fix(client): correct 5 bugs found in pre-PR review
- sound_indicator_renderer: draw_colored_polygon → draw_polygon (runtime crash) - sound_indicator_renderer: append+dedup instead of clear — indicators now survive 3.5s instead of dying after one server tick - dialogue_box: wire Constants.DIALOGUE_MAX_WIDTH (640px) instead of hardcoded 832px MAX_WIDTH_PX - dialogue_box.tscn: update default offsets to ±320 (was ±416) - decisions/perception.md: fix footer typo (1920px → 640px) - tests updated for new append/dedup indicator behavior Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -438,24 +438,25 @@ func test_sound_indicator_drops_events_without_position() -> void:
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assert_that(renderer._indicators.size()).is_equal(1)
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renderer.queue_free()
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func test_sound_indicator_replaces_events_on_update() -> void:
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func test_sound_indicator_appends_new_events() -> void:
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var renderer := _make_sound_indicator_renderer()
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renderer.update_sound_events([
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{"x": 1.0, "y": 1.0, "event_type": "Voice"},
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{"x": 2.0, "y": 2.0, "event_type": "Footstep"},
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])
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assert_that(renderer._indicators.size()).is_equal(2)
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# New update replaces all previous events
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# New update appends — existing indicators persist until they expire
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renderer.update_sound_events([{"x": 5.0, "y": 5.0, "event_type": "Footstep"}])
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assert_that(renderer._indicators.size()).is_equal(1)
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assert_that(renderer._indicators.size()).is_equal(3)
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renderer.queue_free()
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func test_sound_indicator_empty_update_clears_indicators() -> void:
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func test_sound_indicator_empty_update_preserves_existing() -> void:
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var renderer := _make_sound_indicator_renderer()
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renderer.update_sound_events([{"x": 3.0, "y": 3.0, "event_type": "Voice"}])
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assert_that(renderer._indicators.size()).is_equal(1)
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# Empty update does not clear existing indicators — they expire via _process
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renderer.update_sound_events([])
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assert_that(renderer._indicators.size()).is_equal(0)
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assert_that(renderer._indicators.size()).is_equal(1)
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renderer.queue_free()
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func test_sound_indicator_color_voice() -> void:
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@@ -479,6 +480,15 @@ func test_sound_indicator_color_neutral_for_unknown() -> void:
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assert_that(renderer._color_for_type("Unknown")).is_equal(SoundIndicatorRenderer.COLOR_NEUTRAL)
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renderer.queue_free()
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func test_sound_indicator_deduplicates_same_position() -> void:
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var renderer := _make_sound_indicator_renderer()
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renderer.update_sound_events([{"x": 5.0, "y": 5.0, "event_type": "Voice"}])
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assert_that(renderer._indicators.size()).is_equal(1)
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# Same position again — should reset timer, not add a duplicate
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renderer.update_sound_events([{"x": 5.0, "y": 5.0, "event_type": "Voice"}])
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assert_that(renderer._indicators.size()).is_equal(1)
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renderer.queue_free()
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func test_sound_indicator_elapsed_starts_at_zero() -> void:
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var renderer := _make_sound_indicator_renderer()
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renderer.update_sound_events([{"x": 10.0, "y": 5.0, "event_type": "Voice"}])
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@@ -200,9 +200,25 @@ func test_indicator_does_not_crash_for_empty_events() -> void:
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indicator.set_script(script)
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add_child(indicator)
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indicator.update_sound_events([])
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# Empty update on fresh renderer — no indicators exist, no crash
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assert_that(indicator._indicators.size()).is_equal(0)
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indicator.queue_free()
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func test_indicator_existing_survive_empty_update() -> void:
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## Existing indicators persist through an empty update (expire via _process only).
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var script: GDScript = _load_indicator_script()
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if script == null:
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push_warning("TestSoundIndicators: sound_indicator_renderer.gd not found")
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return
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var indicator := Node2D.new()
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indicator.set_script(script)
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add_child(indicator)
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indicator.update_sound_events([{"x": 5.0, "y": 5.0, "event_type": "Voice"}])
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assert_that(indicator._indicators.size()).is_equal(1)
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indicator.update_sound_events([])
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assert_that(indicator._indicators.size()).is_equal(1)
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indicator.queue_free()
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func test_indicator_stores_valid_medium_events() -> void:
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## #126: update_sound_events must store events with x and y fields.
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var script: GDScript = _load_indicator_script()
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