Three E2E proof tests verify all acceptance criteria through the real
server pipeline: player movement, v2 snapshot with visible_tiles,
wall hiding (NPC behind wall invisible), corner reveal (move around
wall to see NPC). Dynamic test snapshot tracks player position from
queued inputs with simple LOS and Manhattan-distance visibility for
standalone demo mode. 88 client + 112 server tests passing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Count-based dirty tracking missed content changes when tile/visibility
count stayed the same (e.g., door opening, player moving through
corridor). Now re-renders all layers when GameState.current_tick
advances, which correctly handles every snapshot change.
Adds 3 tests for tick advancement and same-count-different-content
scenarios. 68 total tests, 0 failures.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>