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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@@ -1,10 +1,11 @@
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class_name EntityRenderer
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extends Node2D
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# Entity renderer — manages entity sprites under the Entities node
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# Creates/updates/removes ColorRect children based on entity data
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# Entity format (from Protocol): {entity_id, x, y, z, kind: {variant, data}}
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const TILE_SIZE: int = 32
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const TILE_SIZE: int = Constants.TILE_SIZE
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const ENTITY_SIZE: int = 24
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const ENTITY_OFFSET: float = (TILE_SIZE - ENTITY_SIZE) / 2.0 # center within tile
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@@ -47,13 +48,14 @@ func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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entity_node.size = Vector2(ENTITY_SIZE, ENTITY_SIZE)
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entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
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# Color based on entity kind (from Protocol decoded format)
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# Color based on entity kind (from Protocol decoded format).
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# TODO(#130): replace with D-033 relationship colors (teal/green/amber/red).
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var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
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match kind_variant:
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"Npc":
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entity_node.color = Color(0.3, 0.6, 0.9) # Blue for NPCs
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entity_node.color = Color(0.3, 0.6, 0.9) # Placeholder blue
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"Player":
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entity_node.color = Color(0.88, 0.91, 1.0) # Light blue for player
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entity_node.color = Color(0.88, 0.91, 1.0) # Placeholder light blue
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_:
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entity_node.color = Color(0.8, 0.8, 0.8) # Gray for unknown
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@@ -1,3 +1,4 @@
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class_name FogRenderer
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extends TileMapLayer
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# Fog renderer — draws fog overlay on non-visible tiles (D-011)
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@@ -9,8 +10,12 @@ extends TileMapLayer
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# Atlas layout:
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# (0,0) = full fog (opaque black)
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# (1,0) = fog edge (semi-transparent)
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#
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# Note: fog-edge uses 8-directional neighbors for visual smoothness.
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# Actual visibility boundaries come from the server's shadowcasting (D-011).
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# Fog-returns-over-time (D-011 decay) is tracked in #113, not here.
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const TILE_SIZE: int = 32
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const TILE_SIZE: int = Constants.TILE_SIZE
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var _initialized: bool = false
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var _all_tile_positions: Dictionary = {} # Vector2i -> true, all known map tiles
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@@ -28,9 +33,9 @@ func _setup_tileset() -> void:
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var img := Image.create(TILE_SIZE * 2, TILE_SIZE, false, Image.FORMAT_RGBA8)
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# Full fog (0,0) — opaque black
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_fill_tile(img, 0, Color(0.02, 0.02, 0.05, 1.0))
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img.fill_rect(Rect2i(0, 0, TILE_SIZE, TILE_SIZE), Color(0.02, 0.02, 0.05, 1.0))
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# Fog edge (1,0) — semi-transparent dark
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_fill_tile(img, 1, Color(0.02, 0.02, 0.05, 0.6))
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img.fill_rect(Rect2i(TILE_SIZE, 0, TILE_SIZE, TILE_SIZE), Color(0.02, 0.02, 0.05, 0.6))
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var tex := ImageTexture.create_from_image(img)
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source.texture = tex
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@@ -49,8 +54,8 @@ func register_tile_positions(tiles: Array) -> void:
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if tile_data.has("x") and tile_data.has("y"):
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_all_tile_positions[Vector2i(tile_data.x, tile_data.y)] = true
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# Update fog based on visible positions
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# visible_positions: Dictionary of Vector2i -> true
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# Update fog based on visible positions.
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# player_pos reserved for future fog-decay tracking (#113).
