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v0.1.9
@@ -178,7 +178,11 @@ For design patterns, consult:
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**Writing guidelines:** Always use imperative/infinitive form.
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**Frontmatter:**
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- `name`: The skill name
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- `name`: The skill name — use **domain-action** naming: `{domain}-{action}`.
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The domain is the system/area the skill operates on, the action is what it does.
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Examples: `pr-review`, `sprint-plan`, `docs-search`, `git-commit`, `debt-scan`.
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Multi-action wrappers (like `ticket`) can use the domain name alone.
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The directory name must match the `name` field.
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- `description`: Primary triggering mechanism. Include what the skill does AND
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specific triggers/contexts. All "when to use" info goes here (not in body).
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@@ -103,6 +103,25 @@ tea pr create \
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Report PR URL when done.
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### 7. Update ticket status to review
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Scan all commit messages in the PR for ticket references (`#NNN`):
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```bash
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git log --oneline main..<branch>
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```
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Extract ticket IDs from `#NNN` patterns. For each ticket that is
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currently `in_progress`, update it to `review`:
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```bash
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db/connectors/ticket status <id> review
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```
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Report which tickets were moved to review. Skip tickets that are
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already `done`, `review`, `cancelled`, or `backlog` (only transition
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`in_progress` → `review`).
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## Arguments
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If the user passes arguments (e.g., `/push-pr "my title"`), use them as the
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@@ -140,6 +140,10 @@ Respond with:
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- File path and approximate location
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- Severity: critical / warning / suggestion
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- Description of the issue
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Verdict rules:
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- Any **critical** or **warning** issue → REQUEST_CHANGES
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- Only **suggestion**-level issues (or none) → APPROVE
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If no issues found, say APPROVE with a brief positive summary.
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```
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@@ -1,10 +1,12 @@
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---
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name: start-sprint
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description: >
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Start sprint work on a team branch. Use when the user says "start sprint",
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"start working on the server/client/copy", "begin sprint", or invokes
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/start-sprint. Merges main into the team branch, finds the active sprint,
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reads the sprint briefing, and presents the work plan with ticket details.
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Start sprint work on a team branch, or close a sprint from main. Use when
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the user says "start sprint", "start working on the server/client/copy",
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"begin sprint", or invokes /start-sprint. On a team branch: merges main,
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finds the active sprint, reads the briefing, presents the work plan. On
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main: closes the active sprint, bumps the version (v0.1.N), updates the
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changelog, tags, and pushes.
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user-invocable: true
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allowed-tools: Bash, Read, Grep, Glob, TeamCreate, Task, TaskCreate, TaskUpdate, TaskList, SendMessage, AskUserQuestion
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---
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@@ -24,7 +26,68 @@ git branch --show-current
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```
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Valid team branches: `server`, `client`, `copy`, `audio`, `visual`, `ci`.
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If on `main`, ask the user which team branch to check out first.
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If on `main`, follow the **Main branch workflow** below instead of
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the team branch workflow (steps 2–8).
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---
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## Main branch workflow (sprint close + version bump)
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When `/start-sprint` is run on `main`, it means the user wants to close
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the current sprint, cut a version, and prepare for the next one.
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### M1. Close the active sprint
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```bash
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db/connectors/sprint stop
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```
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This marks the active sprint as completed and lists carry-over candidates.
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Note the sprint number (N) from the output.
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### M2. Bump the version
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The project version scheme is `v0.1.{sprint_number}`. After closing
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sprint N, the version is `v0.1.N`.
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Update `CHANGELOG.md`:
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- Move all entries under `## [Unreleased]` into a new section
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`## [v0.1.N] — YYYY-MM-DD` (using today's date).
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- Leave `## [Unreleased]` as an empty section above the new version.
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- Keep the existing sub-headings (Added, Fixed, Changed, Removed) —
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only move entries that have content.
