fix(client): address PR review — invalidation, constants, tests
Review feedback from Hoshe + Tyre on PR #8: - Extract shared TILE_SIZE to Constants class_name (Tyre #5, Hoshe #7) - Fix tile invalidation: detect tile/visibility count changes instead of one-shot dirty flag, supports chunk loading (Tyre #3, #4) - Fog dirty tracking: only re-render when visible_positions changes - Add bounds warning for unknown tile types (Hoshe #1) - Add player-not-found warning in GameState (Hoshe #5) - Use Image.fill_rect() instead of pixel loops (Tyre #10) - Document _player_pos as reserved for fog decay #113 (Tyre #6) - Add TODO(#130) for D-033 relationship colors (Hoshe #3, Tyre #8) - Add class_name to EntityRenderer, FogRenderer, TileRenderer - 20 new rendering tests (D-030 Layer 1): entity lifecycle, fog registration, tile type mapping, snapshot completeness, constants - 65 total tests passing, 0 failures Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -23,10 +23,15 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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if snapshot.has("entities"):
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visible_entities = snapshot.entities
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# Derive player position from the player entity
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var found_player := false
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for entity in visible_entities:
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if entity.has("entity_id") and entity.entity_id == player_entity_id:
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player_position = Vector2(entity.x, entity.y)
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found_player = true
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break
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if not found_player and visible_entities.size() > 0:
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push_warning("GameState: player entity_id %d not found in %d entities" % [
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player_entity_id, visible_entities.size()])
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if snapshot.has("tiles"):
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visible_tiles = snapshot.tiles
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