refactor(client): optimize zone_id extraction from O(N) to O(1) lookup (#543)
Build _tile_by_coord dictionary from member visible_tiles (covers both test-mode "tiles" key and live-server "visible_tiles" key), then replace the linear scan with a single dict lookup. Net-zero complexity: adds one dict-set per tile in an existing iteration, removes the separate scan loop. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -240,16 +240,16 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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medium_sound_events = []
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close_sound_events = []
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# D-073 (#529): Extract zone_id from the player's current tile (server-authoritative).
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# O(1) via visible_positions dict would be ideal, but tiles are arrays without
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# positional indexing — use the same tile iteration below instead.
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current_zone_id = ""
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var _px := int(player_position.x)
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var _py := int(player_position.y)
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for _ztile in visible_tiles:
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if _ztile is Dictionary and _ztile.get("x") == _px and _ztile.get("y") == _py:
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current_zone_id = _ztile.get("zone_id", "")
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break
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# D-073 (#529): O(1) zone_id lookup. Build coord→tile dict from member visible_tiles
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# (populated above from either "tiles" test-mode key or "visible_tiles" live key).
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# Must use the member var, not snapshot.visible_tiles, so test mode is covered.
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var _tile_by_coord: Dictionary = {}
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for vtile in visible_tiles:
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if vtile is Dictionary and vtile.has("x") and vtile.has("y"):
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_tile_by_coord[Vector2i(vtile.x, vtile.y)] = vtile
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var player_pos_key := Vector2i(int(player_position.x), int(player_position.y))
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var player_tile = _tile_by_coord.get(player_pos_key, null)
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current_zone_id = player_tile.get("zone_id", "") if player_tile else ""
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# v2: visible_tiles with visibility sectors
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# Derives visible_positions when not explicitly provided (real server mode)
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@@ -0,0 +1,211 @@
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## Sprint 16 #543: GameState.current_zone_id population tests.
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## Verifies that apply_snapshot() correctly extracts zone_id from the player's
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## current tile after the O(N) → O(1) refactor. Behavior must be identical
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## before and after the change (net-zero behavioral change per ticket spec).
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## Spec refs: D-073, #543, #529.
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class_name TestSnapshotZoneId
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extends GdUnitTestSuite
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func before_test() -> void:
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GameState.current_zone_id = ""
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GameState.player_position = Vector2.ZERO
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GameState.visible_tiles = []
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GameState.visible_positions = {}
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GameState.visibility_sectors = {}
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# -- Happy path (S16-Z01) ------------------------------------------------------
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func test_zone_id_populated_when_player_on_zone_tile() -> void:
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# S16-Z01: Player at (5,5), visible_tiles has zone_id "zone_alpha" at (5,5).
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# D-073: current_zone_id must be set to the server-authoritative zone_id.
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"visible_tiles": [
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{"x": 3, "y": 3, "z": 0, "type": "floor", "zone_id": "zone_foyer"},
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{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
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{"x": 7, "y": 7, "z": 0, "type": "floor", "zone_id": "zone_beta"},
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],
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})
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assert_that(GameState.current_zone_id).override_failure_message(
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"current_zone_id must match zone_id at player tile (5,5)"
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).is_equal("zone_alpha")
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assert_that(GameState.current_zone_id.is_empty()).override_failure_message(
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"current_zone_id must be non-empty when player is on a zone-tagged tile"
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).is_false()
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# -- Missing zone_id field (S16-Z02) -------------------------------------------
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func test_zone_id_empty_when_tile_lacks_zone_field() -> void:
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# S16-Z02: Player's tile exists but has no zone_id key → empty string.
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# Server may send tiles without zone_id when tile is unzoned.
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"visible_tiles": [
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{"x": 5, "y": 5, "z": 0, "type": "floor"},
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],
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})
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assert_that(GameState.current_zone_id).override_failure_message(
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"Tile without zone_id field → current_zone_id must default to empty string"
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).is_equal("")
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# -- Player off-tile (S16-Z03) -------------------------------------------------
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func test_zone_id_empty_when_player_not_on_any_tile() -> void:
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# S16-Z03: Player at (99,99) but no tile at that position → empty string.