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### M3. Commit the release
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Stage and commit `CHANGELOG.md`:
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```
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chore(meta): release v0.1.N
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```
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### M4. Tag the release
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```bash
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git tag v0.1.N
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```
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### M5. Push
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```bash
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git push && git push --tags
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```
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### M6. Report
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Output a summary:
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- Sprint closed (name, done/total tickets, carry-over count)
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- Version tagged (`v0.1.N`)
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- Carry-over candidates (if any)
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- Suggest running `/plan-sprint` next to prepare the next sprint
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---
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## Team branch workflow
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### 2. Sync with main
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@@ -68,18 +131,23 @@ db/connectors/ticket show <id>
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Read the decision files referenced in the sprint briefing so the agent has
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full architectural context before starting work.
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### 7. Present the work plan
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### 7. Mark tickets in progress and present the work plan
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Output a summary:
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Mark all actionable (unblocked, non-done) tickets in the sprint as
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`in_progress`:
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```bash
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db/connectors/ticket status <id> in_progress
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```
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Then output a summary:
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- Sprint name and goal
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- Branch status (clean merge or conflicts)
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- Actionable tickets (unblocked, ready to start)
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- Tickets marked in_progress (list with IDs)
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- Blocked tickets (and what blocks them)
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- Key decisions loaded
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- Suggested first task (lowest ID unblocked ticket)
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Do NOT mark any ticket as `in_progress` yet.
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### 8. Confirm and spawn the team
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Before spawning agents, use `AskUserQuestion` to confirm the work plan and
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@@ -3,6 +3,7 @@
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server/target/
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tooling/content-converter/target/
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tooling/line-previewer/target/
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tooling/test-client/target/
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content-ron/
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# Godot client (further ignores managed by client team)
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+102
@@ -6,6 +6,108 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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## [Unreleased]
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## [v0.1.9] — 2026-02-18
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### Fixed
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- `make game` now builds client before launching — was missing `build-client` dependency, causing class_name registration failures after `make clean`
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- `build-client` uses `--import --quit` instead of just `--quit` — ensures `.godot/` cache and `global_script_class_cache.cfg` are created from scratch
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- `make clean` preserves `client/.godot/` directory (clears contents only) to avoid Godot startup issues
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### Added
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- `--description TEXT` flag for `ticket create` CLI — previously required raw SQL workaround to set ticket descriptions
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### Changed
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- UI audio assets revised — monologue chimes re-generated (0.8s, insert-tech aesthetic), fog_recognition re-generated (was silent), all 8 assets normalized to 44.1kHz stereo LUFS -16 (#453)
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- review-pr skill: explicit verdict rules — critical/warning → REQUEST_CHANGES, suggestion-only → APPROVE
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### Added
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- `make golden-diff` + `make golden-update` targets (#486) — developer workflow for golden file comparison and regeneration; safe restore on cargo failure
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- Gauntlet checklist YAML schema (#497) — 7 condition types evaluable from ObserverSnapshot, per-room checklists for 3 rooms, `make checklist-validate` and `make checklist-generate` targets, wired into `pre-pr-content` gate
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- Gauntlet room timer + personal bests (#496) — GauntletHUD shows TIMER: MM:SS (PB: MM:SS), starts on room entry, resets on room change, persists stats to user://dev/gauntlet-stats.json, session summary on disconnect, hidden in non-gauntlet mode
