is_equal(6)
func test_new_game_ids_are_unique() -> void:
## Two rapid new_game() calls should produce different IDs
## (different RNG seeds; same-second timestamps are valid but seeds differ).
var id1 := _new_game()
var id2 := _new_game()
# Check that hex seeds differ (they almost certainly will)
var seed1 := id1.split("-")[2]
var seed2 := id2.split("-")[2]
assert_str(seed1).override_failure_message(
"Successive new_game() calls should have different RNG seeds"
).is_not_equal(seed2)
# ---------------------------------------------------------------------------
# resume_game() — sets GameState.current_game_id
# ---------------------------------------------------------------------------
func test_resume_game_sets_current_game_id() -> void:
var test_id := "20260225-143022-a7b3f1"
SessionManager.resume_game(test_id)
assert_str(GameState.current_game_id).override_failure_message(
"resume_game() must set GameState.current_game_id to the given id"
).is_equal(test_id)
func test_resume_game_overwrites_previous_game_id() -> void:
SessionManager.resume_game("20260225-100000-aabbcc")
SessionManager.resume_game("20260225-120000-112233")
assert_str(GameState.current_game_id).is_equal("20260225-120000-112233")
# ---------------------------------------------------------------------------
# Main menu scene
# ---------------------------------------------------------------------------
func test_main_menu_scene_exists() -> void:
assert_bool(ResourceLoader.exists("res://scenes/main_menu.tscn")).override_failure_message(
"Main menu scene must exist at res://scenes/main_menu.tscn (#258)"
).is_true()
func test_main_menu_instantiates_without_crash() -> void:
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
push_warning("TestSessionManagerSprint19: main_menu.tscn not found — skip")
return
var scene: Node = MAIN_MENU_SCENE.instantiate()
auto_free(scene)
add_child(scene)
assert_that(scene).is_not_null()
func test_main_menu_has_new_game_button() -> void:
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
return
var scene: Node = MAIN_MENU_SCENE.instantiate()
auto_free(scene)
add_child(scene)
var btn := scene.get_node_or_null("VBox/NewGameBtn")
assert_that(btn != null).override_failure_message(
"Main menu must have VBox/NewGameBtn (#258)"
).is_true()
func test_main_menu_has_continue_button() -> void:
if not ResourceLoader.exists("res://scenes/main_menu.tscn"):
return
var scene: Node = MAIN_MENU_SCENE.instantiate()
auto_free(scene)
add_child(scene)
var btn := scene.get_node_or_null("VBox/ContinueBtn")
assert_that(btn != null).override_failure_message(
"Main menu must have VBox/ContinueBtn (#258)"
).is_true()
# ---------------------------------------------------------------------------
# Project main scene changed to main_menu.tscn
# ---------------------------------------------------------------------------
func test_project_main_scene_is_main_menu() -> void:
## D-085: project boots to main menu, not directly to game scene.
var scene_path: String = ProjectSettings.get_setting("application/run/main_scene", "")
assert_str(scene_path).override_failure_message(
"project.godot run/main_scene must be res://scenes/main_menu.tscn (#258)"
).is_equal("res://scenes/main_menu.tscn")
@@ -1 +0,0 @@
uid://c7lnnr2apbyqw
+9 -9
View File
@@ -80,7 +80,7 @@ func test_protocol_decode_includes_triangle_crisis_events_field() -> void:
# decode_snapshot() must return a "triangle_crisis_events" key (#590).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"triangle_crisis_events": [{"triangle_id": 42}],
}
@@ -102,7 +102,7 @@ func test_protocol_decode_triangle_crisis_events_empty_array() -> void:
# When no events are present, field is present and empty.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"triangle_crisis_events": [],
}
@@ -117,7 +117,7 @@ func test_protocol_decode_triangle_crisis_events_absent_returns_empty() -> void:
# When server doesn't send field (pre-#589), field defaults to empty array.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -167,7 +167,7 @@ func test_protocol_decode_includes_current_ticker_field() -> void:
# decode_snapshot() must return a "current_ticker" key (#592).
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_ticker": {"id": "ticker_001", "text": "Station systems nominal.", "category": "System"},
}
@@ -187,7 +187,7 @@ func test_protocol_decode_current_ticker_null_when_absent() -> void:
# When server doesn't send current_ticker (player outside bar zone), field is null.
var raw := {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
var encoded = Messagepack.encode(raw)
@@ -210,7 +210,7 @@ func test_news_ticker_hidden_when_snapshot_has_no_ticker() -> void:
# Snapshot with no current_ticker (player outside bar zone).
GameState.current_snapshot = {
"tick": 1,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
}
ticker.update_from_state()
@@ -229,7 +229,7 @@ func test_news_ticker_visible_when_snapshot_has_ticker() -> void:
GameState.current_snapshot = {
"tick": 2,
"version": Protocol.PROTOCOL_VERSION,
"version": 23,
"entities": [],
"current_ticker": {"id": "t1", "text": "Station systems nominal.", "category": "System"},
}
@@ -249,7 +249,7 @@ func test_news_ticker_hides_when_ticker_becomes_null() -> void:
# Show it first.
GameState.current_snapshot = {
"tick": 1, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"tick": 1, "version": 23, "entities": [],
"current_ticker": {"id": "t1", "text": "Breaking news.", "category": "System"},
}
ticker.update_from_state()
@@ -257,7 +257,7 @@ func test_news_ticker_hides_when_ticker_becomes_null() -> void:
# Null current_ticker — player left the bar zone.
GameState.current_snapshot = {
"tick": 2, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"tick": 2, "version": 23, "entities": [],
}
ticker.update_from_state()
assert_bool(ticker.visible).override_failure_message(
-1
View File
@@ -132,7 +132,6 @@ func skip_test_proof_player_moves_and_v2_snapshot() -> void:
assert_float(player.y).is_equal_approx(15.5, 0.001)
# v4 protocol fields present
assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
assert_that(snapshot.player_facing).is_equal("North")
assert_that(snapshot.game_time).is_not_null()
-552
View File
@@ -1,552 +0,0 @@
## Sprint 30 — QA acceptance tests
##
## Covers all 5 Sprint 30 client tickets:
## #718 — Persist CharacterVisualDescriptor on new game start
## #719 — Hair highlight: make swatch read-only (Option B — no compositor yet)
## #720 — Replace DirAccess scanning with manifest JSON for export builds
## #712 — BoneAttachment3D marker above Head bone for floating icons
## #674 — Star map insert module (test-first: scene must exist when implemented)
##
## Test convention:
## - Tests that should PASS immediately = regression guards on existing code
## - Tests prefixed [ACCEPTANCE] = will FAIL until the ticket is implemented
##
## Ticket refs: #718, #719, #720, #712, #674
class_name TestSprint30
extends GdUnitTestSuite
func before_each() -> void:
# Reset GameState fields touched by #718 tests to avoid cross-test pollution.
GameState.character_visual_descriptor = null
func after_each() -> void:
GameState.character_visual_descriptor = null
# =============================================================================
# #718 — Persist CharacterVisualDescriptor
# =============================================================================
func test_game_state_has_character_visual_descriptor_field() -> void:
## GameState.character_visual_descriptor must exist and default to null.
## Confirms the field added in game_state.gd line 103 is present.
var gs := GameState.new()
auto_free(gs)
# The field is declared on the class — access it without error
var val: Variant = gs.get("character_visual_descriptor")
# Field should exist (not return null from missing property vs. null value)
assert_bool(gs.has_method("apply_snapshot")).override_failure_message(
"GameState must be a valid autoload class with apply_snapshot"
).is_true()
# The property itself must be gettable and null by default
assert_bool(val == null).override_failure_message(
"GameState.character_visual_descriptor must default to null"
).is_true()
func test_descriptor_to_dict_includes_all_required_fields() -> void:
## CharacterVisualDescriptor.to_dict() must include all wire-format fields.
var desc := CharacterVisualDescriptor.new()
auto_free(desc)
var d := desc.to_dict()
var required_keys := [
"body_type", "head_id", "hair_id", "hair_tint",
"facial_hair_id", "facial_hair_tint", "eyebrow_id", "eyebrow_tint",
"eye_color", "skin_tone", "clothing_slots", "clothing_tints",
"accessory_slots", "accessory_tints",
]
for key in required_keys:
assert_bool(d.has(key)).override_failure_message(
"to_dict() must include field '%s'" % key
).is_true()
func test_descriptor_to_dict_body_type_is_wire_string() -> void:
## body_type in to_dict() must be a string (rmp_serde unit enum), not an int.
var desc := CharacterVisualDescriptor.new()
auto_free(desc)
desc.body_type = CharacterVisualDescriptor.BodyType.AVERAGE_M
var d := desc.to_dict()
assert_str(d["body_type"]).override_failure_message(
"to_dict() body_type must be wire string 'AverageM'"
).is_equal("AverageM")
func test_descriptor_round_trip_preserves_fields() -> void:
## from_dict(to_dict(desc)) must preserve all scalar fields.
var original := CharacterVisualDescriptor.new()
auto_free(original)
original.body_type = CharacterVisualDescriptor.BodyType.THIN_F
original.head_id = "head_002"
original.hair_id = "bob"
original.hair_tint = Color(0.8, 0.4, 0.2)
original.skin_tone = 3
var wire := original.to_dict()
var restored := CharacterVisualDescriptor.from_dict(wire)
assert_bool(restored != null).override_failure_message(
"from_dict() must return a descriptor for valid wire data"
).is_true()
if restored == null:
return
assert_int(int(restored.body_type)).override_failure_message(
"body_type must survive round-trip"
).is_equal(int(CharacterVisualDescriptor.BodyType.THIN_F))
assert_str(restored.head_id).override_failure_message(
"head_id must survive round-trip"
).is_equal("head_002")
assert_str(restored.hair_id).override_failure_message(
"hair_id must survive round-trip"
).is_equal("bob")
assert_int(restored.skin_tone).override_failure_message(
"skin_tone must survive round-trip"
).is_equal(3)
func test_descriptor_from_dict_returns_null_when_missing_body_type() -> void:
## from_dict() must return null if body_type is absent (required field).
var d := {"head_id": "head_001"} # missing body_type
var result := CharacterVisualDescriptor.from_dict(d)
assert_bool(result == null).override_failure_message(
"from_dict() must return null when body_type is missing"
).is_true()
func test_descriptor_color_encoding_is_float_array() -> void:
## Colors must encode as [r, g, b, a] float arrays for rmp_serde compatibility.
var desc := CharacterVisualDescriptor.new()
auto_free(desc)
desc.eye_color = Color(0.1, 0.2, 0.3, 1.0)
var d := desc.to_dict()
var encoded: Variant = d["eye_color"]
assert_bool(encoded is Array).override_failure_message(
"eye_color must encode as an Array [r, g, b, a]"
).is_true()
if not (encoded is Array):
return
assert_int((encoded as Array).size()).override_failure_message(
"eye_color array must have 4 elements"
).is_equal(4)
assert_float((encoded as Array)[0]).override_failure_message(
"eye_color[0] (r) must be approx 0.1"
).is_equal_approx(0.1, 0.001)
func test_apply_snapshot_restores_character_visual_descriptor() -> void:
## #718: apply_snapshot() must restore character_visual_descriptor from
## the "character_visual_descriptor" key in ObserverSnapshot (save/load path).
var desc := CharacterVisualDescriptor.new()
desc.body_type = CharacterVisualDescriptor.BodyType.MUSCULAR_F
desc.head_id = "head_003"
desc.hair_id = "dreads"
desc.skin_tone = 5
var snapshot := {
"character_visual_descriptor": desc.to_dict(),
}
GameState.apply_snapshot(snapshot)
var restored: Variant = GameState.character_visual_descriptor
assert_bool(restored != null).override_failure_message(
"apply_snapshot() must restore character_visual_descriptor from snapshot"
).is_true()
if restored != null and restored is CharacterVisualDescriptor:
var r := restored as CharacterVisualDescriptor
assert_int(int(r.body_type)).override_failure_message(
"restored body_type must match"
).is_equal(int(CharacterVisualDescriptor.BodyType.MUSCULAR_F))
assert_str(r.head_id).override_failure_message(
"restored head_id must match"
).is_equal("head_003")
assert_int(r.skin_tone).override_failure_message(
"restored skin_tone must match"
).is_equal(5)
func test_apply_snapshot_preserves_descriptor_when_field_absent() -> void:
## #718: If snapshot lacks "character_visual_descriptor", the existing field
## must not be overwritten (server only sends when descriptor changes).
var desc := CharacterVisualDescriptor.new()
desc.hair_id = "bob"
GameState.character_visual_descriptor = desc
# Snapshot with no character_visual_descriptor key
GameState.apply_snapshot({"tick": 1})
var after: Variant = GameState.character_visual_descriptor
assert_bool(after != null).override_failure_message(
"apply_snapshot() must NOT clear descriptor when field is absent"
).is_true()
if after is CharacterVisualDescriptor:
assert_str((after as CharacterVisualDescriptor).hair_id).override_failure_message(
"descriptor must be unchanged after snapshot with no character_visual_descriptor key"
).is_equal("bob")
func test_protocol_encode_startup_includes_descriptor() -> void:
## #718: Protocol.encode_startup_message() must include "character_visual_descriptor"
## in the encoded payload when a descriptor is provided.
var desc := CharacterVisualDescriptor.new()
desc.body_type = CharacterVisualDescriptor.BodyType.THIN_M
desc.hair_id = "buzzed"
var bytes := Protocol.encode_startup_message(12345, "detective", desc)
assert_bool(bytes.size() > 0).override_failure_message(
"encode_startup_message() must produce non-empty bytes"
).is_true()
# Decode and verify the field is present (Messagepack.decode returns {status, value})
var raw = Messagepack.decode(bytes)
assert_bool(raw.status == null).override_failure_message(
"encode_startup_message() output must be valid msgpack"
).is_true()
if raw.status != null:
return
var msg: Dictionary = raw.value as Dictionary
assert_bool(msg.has("character_visual_descriptor")).override_failure_message(
"StartupMessage must include 'character_visual_descriptor' key when descriptor is provided"
).is_true()
if msg.has("character_visual_descriptor"):
assert_bool(msg["character_visual_descriptor"] is Dictionary).override_failure_message(
"character_visual_descriptor in StartupMessage must be a Dictionary"
).is_true()
func test_protocol_encode_startup_omits_descriptor_when_null() -> void:
## #718: encode_startup_message() must still produce valid bytes when descriptor is null.
var bytes := Protocol.encode_startup_message(0, "detective", null)
assert_bool(bytes.size() > 0).override_failure_message(
"encode_startup_message() must produce valid bytes even with null descriptor"
).is_true()
func test_descriptor_has_no_hair_highlight_tint_field() -> void:
## CharacterVisualDescriptor must NOT have a hair_highlight_tint field.
## The highlight is always auto-derived from hair_tint (Option B of #719).
## to_dict() must not include it in the wire format.
var desc := CharacterVisualDescriptor.new()
auto_free(desc)
var d := desc.to_dict()
assert_bool(d.has("hair_highlight_tint")).override_failure_message(
"to_dict() must NOT include hair_highlight_tint — highlight is auto-derived"
).is_false()
assert_bool("hair_highlight_tint" in desc).override_failure_message(
"CharacterVisualDescriptor must not define a hair_highlight_tint property"
).is_false()
# =============================================================================
# #719 — Hair highlight swatch (Option B: read-only, auto-derived)
# =============================================================================
func test_derive_hair_highlight_lightens_primary() -> void:
## _derive_hair_highlight() must return primary.lightened(0.3).
## Tests the derivation formula in character_creation.gd:1917.
var cc_scene_path := "res://scenes/character_creation.tscn"
if not ResourceLoader.exists(cc_scene_path):
push_warning("test_derive_hair_highlight_lightens_primary: scene not available in headless — skipping")
return
var packed := load(cc_scene_path) as PackedScene
if packed == null:
return
var cc := packed.instantiate() as CharacterCreation
if cc == null:
push_warning("test_derive_hair_highlight_lightens_primary: failed to instantiate — skipping")
return
auto_free(cc)
# CharacterCreation._derive_hair_highlight is a private method but testable via call()
var primary := Color(0.4, 0.3, 0.5)
var expected := primary.lightened(0.3)
var result: Variant = cc.call("_derive_hair_highlight", primary)
assert_bool(result is Color).override_failure_message(
"_derive_hair_highlight must return a Color"
).is_true()
if not (result is Color):
return
var r := result as Color
assert_float(r.r).override_failure_message("derived highlight.r incorrect").is_equal_approx(expected.r, 0.001)
assert_float(r.g).override_failure_message("derived highlight.g incorrect").is_equal_approx(expected.g, 0.001)
assert_float(r.b).override_failure_message("derived highlight.b incorrect").is_equal_approx(expected.b, 0.001)
func test_hair_highlight_swatch_exists_in_ui() -> void:
## [ACCEPTANCE #719] After fix, _hair_highlight_swatch must be non-null
## (a display node must be created in _build_hair_color_dock).
## WILL FAIL until #719 is implemented.
var cc_scene_path := "res://scenes/character_creation.tscn"
if not ResourceLoader.exists(cc_scene_path):
push_warning("test_hair_highlight_swatch_exists_in_ui: scene not available in headless — skipping")
return
var packed := load(cc_scene_path) as PackedScene
if packed == null:
return
var cc := packed.instantiate() as CharacterCreation
if cc == null:
return
auto_free(cc)
add_child(cc)
await get_tree().process_frame
# _hair_highlight_swatch must be set after _ready() builds the hair color dock
var swatch: Variant = cc.get("_hair_highlight_swatch")
assert_bool(swatch != null).override_failure_message(
"[#719] _hair_highlight_swatch must not be null — a display node must be created"
).is_true()
func test_hair_highlight_swatch_is_not_interactive() -> void:
## [ACCEPTANCE #719] The highlight swatch must be non-interactive.
## Either mouse_filter = IGNORE, or the node is a ColorRect (not a Button with a callback).
## WILL FAIL until #719 is implemented.
var cc_scene_path := "res://scenes/character_creation.tscn"
if not ResourceLoader.exists(cc_scene_path):
push_warning("test_hair_highlight_swatch_is_not_interactive: scene not available — skipping")
return
var packed := load(cc_scene_path) as PackedScene
if packed == null:
return
var cc := packed.instantiate() as CharacterCreation
if cc == null:
return
auto_free(cc)
add_child(cc)
await get_tree().process_frame
var swatch: Variant = cc.get("_hair_highlight_swatch")
if swatch == null:
push_warning("test_hair_highlight_swatch_is_not_interactive: swatch not found — #719 not yet implemented")
return
# If swatch is a Control node, mouse_filter must be IGNORE (2)
if swatch is Control:
var ctrl := swatch as Control
assert_int(ctrl.mouse_filter).override_failure_message(
"[#719] hair highlight swatch must have mouse_filter=IGNORE (non-interactive)"
).is_equal(Control.MOUSE_FILTER_IGNORE)
# =============================================================================
# #720 — Manifest JSON completeness (replaces DirAccess scanning)
# =============================================================================
func test_manifest_json_is_parseable() -> void:
## manifest.json must exist and parse as a Dictionary.
var path := "res://assets/characters/manifest.json"
assert_bool(ResourceLoader.exists(path) or FileAccess.file_exists(path)).override_failure_message(
"manifest.json must exist at res://assets/characters/manifest.json"
).is_true()
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("test_manifest_json_is_parseable: file not openable — skipping")
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
assert_bool(parsed is Dictionary).override_failure_message(
"manifest.json must parse as a JSON object (Dictionary)"
).is_true()
func test_manifest_hair_includes_all_asset_dirs() -> void:
## [ACCEPTANCE #720] manifest.json "hair" array must include every .glb in
## assets/characters/hair/. Currently missing: balding, buzzed_female, dreads,
## long_dreads, mohawk, ponytail_f, simple_parted, slick_back.
## WILL FAIL until #720 populates the manifest fully.
var path := "res://assets/characters/manifest.json"
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("test_manifest_hair_includes_all_asset_dirs: manifest not readable — skipping")
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not (parsed is Dictionary):
return
var manifest := parsed as Dictionary
var hair_list: Array = manifest.get("hair", [])
# All hair IDs confirmed from assets/characters/hair/*.glb scan (2026-04-04)
var expected_hair := [
"bald", "balding", "bob", "buns", "buzzed", "buzzed_female",
"dreads", "long", "long_dreads", "mohawk", "ponytail", "ponytail_f",
"simple_parted", "slick_back",
]
for hair_id in expected_hair:
assert_bool(hair_list.has(hair_id)).override_failure_message(
"[#720] manifest 'hair' must include '%s'" % hair_id
).is_true()
func test_manifest_heads_are_populated() -> void:
## [ACCEPTANCE #720] manifest.json "heads" must not be empty.
## heads/templates/ contains head_001..head_004 — all must be listed.
## WILL FAIL until #720 populates the manifest.
var path := "res://assets/characters/manifest.json"
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("test_manifest_heads_are_populated: manifest not readable — skipping")
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not (parsed is Dictionary):
return
var manifest := parsed as Dictionary
var heads_list: Array = manifest.get("heads", [])
var expected_heads := ["head_001", "head_002", "head_003", "head_004"]
assert_bool(not heads_list.is_empty()).override_failure_message(
"[#720] manifest 'heads' must not be empty — 4 head templates exist"
).is_true()
for head_id in expected_heads:
assert_bool(heads_list.has(head_id)).override_failure_message(
"[#720] manifest 'heads' must include '%s'" % head_id
).is_true()
func test_manifest_body_types_includes_all_11() -> void:
## [ACCEPTANCE #720] manifest.json "body_types" must include all 11 types.
## Currently has 6; missing: thin_m, thin_f, heavy_m, heavy_f, child.
## WILL FAIL until #720 updates the manifest.
var path := "res://assets/characters/manifest.json"
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("test_manifest_body_types_includes_all_11: manifest not readable — skipping")
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not (parsed is Dictionary):
return
var manifest := parsed as Dictionary
var bt_list: Array = manifest.get("body_types", [])
var expected_types := [
"thin_m", "thin_f", "average_m", "average_f",
"muscular_m", "muscular_f", "teen_m", "teen_f",
"heavy_m", "heavy_f", "child",
]
for bt in expected_types:
assert_bool(bt_list.has(bt)).override_failure_message(
"[#720] manifest 'body_types' must include '%s'" % bt
).is_true()
func test_manifest_clothing_includes_all_items() -> void:
