Commit Graph
4 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 88202ad679 test(client): triage 3 chronically broken test suites (Task #21)
Clean the regression signal for the remaining MetaScreen workstreams
by either fixing or surgically skipping tests that had been failing
for design reasons or against stale APIs.

test_sprint2_proof.gd — all 3 tests prefixed skip_test_. Root cause:
hardcoded Sprint 2 room coordinates + protocol v1 assumptions; not
adaptable to current protocol v23 or Gauntlet layout. Suite now reports
0 tests rather than 14 failures / 3 errors.

test_dialogue_sprint18.gd — 40 tests pass (was 48 errors / 3 failures).
Root cause of the errors: GameState.has() calls hitting Node.has()
which does not exist. Fixed by removing guards and accessing
GameState.current_examine_result directly (present since v14 / #174).
Two real bugs surfaced after the error noise cleared; skipped with
ticket references:
- #866 (high): dialogue_box._escape_bbcode chains .replace('[','[lb]')
  .replace(']','[rb]') which turns [lb] into [lb[rb]. BBCode injection
  guard broken.
- #867: confrontation_monologue signal doesn't fire in headless; the
  create_tween call in _start_confrontation_beat likely aborts before
  the emit.

test_client_p2.gd — 26 tests pass (was 2 failures). Three #117-fallout
camera-smoothing tests skipped (main.gd disables
position_smoothing_enabled permanently by design since #117 manual
lerp). One MonologueDisplay API test skipped pending #864 (asserts
mono.is_visible, but the display was refactored to _visible:
Array[Dictionary]).

No production code changes. Every skipped test carries a skip_test_
prefix + inline TODO pointing at the owning ticket. Bug tickets #864,
#866, #867 filed to the backlog.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 19:33:57 +02:00
jpmschweitzerandClaude Opus 4.6 a1c5db9490 fix(client): make E2E tests resilient to entity ordering
Server proof room now has 3 NPCs instead of 1. Find player entity
by kind instead of assuming entities[0]. Wall-hides test checks
specific NPC position (16.5, 13.5) rather than asserting zero NPC
count. Corner-reveal test searches for NPC1 by position.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-13 00:05:07 +01:00
jpmschweitzerandClaude Opus 4.6 68a554f1f0 fix(client): address PR #13 review — LOS tests, reset consistency, docs
- Use reset_test_state() consistently in test_snapshot_parsing.gd (Tyre critical)
- Fix misleading wall comment: (12,9) → (12,10) (Hoshe warning)
- Add coordinate space documentation to _test_snapshot() (Tyre warning)
- Add 4 Bresenham LOS unit tests: clear, blocked, diagonal, self (Hoshe warning)
- Check OS.is_process_running() in connection loop (Hoshe warning)
- Verify NPC position in corner reveal test (Hoshe suggestion)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 02:01:54 +01:00
jpmschweitzerandClaude Opus 4.6 0db120ed58 feat(client): Sprint 2 proof E2E tests + dynamic test snapshot (#357)
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>
2026-02-12 01:45:54 +01:00