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- WRONG button F12 MVP (#495) — bug report capture: pause sim, show modal prompt, save snapshot.json + render.txt + description.txt to user://bug-reports/, Esc to cancel
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- GameState.room_id and gauntlet_mode fields — parsed from ObserverSnapshot, enabling gauntlet UI
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- BUG_REPORT action in InputMapper (F12 binding) with SimBridge wire guard (client-only)
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- 24 new anti-tedium tests — GauntletHUD lifecycle (16: timer, PB, visibility, room change, session tracking) + BugReportDialog (8: pause/unpause, wire guard, text render, edge cases)
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- whatsinagame starter kit — reusable multi-agent team bootstrap for any project (3-tier profiles, 18 skills, 16 agent archetypes, stakeholder personas, ticketing DB, decision tracking)
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- Domain-action naming convention for skills documented in create-skill guide
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- `gauntlet` feature flag (default-on) — allows stripping Gauntlet test world from release builds with `--no-default-features`
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- `EXPECTED_ENTITY_COUNT` and `RESET_PLATE_STABLE_IDS` constants — entity counts derived from StableId ranges instead of hardcoded values
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- Debounce exact-boundary test for room reset (tick 9 rejected, tick 10 accepted)
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- Reset plate StableId verification in `stable_id_ranges_match_spec`
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- Runtime content test (`content_runtime.rs`) separated from structural loading tests
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- Client P2 tests (#492) — 16 gdUnit4 tests for camera (smoothing, zoom, viewport, follow, no-pan), entity alpha/color (peripheral, forward, NPC color, player constant), UI (monologue, interaction, inventory, dialogue, pause, fog blob, fog z_index)
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- Client P3 tests (#493) — 12 gdUnit4 tests for z-layer ordering (floor/ysort/fog/UI), entity lerp (snap, converge, LERP_SPEED=12.0), Tyre additions (recognition, facing, delta scaling, blob removal)
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- Anti-tedium regression tests (#494) — 5 tests: F12 no-crash guard, no queued input, gauntlet UI hidden in default/normal snapshot/multi-tick modes
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### Changed
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- Room reset API consolidated to `plan_reset` only — `execute_reset` removed (was a maintenance trap; production uses Commands via `plan_reset`)
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- `room_at()` documented with z-range and corridor overlap assumptions
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- TCP runtime test now has 10s read timeout and registers player in EntityRegistry
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### Removed
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- Dead `RoomMember` component from reset.rs (defined but never used)
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- Protocol v8: dialogue_response field decoding (DialogueResponseEvent with line_id, text, speaker_entity_id) from server #305/D-028
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- Test client binary scaffolding (#480) — standalone crate at `tooling/test-client/` with CLI (--connect, --replay, --text, --json, --quiet, --golden, --ticks), exit codes (0/1/2), golden file JSON diff, JSONL replay loader
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- Snapshot text renderer (#481) — `format_snapshot_text(&ObserverSnapshot)` pub-exported from server crate, entity labels as kind:entity_id sorted by distance, room name stub, 10 unit tests
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- Sprint 9 (Gauntlet) briefing files — server, client, CI, audio, joint — 23 tickets across 4 teams
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- Weapon aim lock audio (`sfx_weapon_aim_lock.ogg`) — clinical targeting confirmation tone for weapon aim state (#440)
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- Stance change audio (`sfx_stance_change.ogg`) — subtle mechanical click for stance toggle feedback (#440)
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### Fixed
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- MessagePack int_64 encoder dead code branch (#516) — `-(1 << 63)` overflowed making int_64 branch unreachable; negative values beyond int_32 now correctly encode as 0xd3 instead of 0xcf
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- Cross-encoder fixture pipeline hardened — encode failures now exit non-zero instead of writing empty .msgpack files (#475 review)
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- GDScript fixture test no longer silently skips on missing/empty fixture dir — asserts instead (#475 review)
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- GDScript fixture generator covers all PlayerAction variants (added MoveSouth, MoveEast, MoveWest, Unpause, ToggleStanceDown, WalkAway)
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- `make pre-pr` now checks GDScript fixture staleness alongside Rust fixtures
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- Protocol version bumped from 7 to 8 to match server — fixes 5 test failures from version mismatch
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- Interact action encoding changed from unit variant to struct variant to match server's PlayerAction::Interact { target_entity_id, verb }
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- Monologue duplication test (test_monologue_not_duplicated_after_consumption) fixed — was using poll_snapshot() which doesn't consume _last_snapshot in test mode
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- `make pre-pr` target — full pre-PR verification chain: lint → build → test → content validation → fixture staleness (#460, #465)
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- Branch-specific pre-PR variants: `make pre-pr-server`, `make pre-pr-client`, `make pre-pr-content`