## [ACCEPTANCE #720] manifest.json "clothing" must include all items in
## assets/characters/clothing/. Currently missing: boots_work, coveralls_basic,
## jacket_utility, pants_cargo, shirt_henley.
## WILL FAIL until #720 populates the manifest.
var path := "res://assets/characters/manifest.json"
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("test_manifest_clothing_includes_all_items: manifest not readable — skipping")
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not (parsed is Dictionary):
return
var manifest := parsed as Dictionary
var clothing_data: Variant = manifest.get("clothing", {})
var clothing_keys: Array = []
if clothing_data is Dictionary:
clothing_keys = (clothing_data as Dictionary).keys()
# All clothing item IDs confirmed from assets/characters/clothing/ scan (2026-04-04)
var expected_items := [
"boots_work", "coveralls_basic", "jacket_utility", "pants_cargo",
"peasant_pants", "peasant_shoes", "peasant_tunic", "shirt_henley",
]
for item_id in expected_items:
assert_bool(clothing_keys.has(item_id)).override_failure_message(
"[#720] manifest 'clothing' must include '%s'" % item_id
).is_true()
func test_manifest_eyebrows_are_populated() -> void:
## [ACCEPTANCE #720] manifest.json "eyebrows" must list all eyebrow styles.
## assets/characters/eyebrows/ has: female, regular, teen, thick.
## WILL FAIL until #720 populates the manifest.
var path := "res://assets/characters/manifest.json"
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_warning("test_manifest_eyebrows_are_populated: manifest not readable — skipping")
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
file.close()
if not (parsed is Dictionary):
return
var manifest := parsed as Dictionary
var eb_list: Array = manifest.get("eyebrows", [])
var expected_eyebrows := ["female", "regular", "teen", "thick"]
assert_bool(not eb_list.is_empty()).override_failure_message(
"[#720] manifest 'eyebrows' must not be empty"
).is_true()
for eb_id in expected_eyebrows:
assert_bool(eb_list.has(eb_id)).override_failure_message(
"[#720] manifest 'eyebrows' must include '%s'" % eb_id
).is_true()
func test_dir_access_scan_functions_removed() -> void:
## [ACCEPTANCE #720] After fix, _scan_subdirs and _scan_asset_ids must be
## removed from CharacterCreation. These functions fail in exported PCK builds.
## WILL FAIL until #720 removes the DirAccess fallbacks.
var cc_scene_path := "res://scenes/character_creation.tscn"
if not ResourceLoader.exists(cc_scene_path):
push_warning("test_dir_access_scan_functions_removed: scene not available — skipping")
return
var packed := load(cc_scene_path) as PackedScene
if packed == null:
return
var cc := packed.instantiate() as CharacterCreation
if cc == null:
return
auto_free(cc)
assert_bool(cc.has_method("_scan_subdirs")).override_failure_message(
"[#720] _scan_subdirs must be removed — use manifest JSON instead"
).is_false()
assert_bool(cc.has_method("_scan_asset_ids")).override_failure_message(
"[#720] _scan_asset_ids must be removed — use manifest JSON instead"
).is_false()
# =============================================================================
# #712 — BoneAttachment3D overhead anchor in CharacterVisual
# =============================================================================
func test_character_visual_has_get_overhead_anchor() -> void:
## CharacterVisual must expose get_overhead_anchor() as part of its public API.
## This is a static assertion — no 3D assets required.
var cv := CharacterVisual.new()
auto_free(cv)
assert_bool(cv.has_method("get_overhead_anchor")).override_failure_message(
"CharacterVisual must have get_overhead_anchor() method (#712)"
).is_true()
func test_overhead_anchor_is_null_before_load() -> void:
## get_overhead_anchor() must return null before load_descriptor() is called.
## The anchor is created during skeleton load, not at construction.
var cv := CharacterVisual.new()
auto_free(cv)
var anchor: Variant = cv.get_overhead_anchor()
assert_bool(anchor == null).override_failure_message(
"get_overhead_anchor() must be null before load_descriptor() is called"
).is_true()
func test_overhead_anchor_offset_constant() -> void:
## [ACCEPTANCE #712] If CharacterVisual exposes the overhead anchor offset
## as a constant or via get_overhead_anchor(), the offset must be Vector3(0, 0.3, 0).
## Verified via code inspection: _overhead_anchor.position = Vector3(0, 0.3, 0).
## This test loads a scene and verifies if assets are present.
var cv := CharacterVisual.new()
auto_free(cv)
add_child(cv)
# Without GLB assets available in headless, skeleton load is a no-op.
# Check that _overhead_attachment is also null before load (belt-and-suspenders).
var attachment: Variant = cv.get("_overhead_attachment")
assert_bool(attachment == null).override_failure_message(
"_overhead_attachment must be null before skeleton is loaded"
).is_true()
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@@ -1,292 +0,0 @@
## Sprint 16 #540: Sprite integration tests.
## Tests z-sorting with real sprites, 24x32 D-044 footprint within D-066 64x64
## bounding box, sprite asset existence from #541, and fog shader independence.
## Spec refs: D-019, D-043, D-044, D-049, D-066, #540, #541.
class_name TestSpriteIntegration
extends GdUnitTestSuite
var EntityRendererScript = load("res://scripts/rendering/entity_renderer.gd")
func before_test() -> void:
GameState.player_entity_id = 1
GameState.player_position = Vector2.ZERO
GameState.visible_entities = []
# -- Helpers -------------------------------------------------------------------
func _make_entity_renderer() -> Node2D:
var renderer = Node2D.new()
renderer.set_script(EntityRendererScript)
add_child(renderer)
return renderer
# -- Footprint constants: D-044 spec (S16-S01, S16-S02) -----------------------
func test_entity_footprint_matches_d044_spec() -> void:
# S16-S01: D-044 specifies 24x32 entity footprint within 32x32 visual tile.
# (64x64 source sprite scaled to 32px runtime at 2x retina per D-066).
assert_that(EntityRenderer.ENTITY_WIDTH).override_failure_message(
"D-044: ENTITY_WIDTH must be 24px"
).is_equal(24)
assert_that(EntityRenderer.ENTITY_HEIGHT).override_failure_message(
"D-044: ENTITY_HEIGHT must be 32px"
).is_equal(32)
func test_entity_footprint_within_d066_2x2_sim_tile_bounding_box() -> void:
# S16-S02: D-066 requires entity sprite footprint contained within 2x2 sim tile
# bounding box. At 32px/tile → 64x64px max. Entity must fit to keep interaction
# range (2 sim tiles) accurate with the tilted perspective.
var tile_2x: int = Constants.TILE_SIZE * 2
assert_that(EntityRenderer.ENTITY_WIDTH <= tile_2x).override_failure_message(
"D-066: ENTITY_WIDTH %d must fit within 2x tile width %dpx" % [
EntityRenderer.ENTITY_WIDTH, tile_2x]
).is_true()
assert_that(EntityRenderer.ENTITY_HEIGHT <= tile_2x).override_failure_message(
"D-066: ENTITY_HEIGHT %d must fit within 2x tile height %dpx" % [
EntityRenderer.ENTITY_HEIGHT, tile_2x]
).is_true()
func test_entity_width_fits_within_single_tile() -> void:
# S16-S03: Entity width (24) < TILE_SIZE (32) → centered within tile.
# Ensures horizontal centering offset is positive and entity doesn't overflow.
assert_that(EntityRenderer.ENTITY_WIDTH < Constants.TILE_SIZE).override_failure_message(
"Entity width must be less than TILE_SIZE for centered layout"
).is_true()
assert_that(EntityRenderer.ENTITY_OFFSET_X >= 0.0).override_failure_message(
"ENTITY_OFFSET_X must be non-negative for horizontal centering"
).is_true()
# -- Pixel position (S16-S04) -------------------------------------------------
func test_entity_pixel_position_at_tile_3_7() -> void:
# S16-S04: Entity at tile (3.0, 7.0) → pixel position must be
# (3 * TILE_SIZE + ENTITY_OFFSET_X, 7 * TILE_SIZE + ENTITY_OFFSET_Y).
var renderer := _make_entity_renderer()
var entity := [{"entity_id": 10, "x": 3.0, "y": 7.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity)
var node = renderer.entity_nodes[10]
var expected_x := 3.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X
var expected_y := 7.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y
assert_that(node.position.x).override_failure_message(
"Entity x must be tile_x * TILE_SIZE + ENTITY_OFFSET_X"
).is_equal_approx(expected_x, 0.1)
assert_that(node.position.y).override_failure_message(
"Entity y must be tile_y * TILE_SIZE + ENTITY_OFFSET_Y"
).is_equal_approx(expected_y, 0.1)
renderer.queue_free()
# -- Z-sort ordering: D-049 y-based (S16-S05, S16-S06) -----------------------
func test_z_sort_south_entity_has_higher_pixel_y() -> void:
# S16-S05: D-049 y-sort — entity at y=8 (south) must have higher pixel.y
# than entity at y=4 (north). Godot y-sort renders higher-y on top.
# With tilted sprites, south-facing entity must visually overlap northern.
var renderer := _make_entity_renderer()
var entities := [
{"entity_id": 20, "x": 5.0, "y": 4.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
{"entity_id": 21, "x": 5.0, "y": 8.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
]
renderer.update_entities(entities)
var north_node = renderer.entity_nodes[20]
var south_node = renderer.entity_nodes[21]
assert_that(south_node.position.y > north_node.position.y).override_failure_message(
"Entity at y=8 must have higher pixel.y than entity at y=4 for y-sort"
).is_true()
renderer.queue_free()
func test_z_sort_y_position_difference_equals_tile_size() -> void:
# S16-S06: Two entities one tile apart in y → pixel y difference = TILE_SIZE.
# Verifies position calculation is consistent for adjacent tiles.
var renderer := _make_entity_renderer()
var entities := [
{"entity_id": 30, "x": 5.0, "y": 3.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
{"entity_id": 31, "x": 5.0, "y": 4.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
]
renderer.update_entities(entities)
var node3 = renderer.entity_nodes[30]
var node4 = renderer.entity_nodes[31]
var delta_y := node4.position.y - node3.position.y
assert_that(delta_y).override_failure_message(
"Adjacent tiles must differ by exactly TILE_SIZE (%dpx) in y" % Constants.TILE_SIZE
).is_equal_approx(float(Constants.TILE_SIZE), 0.1)
renderer.queue_free()
func test_z_sort_same_y_different_x_no_y_difference() -> void:
# S16-S07: Two entities at same y but different x → same pixel.y.
# Horizontal position must not affect y-sort order.
var renderer := _make_entity_renderer()
var entities := [
{"entity_id": 40, "x": 2.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
{"entity_id": 41, "x": 8.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
]
renderer.update_entities(entities)
var left_node = renderer.entity_nodes[40]
var right_node = renderer.entity_nodes[41]
assert_that(left_node.position.y).override_failure_message(
"Entities at same y-tile must have same pixel.y regardless of x"
).is_equal_approx(right_node.position.y, 0.1)
renderer.queue_free()
# -- Sprite assets from #541 (S16-S08, S16-S09) --------------------------------
func test_npc_sprite_assets_exist_for_all_cardinal_directions() -> void:
# S16-S08: #541 delivers 64px NPC sprites for all four cardinal directions.
# entity_renderer.gd must be able to load these paths.
for direction in ["north", "east", "south", "west"]:
var path := "res://assets/sprites/npc_generic_%s_64.png" % direction
assert_that(ResourceLoader.exists(path)).override_failure_message(
"NPC sprite missing: %s" % path
).is_true()
func test_wall_sprite_assets_exist_for_all_cardinal_directions() -> void:
# S16-S09: #541 delivers 64px wall sprites for all four cardinal directions.
for direction in ["north", "east", "south", "west"]:
var path := "res://assets/sprites/wall_structural_%s_64.png" % direction
assert_that(ResourceLoader.exists(path)).override_failure_message(
"Wall sprite missing: %s" % path
).is_true()
# -- Fog shader independence: D-019 (S16-S10, S16-S11) -----------------------
func test_fog_shader_script_and_gdshader_load_correctly() -> void:
# S16-S10: fog_shader.gd and fog.gdshader must remain intact after sprite
# changes. D-019: "fog vision cone math remains pure 2D" — unaffected by
# the art-direction tilt baked into sprites.
assert_that(ResourceLoader.exists("res://scripts/rendering/fog_shader.gd")).override_failure_message(
"fog_shader.gd must load correctly — must not be affected by sprite changes"
).is_true()
assert_that(ResourceLoader.exists("res://shaders/fog.gdshader")).override_failure_message(
"fog.gdshader must exist — fog is screen-space and sprite-independent"
).is_true()
func test_fog_update_runs_independently_of_entity_renderer_state() -> void:
# S16-S11: FogState.update_from_state() must succeed with no entity renderer
# active. D-019: fog driven by LOS mask (visible_positions), not sprites.
var fog = get_node_or_null("/root/FogState")
if fog == null:
push_warning("TestSpriteIntegration: FogState not available — fog independence test skipped")
return
# Provide visibility data but no entity renderer context
GameState.visible_positions = {Vector2i(5, 5): true, Vector2i(6, 5): true}
GameState.visibility_sectors = {
Vector2i(5, 5): "Forward",
Vector2i(6, 5): "Peripheral",
}
if fog.has_method("update_from_state"):
fog.update_from_state()
assert_that(fog.visibility_texture).override_failure_message(
"FogState visibility_texture must be populated independently of sprite state"
).is_not_null()
GameState.visible_positions.clear()
GameState.visibility_sectors.clear()
# -- Direction mapping: _octant_to_direction (S16-S12 through S16-S21) --------
func test_octant_north_maps_to_north() -> void:
# S16-S12: "North" → "north"
assert_that(EntityRenderer._octant_to_direction("North")).is_equal("north")
func test_octant_northwest_maps_to_north() -> void:
# S16-S13: "Northwest" → "north" (grouped with North per mapping spec)
assert_that(EntityRenderer._octant_to_direction("Northwest")).is_equal("north")
func test_octant_northeast_maps_to_east() -> void:
# S16-S14: "Northeast" → "east"
assert_that(EntityRenderer._octant_to_direction("Northeast")).is_equal("east")
func test_octant_east_maps_to_east() -> void:
# S16-S15: "East" → "east"
assert_that(EntityRenderer._octant_to_direction("East")).is_equal("east")
func test_octant_southeast_maps_to_south() -> void:
# S16-S16: "Southeast" → "south"
assert_that(EntityRenderer._octant_to_direction("Southeast")).is_equal("south")
func test_octant_south_maps_to_south() -> void:
# S16-S17: "South" → "south"
assert_that(EntityRenderer._octant_to_direction("South")).is_equal("south")
func test_octant_southwest_maps_to_west() -> void:
# S16-S18: "Southwest" → "west"
assert_that(EntityRenderer._octant_to_direction("Southwest")).is_equal("west")
func test_octant_west_maps_to_west() -> void:
# S16-S19: "West" → "west"
assert_that(EntityRenderer._octant_to_direction("West")).is_equal("west")
func test_octant_unknown_string_falls_back_to_south() -> void:
# S16-S20: Unknown string → "south" fallback (safe default — viewer-facing per D-019)
assert_that(EntityRenderer._octant_to_direction("Unknown")).is_equal("south")
assert_that(EntityRenderer._octant_to_direction("invalid")).is_equal("south")
func test_octant_empty_string_falls_back_to_south() -> void:
# S16-S21: Empty string → "south" fallback
assert_that(EntityRenderer._octant_to_direction("")).is_equal("south")
# -- Direction mapping: _entity_direction (S16-S22 through S16-S25) ----------
func test_entity_direction_npc_always_south() -> void:
# S16-S22: NPC entity → always "south" regardless of any data field.
# NPCs have no facing in v1 entity format; south is viewer-facing (D-019 angle).
var renderer := _make_entity_renderer()
GameState.player_entity_id = 1
# entity_id 99 is not the player
var dir := renderer._entity_direction(99, {"entity_id": 99,
"kind": {"variant": "Npc", "data": null}})
assert_that(dir).override_failure_message(
"NPC entity must always return 'south'"
).is_equal("south")
renderer.queue_free()
func test_entity_direction_player_uses_player_facing() -> void:
# S16-S23: Player entity → uses GameState.player_facing via _octant_to_direction.
var renderer := _make_entity_renderer()
GameState.player_entity_id = 1
GameState.player_facing = "North"
var dir := renderer._entity_direction(1, {"entity_id": 1,
"kind": {"variant": "Player", "data": null}})
assert_that(dir).override_failure_message(
"Player entity with player_facing='North' must return 'north'"
).is_equal("north")
renderer.queue_free()
func test_entity_direction_player_facing_east() -> void:
# S16-S24: Player facing "East" → "east"
var renderer := _make_entity_renderer()
GameState.player_entity_id = 1
GameState.player_facing = "East"
var dir := renderer._entity_direction(1, {"entity_id": 1,
"kind": {"variant": "Player", "data": null}})
assert_that(dir).override_failure_message(
"Player entity with player_facing='East' must return 'east'"
).is_equal("east")
renderer.queue_free()
func test_entity_direction_player_facing_diagonal_uses_nearest_cardinal() -> void:
# S16-S25: Player facing "Northwest" → "north" (nearest cardinal mapping).
# Diagonal octants map to one of the four cardinal sprite sets.
var renderer := _make_entity_renderer()
GameState.player_entity_id = 1
GameState.player_facing = "Northwest"
var dir := renderer._entity_direction(1, {"entity_id": 1,
"kind": {"variant": "Player", "data": null}})
assert_that(dir).override_failure_message(
"Player entity with player_facing='Northwest' must return 'north'"
).is_equal("north")
renderer.queue_free()
@@ -1 +0,0 @@
uid://b8snipm64g2b2
+1 -1
View File
@@ -291,7 +291,7 @@ func test_hud_time_row_updates_after_process() -> void:
add_child(instance)
GameState.apply_snapshot({
"tick": 1, "version": Protocol.PROTOCOL_VERSION, "entities": [],
"tick": 1, "version": 23, "entities": [],
"game_time": {"day": 0, "time_of_day": 720, "day_phase": "Afternoon", "tick_rate": "Full"},
})
instance._process(0.016)
+4 -1
View File
@@ -625,8 +625,11 @@ func _format_entry(entry: Dictionary, alpha: float) -> String:
## Escape BBCode bracket characters in server-sourced text (Hoshe #2).
## #866 fix: only escape '[' — unmatched ']' renders as a literal in RichTextLabel.
## Chaining .replace("]", "[rb]") after .replace("[", "[lb]") corrupted the [lb] escape
## itself: "[lb]" → "[lb[rb]", making the BBCode injection guard non-functional.
static func _escape_bbcode(text: String) -> String:
return text.replace("[", "[lb]").replace("]", "[rb]")
return text.replace("[", "[lb]")
## Assign a palette color to an NPC entity ID on first encounter (#573).
@@ -1611,7 +1611,7 @@ func _take_screenshot(suffix: String = "") -> void:
# Take screenshot for current cardinal, then advance. Single array for
# both facing and filename label — previously two arrays with different
# orderings produced swapped labels at indices 1 and 3.
var dir_name := CARDINAL_DIRS[_screenshot_cardinal_idx]
var dir_name: String = CARDINAL_DIRS[_screenshot_cardinal_idx]
_char_visual.set_facing(dir_name)
suffix = dir_name
@@ -39,13 +39,9 @@ func _build_ui() -> void:
_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_label)
# client_ver and proto_ver are independent — project.yaml version is the client release,
# Protocol.PROTOCOL_VERSION is the wire protocol. Mismatches between builds are visible
# only to the observer reading the loading-screen label; a future ticket will surface them.
var client_ver := _read_client_version()
var proto_ver: int = Protocol.PROTOCOL_VERSION
_version_label = Label.new()
_version_label.text = "v%s · protocol %d" % [client_ver, proto_ver]
_version_label.text = "v%s" % [client_ver]
_version_label.add_theme_font_size_override("font_size", VERSION_FONT_SIZE)
_version_label.add_theme_color_override("font_color", VERSION_COLOR)
_version_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
+9
View File
@@ -15,6 +15,7 @@
| #869 | Fix MetaScreen test helper regression — anti_tedium suite (7 fails) | high | — |
| #870 | Delete or revive 8 parse-error test files | medium | — |
| #875 | Drop PROTOCOL_VERSION on client (D-192) | medium | #874 (server) |
| #882 | Strip archetype-driven client code (follow-up to #878) | medium | #878 (server) |
Use `tooling/db/ticket show <id>` for full details.
@@ -66,10 +67,18 @@ Use `tooling/db/ticket show <id>` for full details.
- Update any fixture-replay paths that read `version`.
- Keep all field-presence and roundtrip behavioral tests.
**#882 — Strip archetype-driven client code (follow-up to server #878)**
- Added 2026-04-21. Blocked by server #878 (removes `character_archetype` from StartupMessage; rides #874's PROTOCOL_VERSION break).
- Per lead direction: the CharacterArchetype trace is Phase 6 filler, not production. Keep character-creation UI and insert screens; strip everything else.
- Strip: `character_archetype` field in `game_state.gd` (line 100), `lattice_profile` derivation (line 47); `session_manager.gd` `save_character_archetype()`, `_read_archetype_file()`, character.txt save/load (lines 58, 172192); `protocol.gd` `character_archetype` on StartupMessage; `sim_bridge.gd` archetype wire-up; any monologue color-palette code keyed on `lattice_augmented`/`lattice_baseline`; audit `tests/client/test_signal_sprint24.gd`.
- Verify: client launches, character creation UI loads, insert screens render, session starts. Grep `character_archetype`, `lattice_profile`, `smuggler`, `detective` in `client/` — only character-creation UI references remain.
- Context: server-side audit at `docs/architecture/sprint-37-878-audit.md` (on server branch until #878 merges).
## Dependency Chain
```
#874 (server) → #875 (client PROTOCOL_VERSION drop)
#878 (server) → #882 (client archetype strip)
#872 (New Game regression fix) → #873 (merge-path tests add coverage for this flow)
#866, #869, #870 → standalone, parallel
```