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 99.0, "y": 99.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"visible_tiles": [
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{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
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],
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})
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assert_that(GameState.current_zone_id).override_failure_message(
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"Player at (99,99) with no matching tile → current_zone_id must be empty"
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).is_equal("")
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# -- Empty tiles (S16-Z04) -----------------------------------------------------
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func test_zone_id_empty_on_empty_visible_tiles() -> void:
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# S16-Z04: No visible tiles at all → empty string, no crash.
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"visible_tiles": [],
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})
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assert_that(GameState.current_zone_id).override_failure_message(
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"Empty visible_tiles → current_zone_id must be empty string (no crash)"
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).is_equal("")
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# -- Correct tile selected among many (S16-Z05) --------------------------------
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func test_zone_id_selects_correct_tile_among_many() -> void:
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# S16-Z05: 10x10 tile grid, player at (6,4). Only zone_6_4 must be selected.
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# Tests that the lookup doesn't accidentally match a neighboring tile.
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var tiles: Array = []
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for tx in range(10):
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for ty in range(10):
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tiles.append({"x": tx, "y": ty, "z": 0, "type": "floor",
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"zone_id": "zone_%d_%d" % [tx, ty]})
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 6.0, "y": 4.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"visible_tiles": tiles,
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})
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assert_that(GameState.current_zone_id).override_failure_message(
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"Player at (6,4) must get zone_6_4, not a neighboring tile"
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).is_equal("zone_6_4")
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# -- Zone transition (S16-Z06) -------------------------------------------------
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func test_zone_id_updates_on_zone_transition() -> void:
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# S16-Z06: Player moves from zone_alpha (5,5) to zone_beta (6,5).
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# current_zone_id must update on each snapshot.
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"visible_tiles": [
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{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
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{"x": 6, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_beta"},
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],
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})
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assert_that(GameState.current_zone_id).is_equal("zone_alpha")
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GameState.apply_snapshot({
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"tick": 2,
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"entities": [
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{"entity_id": 1, "x": 6.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"visible_tiles": [
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{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
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{"x": 6, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_beta"},
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],
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})
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assert_that(GameState.current_zone_id).override_failure_message(
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"After moving to (6,5), current_zone_id must update to zone_beta"
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).is_equal("zone_beta")
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# -- Regression: visible_positions unaffected (S16-Z07) -----------------------
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func test_visible_positions_unaffected_by_zone_id_refactor() -> void:
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# S16-Z07: The O(1) refactor must not break visible_positions population.
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# Both zone_id and visible_positions derive from the same visible_tiles loop —
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# verify both are correctly populated after a single apply_snapshot().
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"visible_tiles": [
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{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha", "visibility": "Forward"},
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{"x": 6, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_beta", "visibility": "Peripheral"},
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],
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})
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assert_that(GameState.visible_positions.has(Vector2i(5, 5))).override_failure_message(
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"visible_positions must still contain (5,5) after zone_id refactor"
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).is_true()
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assert_that(GameState.visible_positions.has(Vector2i(6, 5))).is_true()
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assert_that(GameState.current_zone_id).override_failure_message(
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"current_zone_id must be zone_alpha after same apply_snapshot call"
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).is_equal("zone_alpha")
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# -- Fractional player position (S16-Z08) --------------------------------------
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func test_zone_id_uses_int_truncation_of_player_position() -> void:
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# S16-Z08: Player at (5.7, 5.9) → int(5.7)=5, int(5.9)=5 → matches tile (5,5).
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# Server sends player coords as floats; zone lookup must truncate to tile index.
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 5.7, "y": 5.9, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"visible_tiles": [
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{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
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],
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})
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assert_that(GameState.current_zone_id).override_failure_message(
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"Player at (5.7,5.9) must match tile (5,5) — int() truncation applies"
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).is_equal("zone_alpha")
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# -- Test-mode tiles key (S16-Z09) --------------------------------------------
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func test_zone_id_works_with_test_mode_tiles_key() -> void:
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# S16-Z09: Test mode sends "tiles" key, not "visible_tiles".
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# The O(1) refactor uses member visible_tiles (covers both paths).
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# Regression guard: if _tile_by_coord is moved into the snapshot.visible_tiles
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# block only, this test fails — catching the exact regression Tyre flagged.
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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],
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"tiles": [
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{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "zone_alpha"},
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],
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})
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assert_that(GameState.current_zone_id).override_failure_message(
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"Test-mode 'tiles' key must populate zone_id via member visible_tiles"
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).is_equal("zone_alpha")
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