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>
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@@ -71,11 +71,12 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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var entity_node = entity_nodes[entity_id]
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# Update position from x, y fields (Protocol format), centered within tile
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# Update position from x, y fields (Protocol format), centered within tile.
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# Server sends tile-center coords (tile 16 → 16.5), floor to get tile index.
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if entity_data.has("x") and entity_data.has("y"):
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entity_node.position = Vector2(
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entity_data.x * TILE_SIZE + ENTITY_OFFSET,
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entity_data.y * TILE_SIZE + ENTITY_OFFSET
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floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET,
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floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET
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)
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# v2: Peripheral vision dimming (D-015)
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