feat(client): D-033 entity colors, peripheral dimming, facing indicator (#130)
Replace hardcoded entity colors with D-033 relationship palette: Player=#e0e8ff, Npc=unknown teal #4a9ebb, Object=grey #8b8ba0. Phase 1 defaults by entity kind; Phase 2 (#361) will derive color from RelationshipState via knowledge graph. Entities in peripheral vision dimmed to 50% alpha (D-015). Player entity gets a Polygon2D triangle indicator showing facing direction, rotated from GameState.player_facing. 82 tests total, 0 failures. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -4,3 +4,20 @@ class_name Constants
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## Tile size in pixels — all renderers and coordinate conversions use this.
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const TILE_SIZE: int = 32
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# D-033: Entity relationship color palette
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# Color represents the player's RELATIONSHIP to the entity, not an objective property.
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# Phase 1: default colors by entity kind. Phase 2 (#361): driven by RelationshipState.
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const ENTITY_COLOR_UNKNOWN: Color = Color("#4a9ebb") # Unknown/Neutral — cool teal
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const ENTITY_COLOR_FRIENDLY: Color = Color("#6bc9a6") # Known/Friendly — soft green
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const ENTITY_COLOR_POI: Color = Color("#e8c547") # Person of Interest — warm amber
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const ENTITY_COLOR_HOSTILE: Color = Color("#d45d5d") # Hostile/Dangerous — muted red
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const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
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const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
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# D-015: Peripheral vision dimming
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const PERIPHERAL_ALPHA: float = 0.5
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# Facing direction indicator
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const FACING_INDICATOR_SIZE: float = 6.0
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const FACING_INDICATOR_OFFSET: float = 14.0
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@@ -3,7 +3,10 @@ extends Node2D
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# Entity renderer — manages entity sprites under the Entities node
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# Creates/updates/removes ColorRect children based on entity data
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# Entity format (from Protocol): {entity_id, x, y, z, kind: {variant, data}}
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# Entity format (from Protocol v2): {entity_id, x, y, z, kind: {variant, data}, visibility}
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#
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# D-033 colors: Phase 1 defaults by entity kind. Phase 2 (#361) will derive
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# color from RelationshipState via the knowledge graph.
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const TILE_SIZE: int = Constants.TILE_SIZE
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const ENTITY_SIZE: int = 24
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@@ -41,30 +44,27 @@ func update_entities(entities: Array) -> void:
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for entity_id in ids_to_remove:
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_remove_entity_node(entity_id)
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# Create a new entity node (placeholder visual)
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# Create a new entity node with D-033 color and optional facing indicator
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func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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var entity_node = ColorRect.new()
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entity_node.name = "Entity_" + str(entity_id)
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entity_node.size = Vector2(ENTITY_SIZE, ENTITY_SIZE)
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entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
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# Color based on entity kind (from Protocol decoded format).
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# TODO(#130): replace with D-033 relationship colors (teal/green/amber/red).
