fix(client): decode tile_kind and fix entity alignment (#412)

Protocol decoder now reads tile_kind from VisibleTile and maps it to
the client's tile type string (floor/wall/door/object). GameState
falls back to visible_tiles when the test-mode tiles array is absent,
enabling live server tile rendering.

Fix entity-to-tile alignment: server sends tile-center render coords
(tile 16 -> 16.5) but entity renderer was using raw floats, placing
entities half a tile off. Now floors the coords to get the tile index.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-13 02:07:29 +01:00
co-authored by Claude Opus 4.6
parent 29c5003403
commit ea9cf554c6
3 changed files with 19 additions and 4 deletions
+7 -1
View File
@@ -63,7 +63,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
if raw_facing is String:
player_facing = raw_facing
# visible_tiles: Array of {x, y, z, visibility}
# visible_tiles: Array of {x, y, z, visibility, tile_kind}
var visible_tiles: Array = []
var raw_vtiles: Variant = raw.get("visible_tiles")
if raw_vtiles is Array:
@@ -77,6 +77,12 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
var vis: Variant = raw_tile.get("visibility")
if vis is String:
tile_entry["visibility"] = vis
# tile_kind: Floor/Wall/Door/Object — map to client tile type strings
var kind: Variant = raw_tile.get("tile_kind")
if kind is String:
tile_entry["type"] = kind.to_lower()
else:
tile_entry["type"] = "floor"
visible_tiles.append(tile_entry)
# v4: nearby_interactions (#404/#405)