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- Content cross-reference validation (9 checks) — canonical_id uniqueness, relationship targets, location slugs, dialogue locations, fact_ids, triangle membership, npc_count, dialogue line_ids, bidirectional relationships (#464)
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### Fixed
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- Dialogue schema missing `focused` (mood) and `greeting` (situation) values added in Sprint 7-8 content
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- Speaker wire ID silent fallback — dialogue now warns and skips when target entity missing from registry (was silently using 0)
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- Cross-plugin system ordering — trigger_recognition_monologue now runs after detect_anomalies (latent determinism bug)
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- Walk-away ordering — process_walk_away now runs after process_talk_interaction (prevents same-tick race)
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- ActiveDialogue overwrite — new Talk while in existing dialogue now emits IncompleteInteraction before replacing
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- Server-side Talk range check — handle_talk now enforces CLOSE_RANGE before setting TalkRequest (was client-only)
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- ExamineNpc label collision — VerbKind::ExamineNpc now uses "Examine NPC" label (was "Observe", same as generic Observe)
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- Dead conditional in main.rs collapsed (both branches were identical)
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- WalkAway variant added to all_player_action_variants_roundtrip serialization test
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### Changed
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- DialogueCooldownTracker.used changed from Vec to BTreeMap for O(log n) lookup (D-041 compliance)
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- MonologueState.shown_ids changed from Vec to HashSet for O(1) contains check (was O(n) per tick)
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- Secret trust tier documented as unreachable with TODO for Phase 2 KG-gated unlock
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### Added
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- Determinism test: different_seed_produces_different_replay — exercises SimRng via dialogue weighted selection
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- Dialogue selection pipeline (#305, D-028) — 4-layer filtering engine: access tier from KG relationship, situation derivation from game state, trust tier, weighted topic+mood scoring via SimRng. Full Talk verb → selected line → ObserverSnapshot pipeline with cooldown tracking
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- ContentSlug component (#452) — stable content identity from YAML (e.g. "kael-davan") independent of runtime Entity handles, for knowledge graph interaction memory across save/load
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- Walk-away KG recording (#427, D-064) — IncompleteInteraction knowledge events with Talk/Confront type, ActiveDialogue tracking, walk-away detection clears dialogue and records in KG
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- Anomaly detection for urgent recognition (#450, D-060) — AnomalyMarker flags PersonOfInterest/Contradicted entities for 0.3s cognitive delay instead of 0.6s normal
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- Recognition monologue during cognitive delay (#451, D-060) — monologue fires at delay START (grey blob phase), not completion. v0.1 fallback lines, anomaly prioritization, cooldown tracking
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- Server --test-mode, --port, --seed CLI flags (#459) — LISTENING:{port} stdout signal, OS-assigned ports, deterministic seed override, stderr-only tracing
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- Determinism gauntlet test (#466) — 20-tick replay determinism regression test with movement, stance, pause/unpause exercise
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- Pause guard test suite (#461-463, #468) — 7 tests covering movement, unpause, roundtrip, stance, interact, batch, tick_rate during pause
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- EntityRegistry lifecycle tests (#469) — stale mapping, re-register, unknown unregister edge cases
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- Boundary value encode/roundtrip tests (#471) — 41 values across all MessagePack integer format boundaries
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- Encoding asymmetry tests (#473) — Rust decoder accepts GDScript-style signed encodings for unsigned fields
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- Boundary fixture generation (#472) — 14 raw + 5 snapshot fixtures at integer format boundaries
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- Malformed batch rejection test (#479) — truncated, garbage, and mixed payloads rejected atomically
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- Per-fix determinism unit tests (#467) — equidistant NPC ordering, visible tile sorting, same-tile mover resolution
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### Fixed
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- Determinism: visible_ids HashSet → BTreeSet for stable iteration order (#456)
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- Determinism: visible entities in snapshot sorted by entity_id (#457)
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- Determinism: movers sorted by Entity bits in validate_movement (#458)
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- Pause guard blocks all actions except Pause/Unpause while paused (previously only blocked movement)
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### Changed
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- Protocol version bumped from v7 to v8 (dialogue_response field in ObserverSnapshot)
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### Added
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- AudioManager autoload (#255, D-068/D-069/D-073) — 5-bus architecture (Music, Ambient, WorldSFX, PlayerActions, UISounds), directory-scan asset registry, spatial/non-spatial playback, audio dip profiles (dialogue, confrontation, listening_focus) with low-pass filter sweep, zone crossfade stub
