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