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var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
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match kind_variant:
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"Npc":
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entity_node.color = Color(0.3, 0.6, 0.9) # Placeholder blue
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"Player":
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entity_node.color = Color(0.88, 0.91, 1.0) # Placeholder light blue
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_:
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entity_node.color = Color(0.8, 0.8, 0.8) # Gray for unknown
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# D-033 color by entity kind (Phase 1 default)
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# TODO(#361): derive from RelationshipState via knowledge graph
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entity_node.color = _color_for_kind(entity_data)
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add_child(entity_node)
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entity_nodes[entity_id] = entity_node
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# Add facing indicator for the player entity
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if entity_id == GameState.player_entity_id:
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_add_facing_indicator(entity_node)
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_update_entity_node(entity_id, entity_data)
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# Update an existing entity node
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# Update an existing entity node (position, visibility dimming, facing)
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func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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if not entity_nodes.has(entity_id):
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return
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@@ -78,6 +78,19 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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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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var visibility: Variant = entity_data.get("visibility")
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if visibility == "Peripheral":
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entity_node.modulate.a = Constants.PERIPHERAL_ALPHA
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else:
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entity_node.modulate.a = 1.0
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# v2: Update facing indicator rotation (player entity only)
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if entity_id == GameState.player_entity_id:
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var indicator = entity_node.get_node_or_null("FacingIndicator")
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if indicator != null:
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indicator.rotation = _facing_to_rotation(GameState.player_facing)
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# Remove an entity node
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func _remove_entity_node(entity_id: int) -> void:
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if not entity_nodes.has(entity_id):
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@@ -86,3 +99,46 @@ func _remove_entity_node(entity_id: int) -> void:
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var entity_node = entity_nodes[entity_id]
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entity_node.queue_free()
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entity_nodes.erase(entity_id)
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# D-033 color by entity kind (Phase 1: defaults by kind, not relationship)
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static func _color_for_kind(entity_data: Dictionary) -> Color:
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var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
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match kind_variant:
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"Player":
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return Constants.ENTITY_COLOR_PLAYER
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"Npc":
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return Constants.ENTITY_COLOR_UNKNOWN
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"Object", "Terrain":
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return Constants.ENTITY_COLOR_OBJECT
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_:
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return Constants.ENTITY_COLOR_OBJECT
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# Add a facing direction indicator triangle to the player entity
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func _add_facing_indicator(parent_node: Control) -> void:
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var indicator := Polygon2D.new()
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indicator.name = "FacingIndicator"
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var s := Constants.FACING_INDICATOR_SIZE
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var offset := Constants.FACING_INDICATOR_OFFSET
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# Triangle pointing up (North), offset from center. Rotates around (0,0).
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indicator.polygon = PackedVector2Array([
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Vector2(0, -offset - s),
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Vector2(-s * 0.6, -offset + s * 0.4),
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Vector2(s * 0.6, -offset + s * 0.4),
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])
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indicator.color = Constants.ENTITY_COLOR_PLAYER
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# Position at center of parent ColorRect — rotation around this point
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indicator.position = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
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parent_node.add_child(indicator)
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# Convert facing direction string to rotation in radians (0 = North/up)
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static func _facing_to_rotation(facing: String) -> float:
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match facing:
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"North": return 0.0
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"Northeast": return PI / 4.0
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"East": return PI / 2.0
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"Southeast": return 3.0 * PI / 4.0
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"South": return PI
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"Southwest": return 5.0 * PI / 4.0
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"West": return 3.0 * PI / 2.0
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"Northwest": return 7.0 * PI / 4.0
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_: return 0.0
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@@ -22,6 +22,11 @@ var _test_entities: Array = [
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{"entity_id": 2, "x": 7.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
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]
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var _test_entities_v2: Array = [
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{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}, "visibility": "Forward"},
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{"entity_id": 2, "x": 7.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}, "visibility": "Peripheral"},
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]
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# -- Constants --
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@@ -72,6 +77,27 @@ func test_game_state_same_count_different_visibility_new_tick() -> void:
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assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false()
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assert_that(GameState.visible_positions.has(Vector2i(2, 2))).is_true()
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func test_game_state_stores_game_time() -> void:
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var gt := {"day": 1, "time_of_day": 720, "day_phase": "Evening", "paused": false}
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GameState.apply_snapshot({"tick": 1, "game_time": gt})
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assert_that(GameState.game_time.day).is_equal(1)
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assert_that(GameState.game_time.time_of_day).is_equal(720)
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func test_game_state_stores_player_facing() -> void:
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GameState.apply_snapshot({"tick": 1, "player_facing": "Southeast"})
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assert_that(GameState.player_facing).is_equal("Southeast")
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func test_game_state_derives_visible_positions_from_visible_tiles() -> void:
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var vtiles := [
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{"x": 5, "y": 5, "z": 0, "visibility": "Forward"},
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{"x": 6, "y": 5, "z": 0, "visibility": "Peripheral"},
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]
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GameState.apply_snapshot({"tick": 1, "visible_tiles": vtiles})
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assert_that(GameState.visible_positions.has(Vector2i(5, 5))).is_true()
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assert_that(GameState.visible_positions.has(Vector2i(6, 5))).is_true()
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assert_that(GameState.visibility_sectors[Vector2i(5, 5)]).is_equal("Forward")
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assert_that(GameState.visibility_sectors[Vector2i(6, 5)]).is_equal("Peripheral")
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func test_game_state_warns_on_missing_player() -> void:
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GameState.player_entity_id = 999
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GameState.player_position = Vector2(5, 5)
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@@ -130,6 +156,20 @@ func test_sim_bridge_test_tiles_contain_all_types() -> void:
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assert_that(types.has("wall")).is_true()
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assert_that(types.has("door")).is_true()
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func test_sim_bridge_test_snapshot_has_v2_fields() -> void:
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SimBridge._test_tick = 0
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var snap = SimBridge._test_snapshot()
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assert_that(snap.has("version")).is_true()
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assert_that(snap.version).is_equal(2)
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assert_that(snap.has("game_time")).is_true()
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assert_that(snap.has("player_facing")).is_true()
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assert_that(snap.has("visible_tiles")).is_true()
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assert_that(snap.visible_tiles.size()).is_greater(0)
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var vtile = snap.visible_tiles[0]
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assert_that(vtile.has("visibility")).is_true()
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# Entities should have visibility
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assert_that(snap.entities[0].has("visibility")).is_true()
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# -- EntityRenderer: lifecycle --
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@@ -195,6 +235,64 @@ func test_entity_renderer_empty_entities_clears_all() -> void:
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renderer.queue_free()
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# -- EntityRenderer: D-033 colors and v2 features --
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func test_entity_renderer_player_uses_d033_color() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var player_node = renderer.entity_nodes[1] as ColorRect
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assert_that(player_node.color).is_equal(Constants.ENTITY_COLOR_PLAYER)
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renderer.queue_free()
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func test_entity_renderer_npc_uses_unknown_teal() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var npc_node = renderer.entity_nodes[2] as ColorRect
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assert_that(npc_node.color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
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renderer.queue_free()
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func test_entity_renderer_object_uses_grey() -> void:
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var renderer := _make_entity_renderer()
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var obj := [{"entity_id": 3, "x": 1.0, "y": 1.0, "z": 0, "kind": {"variant": "Object", "data": null}, "visibility": "Forward"}]
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renderer.update_entities(obj)
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var node = renderer.entity_nodes[3] as ColorRect
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assert_that(node.color).is_equal(Constants.ENTITY_COLOR_OBJECT)
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renderer.queue_free()
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func test_entity_renderer_peripheral_entity_dimmed() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var npc_node = renderer.entity_nodes[2]
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assert_that(npc_node.modulate.a).is_equal_approx(Constants.PERIPHERAL_ALPHA, 0.01)
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renderer.queue_free()
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func test_entity_renderer_forward_entity_full_alpha() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var player_node = renderer.entity_nodes[1]
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assert_that(player_node.modulate.a).is_equal_approx(1.0, 0.01)
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renderer.queue_free()
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func test_entity_renderer_player_has_facing_indicator() -> void:
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GameState.player_entity_id = 1
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var player_node = renderer.entity_nodes[1]
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var indicator = player_node.get_node_or_null("FacingIndicator")
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assert_that(indicator != null).is_true()
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assert_that(indicator is Polygon2D).is_true()
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renderer.queue_free()
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func test_entity_renderer_npc_has_no_facing_indicator() -> void:
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GameState.player_entity_id = 1
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var npc_node = renderer.entity_nodes[2]
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var indicator = npc_node.get_node_or_null("FacingIndicator")
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assert_that(indicator == null).is_true()
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renderer.queue_free()
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# -- FogRenderer: position registration --
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func _make_fog_renderer() -> TileMapLayer:
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