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- Dialogue response selection (#435, D-061/D-062) — structured options with response_id, priority sorting, max 3 visible, invisible locked options, RichTextLabel for BBCode support
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@@ -2,7 +2,11 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
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.PHONY: help setup build client server game stop test lint ci ci-client ci-server clean \
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decisions-sync decisions-coverage decisions-active decisions-orphan \
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db-backup db-install validate-content content-ron check-fact-ids setup-hooks
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db-backup db-install validate-content content-ron check-fact-ids setup-hooks \
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pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
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pre-pr-server pre-pr-client pre-pr-content \
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fixtures-client golden-diff golden-update \
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checklist-validate checklist-generate
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# --- Configuration ---
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||||
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@@ -35,6 +39,16 @@ help:
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@echo " make validate-content Validate content YAML against schemas"
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@echo " make check-fact-ids Check fact_id references against knowledge catalogs"
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@echo " make content-ron Convert content YAML to RON (build-time)"
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@echo " make fixtures-client Generate GDScript->Rust cross-encoder fixtures (#475)"
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@echo " make golden-diff Show diff if golden file output has changed"
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||||
@echo " make golden-update Regenerate golden file and stage for commit"
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@echo " make checklist-validate Validate checklist YAML against schema"
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@echo " make checklist-generate Validate checklists + print condition summary"
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@echo ""
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@echo " make pre-pr Run all pre-PR checks (lint, build, test, validate, fixtures)"
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@echo " make pre-pr-server Server-scoped pre-PR (lint, build, test, fixtures)"
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@echo " make pre-pr-client Client-scoped pre-PR (lint, build, test)"
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@echo " make pre-pr-content Content-scoped pre-PR (schema + cross-ref validation)"
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||||
@echo ""
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||||
@echo " make setup-hooks Install pre-commit hooks (included in setup)"
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||||
@echo ""
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||||
@@ -56,6 +70,8 @@ setup-tooling:
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||||
@command -v python3 >/dev/null 2>&1 || { echo "Install Python 3"; exit 1; }
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||||
@command -v curl >/dev/null 2>&1 || { echo "Install curl (required for Godot download)"; exit 1; }
|
||||
@command -v unzip >/dev/null 2>&1 || { echo "Install unzip (required for Godot download)"; exit 1; }
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||||
@python3 -c "import yaml" 2>/dev/null || { echo "Install PyYAML: pip install pyyaml"; exit 1; }
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||||
@python3 -c "import jsonschema" 2>/dev/null || { echo "Install jsonschema: pip install jsonschema"; exit 1; }
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||||
|
||||
setup-hooks:
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||||
@git config core.hooksPath .config/hooks
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||||
@@ -70,7 +86,7 @@ build-server:
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||||
|
||||
build-client:
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||||
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
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||||
$(GODOT) --headless --path client --quit
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||||
$(GODOT) --headless --path client --import --quit
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||||
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||||
# --- Run ---
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||||
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||||
@@ -81,7 +97,7 @@ client:
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||||
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
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||||
$(GODOT) --path client
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||||
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||||
game: stop build-server
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||||
game: stop build
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||||
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
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||||
@echo "Starting server..."
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||||
@cd server && cargo run &
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||||
@@ -104,6 +120,41 @@ test-server:
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||||
fixtures:
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||||
cd server && cargo test --test gen_fixtures -- --ignored
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||||
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||||
fixtures-client:
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||||
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
|
||||
@echo "Generating GDScript fixtures for Rust decoder..."
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||||
$(GODOT) --headless --path client -s res://tests/gen_client_fixtures.gd
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||||
@echo "Verifying Rust can decode GDScript fixtures..."
