feat(client): add 12 P3 tests — z-layer, entity lerp, Tyre additions (#493)

gdUnit4 tests covering:
- Z-layer ordering (4): floor below ysort, entities in ysort at z:0,
  fog exact z_index values (Z_FOG=900, Z_FOG_ENTITIES=950), UI layers
- Entity lerp (3): snap on first appear, moves toward target,
  converges within 0.3s at LERP_SPEED=12.0
- Tyre additions (5): recognition progress, facing rotation, lerp
  weight scaling with delta, blob removal, LERP_SPEED constant guard

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-18 02:14:42 +01:00
co-authored by Claude Opus 4.6
parent 5820609594
commit f82f97afcb
+325
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## P3 client tests: z-layer ordering (4), entity lerp (3), Tyre additions (5).
## Validates scene tree draw order, framerate-independent entity interpolation,
## and recognition transition timing.
## Spec ref: sprint-9/client.md #493.
class_name TestClientP3
extends GdUnitTestSuite
var EntityRendererScript = load("res://scripts/rendering/entity_renderer.gd")
var FogEntitiesScript = load("res://scripts/rendering/fog_entities.gd")
var _instance: Node = null
func before_test() -> void:
SimBridge.reset_test_state()
GameState.current_tick = 0
GameState.player_position = Vector2.ZERO
GameState.visible_entities = []
GameState.visible_tiles = []
GameState.visible_positions = {}
GameState.current_monologue = null
GameState.current_dialogue = null
GameState.game_time = {}
GameState.pending_recognitions = []
GameState.nearby_interactions = []
GameState.player_inventory = []
GameState.player_stance = "Walk"
GameState.player_facing = "North"
GameState.dialogue_active = false
func after_test() -> void:
if _instance and is_instance_valid(_instance):
_instance.queue_free()
_instance = null
# -- Helpers -------------------------------------------------------------------
func _make_scene() -> Node:
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
return _instance
func _make_entity_renderer() -> Node2D:
var renderer = Node2D.new()
renderer.set_script(EntityRendererScript)
add_child(renderer)
return renderer
func _make_fog_entities() -> Node2D:
var node = Node2D.new()
node.set_script(FogEntitiesScript)
add_child(node)
return node
# -- Z-layer ordering (4) -----------------------------------------------------
func test_z_floor_below_ysort() -> void:
# P3-Z01: FloorTiles (z:0) renders below YSortGroup (z:100).
var inst := _make_scene()
var floor_tiles = inst.get_node("World/FogGroup/FloorTiles")
var ysort = inst.get_node("World/FogGroup/YSortGroup")
assert_that(floor_tiles.z_index).override_failure_message(
"FloorTiles z_index must be Z_FLOOR (%d)" % Constants.Z_FLOOR
).is_equal(Constants.Z_FLOOR)
assert_that(ysort.z_index).override_failure_message(
"YSortGroup z_index must be Z_YSORT (%d)" % Constants.Z_YSORT
).is_equal(Constants.Z_YSORT)
assert_that(floor_tiles.z_index < ysort.z_index).is_true()
func test_z_entities_inside_ysort_at_zero() -> void:
# P3-Z02: Entities node lives inside YSortGroup with z_index = 0.
# Y-sort contract: children of YSortGroup must use z_index = 0.
var inst := _make_scene()
var entities = inst.get_node("World/FogGroup/YSortGroup/Entities")
assert_that(entities.z_index).override_failure_message(
"Entities z_index must be 0 inside YSortGroup (y-sort contract)"
).is_equal(0)
assert_that(entities.get_parent().y_sort_enabled).override_failure_message(
"Entities parent must have y_sort_enabled"
).is_true()
func test_z_fog_above_world_content() -> void:
# P3-Z03: FogOverlay (z:900) renders above all world content including
# YSortGroup (z:100) and Overhead (z:300).
# Spec #34: FogOverlay z_index == Z_FOG (900).
# Spec #35: FogEntities z_index == Z_FOG_ENTITIES (950).
var inst := _make_scene()
var fog = inst.get_node("World/FogOverlay")
var fog_entities = inst.get_node("World/FogEntities")
var overhead = inst.get_node("World/FogGroup/Overhead")
assert_that(fog.z_index).override_failure_message(
"FogOverlay z_index must be Z_FOG (%d) per D-049" % Constants.Z_FOG
).is_equal(Constants.Z_FOG)
assert_that(fog_entities.z_index).override_failure_message(
"FogEntities z_index must be Z_FOG_ENTITIES (%d) per D-049/D-059" % Constants.Z_FOG_ENTITIES
).is_equal(Constants.Z_FOG_ENTITIES)
assert_that(fog.z_index > overhead.z_index).override_failure_message(
"FogOverlay (z:%d) must render above Overhead (z:%d)" % [fog.z_index, overhead.z_index]
).is_true()
assert_that(fog_entities.z_index > fog.z_index).override_failure_message(
"FogEntities (z:%d) must render above FogOverlay (z:%d)" % [fog_entities.z_index, fog.z_index]
).is_true()
func test_z_ui_layer_above_world() -> void:
# P3-Z04: UILayer (CanvasLayer 20) renders above InsertOverlay (CanvasLayer 10)
# and both render above world content.
var inst := _make_scene()
var ui_layer = inst.get_node("UILayer") as CanvasLayer
var insert_layer = inst.get_node("InsertOverlay") as CanvasLayer
assert_that(ui_layer.layer).override_failure_message(
"UILayer must be CanvasLayer %d" % Constants.CANVAS_UI
).is_equal(Constants.CANVAS_UI)
assert_that(insert_layer.layer).override_failure_message(
"InsertOverlay must be CanvasLayer %d" % Constants.CANVAS_INSERT
).is_equal(Constants.CANVAS_INSERT)
assert_that(ui_layer.layer > insert_layer.layer).override_failure_message(
"UILayer must render above InsertOverlay"
).is_true()
# -- Entity lerp (3) ----------------------------------------------------------
func test_entity_snap_on_first_appear() -> void:
# P3-L01: Entity spawns at its position immediately — no lerp on first appear.
var renderer := _make_entity_renderer()
var entity := [{"entity_id": 10, "x": 8.0, "y": 6.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity)
var node = renderer.entity_nodes[10]
var expected := Vector2(
floorf(8.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET,
floorf(6.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET
)
assert_that(node.position).override_failure_message(
"Entity should snap to position on first appear (no lerp)"
).is_equal(expected)
renderer.queue_free()
func test_entity_lerp_moves_toward_target() -> void:
# P3-L02: After updating target position, entity moves toward it over time.
var renderer := _make_entity_renderer()
# Spawn at (5, 5)
var entity := [{"entity_id": 11, "x": 5.0, "y": 5.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity)
var node: ColorRect = renderer.entity_nodes[11]
var start_pos: Vector2 = node.position
# Move target to (6, 5)
var entity_moved := [{"entity_id": 11, "x": 6.0, "y": 5.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity_moved)
# Process several frames — entity should move toward target
renderer._process(0.016)
renderer._process(0.016)
var after_pos: Vector2 = node.position
var target := Vector2(
floorf(6.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET,
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET
)
# Position should have moved toward target (x increased)
assert_that(after_pos.x > start_pos.x).override_failure_message(
"Entity x should move toward target after _process"
).is_true()
# But should not have snapped — still in transit
assert_that(after_pos.x < target.x).override_failure_message(
"Entity should still be in transit after 2 frames"
).is_true()
renderer.queue_free()
func test_entity_lerp_converges_within_300ms() -> void:
# P3-L03: At LERP_SPEED=12.0, entity converges within ~0.3s.
# At 12.0: weight = 1.0 - exp(-12.0 * 0.3) ≈ 0.973 — 97% there.
var renderer := _make_entity_renderer()
# Spawn at (5, 5)
var entity := [{"entity_id": 12, "x": 5.0, "y": 5.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity)
# Move target to (7, 5) — 2 tiles
var entity_moved := [{"entity_id": 12, "x": 7.0, "y": 5.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity_moved)
var target := Vector2(
floorf(7.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET,
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET
)
# Simulate 0.3s at 60fps (18 frames × 0.016s ≈ 0.288s)
for i in 20:
renderer._process(0.016)
var final_node: ColorRect = renderer.entity_nodes[12]
var final_pos: Vector2 = final_node.position
# Should be within 5% of target (97% convergence at 0.3s)
var dist: float = final_pos.distance_to(target)
var total_dist: float = 2.0 * Constants.TILE_SIZE
assert_that(dist / total_dist < 0.05).override_failure_message(
"Entity should be within 5%% of target after 0.3s (dist: %.1f / %.1f)" % [dist, total_dist]
).is_true()
renderer.queue_free()
# -- Tyre additions (5) -------------------------------------------------------
func test_recognition_transition_progress() -> void:
# P3-T01: Recognition progress calculated correctly from remaining/total ticks.
# Grey blob → colored entity over total_delay_ticks.
var fog_entities := _make_fog_entities()
var saved := GameState.pending_recognitions
# 3 remaining out of 10 total → progress 0.7
GameState.pending_recognitions = [{
"entity_id": 200, "x": 5.0, "y": 5.0, "z": 0,
"remaining_ticks": 3, "total_delay_ticks": 10,
}]
fog_entities.update_from_state()
var blob: Dictionary = fog_entities._entities[200]
assert_that(blob.progress).override_failure_message(
"Progress should be 0.7 (1.0 - 3/10)"
).is_equal_approx(0.7, 0.01)
# 0 remaining → fully recognized (progress 1.0)
GameState.pending_recognitions = [{
"entity_id": 200, "x": 5.0, "y": 5.0, "z": 0,
"remaining_ticks": 0, "total_delay_ticks": 10,
}]
fog_entities.update_from_state()
assert_that(fog_entities._entities[200].progress).override_failure_message(
"Zero remaining should be progress 1.0"
).is_equal_approx(1.0, 0.01)
GameState.pending_recognitions = saved
fog_entities.queue_free()
func test_facing_indicator_rotation_matches_player_facing() -> void:
# P3-T02: Facing indicator rotation matches player_facing from snapshot.
GameState.player_entity_id = 1
var renderer := _make_entity_renderer()
var entity := [{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0,
"kind": {"variant": "Player", "data": null}, "visibility": "Forward"}]
renderer.update_entities(entity)
var indicator = renderer.entity_nodes[1].get_node("FacingIndicator")
# Test each cardinal + diagonal direction
var expected := {
"North": 0.0,
"East": PI / 2.0,
"South": PI,
"West": 3.0 * PI / 2.0,
}
for dir in expected:
GameState.player_facing = dir
renderer.update_entities(entity)
assert_that(indicator.rotation).override_failure_message(
"%s: expected rotation %.3f, got %.3f" % [dir, expected[dir], indicator.rotation]
).is_equal_approx(expected[dir], 0.001)
renderer.queue_free()
func test_lerp_weight_increases_with_delta() -> void:
# P3-T03: Sprint snappiness — larger delta → larger lerp weight → faster arrival.
# Exponential smoothing: weight = 1.0 - exp(-LERP_SPEED * delta).
# Higher delta (or higher lerp multiplier) means more progress per frame.
var renderer := _make_entity_renderer()
# Spawn entity, then move target
var entity := [{"entity_id": 20, "x": 5.0, "y": 5.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity)
var entity_moved := [{"entity_id": 20, "x": 8.0, "y": 5.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity_moved)
# Small delta step
var small_node: ColorRect = renderer.entity_nodes[20]
var small_start: float = small_node.position.x
renderer._process(0.008)
var small_progress: float = small_node.position.x - small_start
# Reset position for large delta test
small_node.position = Vector2(
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET,
floorf(5.0) * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET
)
# Large delta step
var large_start: float = small_node.position.x
renderer._process(0.032)
var large_progress: float = small_node.position.x - large_start
assert_that(large_progress > small_progress).override_failure_message(
"Larger delta should produce more lerp progress (%.2f vs %.2f)" % [large_progress, small_progress]
).is_true()
renderer.queue_free()
func test_recognition_blob_removed_when_absent() -> void:
# P3-T04: When a pending recognition disappears from state, FogEntities
# removes the blob.
var fog_entities := _make_fog_entities()
var saved := GameState.pending_recognitions
# Add entity
GameState.pending_recognitions = [{
"entity_id": 300, "x": 10.0, "y": 10.0, "z": 0,
"remaining_ticks": 5, "total_delay_ticks": 10,
}]
fog_entities.update_from_state()
assert_that(fog_entities._entities.size()).is_equal(1)
# Remove from state
GameState.pending_recognitions = []
fog_entities.update_from_state()
assert_that(fog_entities._entities.size()).override_failure_message(
"Blob should be removed when absent from pending_recognitions"
).is_equal(0)
GameState.pending_recognitions = saved
fog_entities.queue_free()
func test_entity_renderer_lerp_speed_constant() -> void:
# P3-T05: LERP_SPEED is tuned at 12.0 per D-053 stance discussion.
# Ensures no accidental changes to the feel of entity movement.
assert_that(EntityRenderer.LERP_SPEED).override_failure_message(
"LERP_SPEED must be 12.0 per D-053 tuning"
).is_equal(12.0)