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func update_fog(visible_positions: Dictionary, _player_pos: Vector2) -> void:
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if not _initialized:
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return
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@@ -60,7 +65,7 @@ func update_fog(visible_positions: Dictionary, _player_pos: Vector2) -> void:
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if _all_tile_positions.is_empty() or visible_positions.is_empty():
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return
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# Build set of fog-edge positions (adjacent to visible but not visible themselves)
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# Build set of fog-edge positions (8-directional neighbors of visible tiles)
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var fog_edge: Dictionary = {}
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var neighbors := [
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Vector2i(-1, 0), Vector2i(1, 0), Vector2i(0, -1), Vector2i(0, 1),
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@@ -81,9 +86,3 @@ func update_fog(visible_positions: Dictionary, _player_pos: Vector2) -> void:
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set_cell(pos, 0, Vector2i(1, 0)) # Fog edge — semi-transparent
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else:
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set_cell(pos, 0, Vector2i(0, 0)) # Full fog — opaque
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func _fill_tile(img: Image, tile_index: int, color: Color) -> void:
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var x_offset := tile_index * TILE_SIZE
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for x in range(TILE_SIZE):
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for y in range(TILE_SIZE):
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img.set_pixel(x_offset + x, y, color)
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@@ -1,3 +1,4 @@
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class_name TileRenderer
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extends TileMapLayer
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# Tile renderer — draws map tiles from ObserverSnapshot tile data
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@@ -9,7 +10,7 @@ extends TileMapLayer
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# (2,0) = door — brown
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# (3,0) = object — teal
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const TILE_SIZE: int = 32
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const TILE_SIZE: int = Constants.TILE_SIZE
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enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3 }
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@@ -71,6 +72,8 @@ func update_tiles(tiles: Array) -> void:
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var tile_type_str: String = tile_data.type
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if not TILE_TYPE_MAP.has(tile_type_str):
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push_warning("TileRenderer: unknown tile type '%s' at (%d, %d)" % [
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tile_type_str, tile_data.x, tile_data.y])
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continue
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var atlas_x: int = TILE_TYPE_MAP[tile_type_str]
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@@ -79,17 +82,13 @@ func update_tiles(tiles: Array) -> void:
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# Fill a tile region with a solid color
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func _fill_tile(img: Image, tile_index: int, color: Color) -> void:
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var x_offset := tile_index * TILE_SIZE
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for x in range(TILE_SIZE):
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for y in range(TILE_SIZE):
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img.set_pixel(x_offset + x, y, color)
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var rect := Rect2i(tile_index * TILE_SIZE, 0, TILE_SIZE, TILE_SIZE)
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img.fill_rect(rect, color)
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# Fill a tile region with a color and a 1px border
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func _fill_tile_with_border(img: Image, tile_index: int, fill: Color, border: Color) -> void:
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var x_offset := tile_index * TILE_SIZE
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for x in range(TILE_SIZE):
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for y in range(TILE_SIZE):
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if x == 0 or y == 0 or x == TILE_SIZE - 1 or y == TILE_SIZE - 1:
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img.set_pixel(x_offset + x, y, border)
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else:
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img.set_pixel(x_offset + x, y, fill)
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# Border (full tile)
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img.fill_rect(Rect2i(x_offset, 0, TILE_SIZE, TILE_SIZE), border)
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# Fill (inset by 1px)
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img.fill_rect(Rect2i(x_offset + 1, 1, TILE_SIZE - 2, TILE_SIZE - 2), fill)
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@@ -8,30 +8,31 @@ extends Node2D
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@onready var fog_renderer = $FogOverlay
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@onready var entity_renderer = $Entities
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var _tiles_dirty: bool = true
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var _last_tile_count: int = 0
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var _last_visible_count: int = 0
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func _ready() -> void:
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print("WorldRenderer: Initialized")
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# Called each frame to update visuals from game state
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func update_from_state() -> void:
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# Update tiles (only when tile data changes)
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var tile_count := GameState.visible_tiles.size()
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var visible_count := GameState.visible_positions.size()
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# Update tiles when tile data changes (new chunks loaded, D-012)
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if tile_renderer and tile_renderer.has_method("update_tiles"):
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if _tiles_dirty and GameState.visible_tiles.size() > 0:
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if tile_count > 0 and tile_count != _last_tile_count:
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tile_renderer.update_tiles(GameState.visible_tiles)
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# Register tile positions with fog renderer for coverage
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if fog_renderer and fog_renderer.has_method("register_tile_positions"):
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fog_renderer.register_tile_positions(GameState.visible_tiles)
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_tiles_dirty = false
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_last_tile_count = tile_count
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# Update fog overlay
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# Update fog overlay when visibility changes
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if fog_renderer and fog_renderer.has_method("update_fog"):
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fog_renderer.update_fog(GameState.visible_positions, GameState.player_position)
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if visible_count != _last_visible_count:
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fog_renderer.update_fog(GameState.visible_positions, GameState.player_position)
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_last_visible_count = visible_count
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# Update entity sprites
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if entity_renderer and entity_renderer.has_method("update_entities"):
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entity_renderer.update_entities(GameState.visible_entities)
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# Mark tiles as needing re-render (call when tile data changes significantly)
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func invalidate_tiles() -> void:
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_tiles_dirty = true
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