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||||
cd server && cargo test --test serialization gdscript_generated_fixtures
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||||
@echo "--- Fixtures-client: PASS ---"
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||||
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||||
golden-diff:
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||||
@echo "Regenerating golden output for comparison..."
|
||||
@mkdir -p .cache/golden
|
||||
@cp server/tests/golden/proof_room_tick_10.json .cache/golden/before.json
|
||||
@cd server && UPDATE_GOLDEN=1 cargo test --test golden_suite -- proof_room_tick_10_matches_golden; \
|
||||
rc=$$?; \
|
||||
cp ../server/tests/golden/proof_room_tick_10.json ../.cache/golden/after.json 2>/dev/null; \
|
||||
cp ../.cache/golden/before.json ../server/tests/golden/proof_room_tick_10.json; \
|
||||
if [ $$rc -ne 0 ]; then echo "Cargo test failed (golden file restored)."; exit $$rc; fi
|
||||
@if diff -q .cache/golden/before.json .cache/golden/after.json >/dev/null 2>&1; then \
|
||||
echo "--- Golden file: UP TO DATE ---"; \
|
||||
else \
|
||||
echo "--- Golden file has CHANGED ---"; \
|
||||
echo ""; \
|
||||
diff --color -u .cache/golden/before.json .cache/golden/after.json || true; \
|
||||
echo ""; \
|
||||
echo "Run 'make golden-update' to accept changes."; \
|
||||
exit 1; \
|
||||
fi
|
||||
|
||||
golden-update:
|
||||
@echo "Regenerating golden file..."
|
||||
@cd server && UPDATE_GOLDEN=1 cargo test --test golden_suite -- proof_room_tick_10_matches_golden
|
||||
@git add server/tests/golden/
|
||||
@echo "--- Golden file updated and staged ---"
|
||||
@echo "Review with: git diff --cached -- server/tests/golden/"
|
||||
|
||||
test-client:
|
||||
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
|
||||
$(GODOT) --headless --path client -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://tests/
|
||||
@@ -121,6 +172,70 @@ lint-client:
|
||||
@echo "Checking GDScript for errors..."
|
||||
@$(GODOT) --headless --path client --quit 2>&1 | grep -i "SCRIPT ERROR" && { echo "GDScript errors found"; exit 1; } || echo "No script errors found"
|
||||
|
||||
# --- Pre-PR verification ---
|
||||
|
||||
pre-pr: pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures
|
||||
@echo ""
|
||||
@echo "=== PRE-PR: ALL CHECKS PASSED ==="
|
||||
@echo "Safe to create PR."
|
||||
|
||||
pre-pr-lint: lint-server lint-client
|
||||
@echo "--- Lint: PASS ---"
|
||||
|
||||
pre-pr-build: build-server build-client
|
||||
@echo "--- Build: PASS ---"
|
||||
|
||||
pre-pr-test: test-server test-client
|
||||
@echo "--- Tests: PASS ---"
|
||||
|
||||
pre-pr-validate: validate-content check-fact-ids
|
||||
@echo "--- Content validation: PASS ---"
|
||||
|
||||
pre-pr-fixtures:
|
||||
@echo "Checking Rust->GDScript fixture staleness..."
|
||||
@cd server && cargo test --test gen_fixtures -- --ignored
|
||||
@if git diff --quiet client/tests/fixtures/; then \
|
||||
echo "--- Rust fixtures: UP TO DATE ---"; \
|
||||
else \
|
||||
echo ""; \
|
||||
echo "--- RUST FIXTURES STALE ---"; \
|
||||
echo " Protocol changed but fixtures not regenerated."; \
|
||||
echo " Stale fixtures make all client tests FALSE POSITIVES."; \
|
||||
echo ""; \
|
||||
echo " Changed files:"; \
|
||||
git diff --stat client/tests/fixtures/; \
|
||||
echo ""; \
|
||||
echo " Fix: commit the updated fixtures with your protocol change."; \
|
||||
exit 1; \
|
||||
fi
|
||||
@echo "Checking GDScript->Rust fixture staleness..."
