refactor(client): replace fog byte magic numbers with named constants

Define VIS_HIDDEN/PERIPHERAL/FORWARD and EXP_UNEXPLORED/EXPLORED/
VISIBLE in FogState. Replaces 7 magic number usages in _resize() and
update_from_state(). Provides stable assertion targets for fog tests.
Implements #476.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-17 16:35:05 +01:00
co-authored by Claude Opus 4.6
parent bfc699c15d
commit be763908b2
+20 -9
View File
@@ -4,6 +4,17 @@ extends Node
## Read by fog_shader.gd for shader uniforms. Not a renderer — pure data.
## Architecture: docs/architecture/fog-shader-spec.md | D-059
# Fog texture byte values — visibility and exploration layers.
# Used by fog shader to distinguish visual treatment per tile.
# Test assertions reference these: assert_that(byte).is_equal(FogState.VIS_FORWARD)
const VIS_HIDDEN: int = 0 # Not in LOS — fully fogged
const VIS_PERIPHERAL: int = 180 # In LOS, peripheral sector — light fog dimming
const VIS_FORWARD: int = 255 # In LOS, forward sector — clear vision
const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
const EXP_EXPLORED: int = 128 # Previously seen, now out of LOS — deep fog
const EXP_VISIBLE: int = 255 # Currently in LOS — clear (written each frame)
var map_bounds: Rect2i = Rect2i(0, 0, 1, 1)
var visibility_texture: ImageTexture
var exploration_texture: ImageTexture
@@ -31,13 +42,13 @@ func _resize(bounds: Rect2i) -> void:
_vis_bytes = PackedByteArray()
_vis_bytes.resize(sz)
_vis_bytes.fill(0)
_vis_bytes.fill(VIS_HIDDEN)
_vis_image = Image.create_from_data(_width, _height, false, Image.FORMAT_R8, _vis_bytes)
visibility_texture = ImageTexture.create_from_image(_vis_image)
_exp_bytes = PackedByteArray()
_exp_bytes.resize(sz)
_exp_bytes.fill(0)
_exp_bytes.fill(EXP_UNEXPLORED)
_exp_image = Image.create_from_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
exploration_texture = ImageTexture.create_from_image(_exp_image)
@@ -62,21 +73,21 @@ func update_from_state() -> void:
var positions: Dictionary = GameState.visible_positions
var sectors: Dictionary = GameState.visibility_sectors
# TODO(v0.2): gradual decay over game-time instead of immediate 255→128
# TODO(v0.2): gradual decay over game-time instead of immediate EXP_VISIBLE→EXP_EXPLORED
# 1. Clear visibility, then write current LOS
_vis_bytes.fill(0)
_vis_bytes.fill(VIS_HIDDEN)
for pos in positions:
var px: int = pos.x - ox
var py: int = pos.y - oy
if px < 0 or py < 0 or px >= _width or py >= _height:
continue
var sector: String = sectors.get(pos, "Forward")
_vis_bytes[py * _width + px] = 255 if sector == "Forward" else 180
_vis_bytes[py * _width + px] = VIS_FORWARD if sector == "Forward" else VIS_PERIPHERAL
_vis_image.set_data(_width, _height, false, Image.FORMAT_R8, _vis_bytes)
visibility_texture.update(_vis_image)
# 2. Exploration: tiles leaving LOS decay to 128, visible tiles stay 255
# 2. Exploration: tiles leaving LOS decay to EXP_EXPLORED, visible tiles stay EXP_VISIBLE
# Only touch tiles that changed (O(visible) not O(map_size))
for pos in _prev_visible:
if not positions.has(pos):
@@ -84,14 +95,14 @@ func update_from_state() -> void:
var py: int = pos.y - oy
if px >= 0 and py >= 0 and px < _width and py < _height:
var idx: int = py * _width + px
if _exp_bytes[idx] > 128:
_exp_bytes[idx] = 128
if _exp_bytes[idx] > EXP_EXPLORED:
_exp_bytes[idx] = EXP_EXPLORED
for pos in positions:
var px: int = pos.x - ox
var py: int = pos.y - oy
if px >= 0 and py >= 0 and px < _width and py < _height:
_exp_bytes[py * _width + px] = 255
_exp_bytes[py * _width + px] = EXP_VISIBLE
_exp_image.set_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
exploration_texture.update(_exp_image)