fix(client): address PR #54 review — 7 items across Hoshe and Tyre
Critical: DIALOGUE_MAX_WIDTH 1200 → 640 to match D-076 spec. tile_renderer: clarify z = server floor level, not scene z_index. Add z-filter unit test (tiles at z!=0 must be skipped). Camera test: is_equal → distance check for float safety, convergence test frames 40 → 120 for robustness at lower smoothing speeds. Teleport: remove redundant first snap in _teleport_transition (the camera block in _process handles it via _teleport_in_progress flag). entity_renderer: document y-sort bottom-anchor migration path. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -100,8 +100,8 @@ func test_camera_converges_to_player_over_multiple_frames() -> void:
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var target := GameState.player_position * Constants.TILE_SIZE
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# Run 40 frames (~0.67s at 60fps) — well past convergence for any speed ≥ 2.0
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for i in range(40):
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# Run 120 frames (~2s at 60fps) — converges within 1px for any speed ≥ 2.0
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for i in range(120):
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_instance._process(0.016)
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var camera: Camera2D = _instance.get_node("Camera2D")
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@@ -123,8 +123,9 @@ func test_camera_stationary_player_no_drift() -> void:
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for i in range(10):
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_instance._process(0.016)
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# Camera should still be at anchored position (target = same point)
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assert_that(camera.global_position).is_equal(initial_pos)
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# Camera should still be at anchored position (target = same point).
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# Use distance check — lerp toward same point may introduce float rounding.
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assert_that(camera.global_position.distance_to(initial_pos) < 0.01).is_true()
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# --- Teleport snap ---
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@@ -270,3 +270,34 @@ func test_entities_in_ysort_group() -> void:
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add_child(_instance)
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assert_that(_instance.get_node_or_null("World/FogGroup/YSortGroup/Entities")).is_not_null()
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# -------------------------------------------------------------------------
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# #71: Tilemap z-filter — FloorTiles only renders floor level 0
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# -------------------------------------------------------------------------
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func test_tile_renderer_skips_nonzero_z() -> void:
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# #71: Tiles with z != 0 must be filtered out by update_tiles().
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var scene := load("res://scenes/main.tscn")
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_instance = scene.instantiate()
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auto_free(_instance)
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add_child(_instance)
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var tile_renderer: TileMapLayer = _instance.get_node("World/FogGroup/FloorTiles")
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assert_that(tile_renderer).is_not_null()
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# Feed tiles at z=0 and z=1
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var tiles: Array = [
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{"x": 0, "y": 0, "z": 0, "type": "floor"},
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{"x": 1, "y": 0, "z": 1, "type": "floor"},
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{"x": 2, "y": 0, "z": 0, "type": "wall"},
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{"x": 3, "y": 0, "z": 2, "type": "door"},
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]
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tile_renderer.update_tiles(tiles)
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# z=0 tiles should be present
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assert_that(tile_renderer.get_cell_source_id(Vector2i(0, 0))).is_not_equal(-1)
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assert_that(tile_renderer.get_cell_source_id(Vector2i(2, 0))).is_not_equal(-1)
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# z=1 and z=2 tiles should NOT be present (-1 = no cell)
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assert_that(tile_renderer.get_cell_source_id(Vector2i(1, 0))).is_equal(-1)
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assert_that(tile_renderer.get_cell_source_id(Vector2i(3, 0))).is_equal(-1)
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