|
||||
@$(MAKE) fixtures-client
|
||||
@if git diff --quiet server/tests/fixtures/gdscript/; then \
|
||||
echo "--- GDScript fixtures: UP TO DATE ---"; \
|
||||
else \
|
||||
echo ""; \
|
||||
echo "--- GDSCRIPT FIXTURES STALE ---"; \
|
||||
echo " Protocol changed but GDScript fixtures not regenerated."; \
|
||||
echo " Stale fixtures make cross-encoder tests FALSE POSITIVES."; \
|
||||
echo ""; \
|
||||
echo " Changed files:"; \
|
||||
git diff --stat server/tests/fixtures/gdscript/; \
|
||||
echo ""; \
|
||||
echo " Fix: commit the updated fixtures with your protocol change."; \
|
||||
exit 1; \
|
||||
fi
|
||||
|
||||
# Branch-specific variants (faster, scope-appropriate)
|
||||
|
||||
pre-pr-server: lint-server build-server test-server pre-pr-fixtures
|
||||
@echo "=== Server pre-PR: PASSED ==="
|
||||
|
||||
pre-pr-client: lint-client build-client test-client
|
||||
@echo "=== Client pre-PR: PASSED ==="
|
||||
|
||||
pre-pr-content: validate-content check-fact-ids checklist-validate
|
||||
@echo "=== Content pre-PR: PASSED ==="
|
||||
|
||||
# --- CI (run locally) ---
|
||||
|
||||
ci: ci-server ci-client
|
||||
@@ -159,6 +274,12 @@ validate-content:
|
||||
check-fact-ids:
|
||||
@tooling/check-fact-ids
|
||||
|
||||
checklist-validate:
|
||||
@tooling/validate-checklist --check
|
||||
|
||||
checklist-generate:
|
||||
@tooling/validate-checklist
|
||||
|
||||
content-ron:
|
||||
cd tooling/content-converter && cargo build --release
|
||||
tooling/content-converter/target/release/content-converter --input content --output content-ron --verbose
|
||||
@@ -168,5 +289,5 @@ content-ron:
|
||||
clean:
|
||||
cd server && cargo clean || true
|
||||
rm -rf .cache/*
|
||||
rm -rf client/.godot client/reports
|
||||
rm -rf client/.godot/* client/reports
|
||||
@echo "Clean complete."
|
||||
|
||||
@@ -87,7 +87,8 @@ static func _encode_message(buffer: StreamPeerBuffer, value):
|
||||
elif 0 <= value and value <= (1 << 32) - 1:
|
||||
buffer.put_u8(types["uint_32"])
|
||||
buffer.put_u32(value)
|
||||
elif - (1 << 63) <= value and value < (1 << 63):
|
||||
elif value < 0:
|
||||
# Negative beyond int_32 range — encode as int_64 (0xd3)
|
||||
buffer.put_u8(types["int_64"])
|
||||
buffer.put_64(value)
|
||||
else:
|
||||
@@ -133,7 +134,9 @@ static func _encode_message(buffer: StreamPeerBuffer, value):
|
||||
return ERR_INVALID_DATA
|
||||
|
||||
for obj in value:
|
||||
_encode_message(buffer, obj)
|
||||
var inner_err = _encode_message(buffer, obj)
|
||||
if inner_err:
|
||||
return inner_err
|
||||
|
||||
TYPE_DICTIONARY:
|
||||
var size = value.size()
|
||||
@@ -150,8 +153,12 @@ static func _encode_message(buffer: StreamPeerBuffer, value):
|
||||
return ERR_INVALID_DATA
|
||||
|
||||
for key in value:
|
||||
_encode_message(buffer, key)
|
||||
_encode_message(buffer, value[key])
|
||||
var key_err = _encode_message(buffer, key)
|
||||
if key_err:
|
||||
return key_err
|
||||
var val_err = _encode_message(buffer, value[key])
|
||||
if val_err:
|
||||
return val_err
|
||||
|
||||
TYPE_PACKED_BYTE_ARRAY:
|
||||
var size = value.size()
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://uflbvtm1aquk"
|
||||
path="res://.godot/imported/cursor_hover.ogg-f20fa5adecb73cc9163569968f5867a3.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/cursor_hover.ogg"
|
||||
dest_files=["res://.godot/imported/cursor_hover.ogg-f20fa5adecb73cc9163569968f5867a3.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://bw0mfil2343po"
|
||||
path="res://.godot/imported/fog_recognition.ogg-fd0dc7f57c3509774a533bc71a7687e7.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/fog_recognition.ogg"
|
||||
dest_files=["res://.godot/imported/fog_recognition.ogg-fd0dc7f57c3509774a533bc71a7687e7.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://dei8ikwaqyn67"
|
||||
path="res://.godot/imported/implant_open.ogg-46eadc4ed252693e3a936e75ddfdf4bc.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/implant_open.ogg"
|
||||
dest_files=["res://.godot/imported/implant_open.ogg-46eadc4ed252693e3a936e75ddfdf4bc.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://b7iopmg6ftp4k"
|
||||
path="res://.godot/imported/sfx_monologue_chime.ogg-5981f28716fbe14273c052560195d890.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/sfx_monologue_chime.ogg"
|
||||
dest_files=["res://.godot/imported/sfx_monologue_chime.ogg-5981f28716fbe14273c052560195d890.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://4m87qby6qdhc"
|
||||
path="res://.godot/imported/sfx_monologue_chime_urgent.ogg-696a4dbc297417724610e01fa44fa575.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/sfx_monologue_chime_urgent.ogg"
|
||||
dest_files=["res://.godot/imported/sfx_monologue_chime_urgent.ogg-696a4dbc297417724610e01fa44fa575.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://dbu2lr4scswyn"
|
||||
path="res://.godot/imported/sfx_stance_change.ogg-042fce976b2bd1b0806c72aa5dd64755.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/sfx_stance_change.ogg"
|
||||
dest_files=["res://.godot/imported/sfx_stance_change.ogg-042fce976b2bd1b0806c72aa5dd64755.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://c5lduxqgx0vme"
|
||||
path="res://.godot/imported/sfx_weapon_aim_lock.ogg-649a54b41e9bf6dd8ab414c03bb48cfa.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/sfx_weapon_aim_lock.ogg"
|
||||
dest_files=["res://.godot/imported/sfx_weapon_aim_lock.ogg-649a54b41e9bf6dd8ab414c03bb48cfa.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://c2bqso5hkljq1"
|
||||
path="res://.godot/imported/weapon_aim.ogg-0bff40b0820b0f9db4c2b0ae2542bfa0.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/weapon_aim.ogg"
|
||||
dest_files=["res://.godot/imported/weapon_aim.ogg-0bff40b0820b0f9db4c2b0ae2542bfa0.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
@@ -106,6 +106,11 @@ stance_down={
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
bug_report={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194343,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=17 format=3 uid="uid://bswrmh7w8dbgm"]
|
||||
[gd_scene load_steps=19 format=3 uid="uid://bswrmh7w8dbgm"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
|
||||
[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
|
||||
@@ -16,6 +16,8 @@
|
||||
[ext_resource type="PackedScene" path="res://ui/world_radial.tscn" id="14_radial"]
|
||||
[ext_resource type="PackedScene" path="res://ui/dialogue_box.tscn" id="15_dialogue"]
|
||||
[ext_resource type="Script" path="res://scripts/rendering/fog_entities.gd" id="16_fogent"]
|
||||
[ext_resource type="PackedScene" path="res://ui/gauntlet_hud.tscn" id="17_gauntlet"]
|
||||
[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="18_bugreport"]
|
||||
|
||||
[node name="Game" type="Node2D"]
|
||||
script = ExtResource("1_main")
|
||||
@@ -131,6 +133,9 @@ layer = 20
|
||||
; D-053: Stance indicator — top-right, color-coded
|
||||
[node name="StanceIndicator" parent="UILayer" instance=ExtResource("13_stance")]
|
||||
|
||||
; #496: Gauntlet HUD — room timer + personal bests, hidden in non-gauntlet mode
|
||||
[node name="GauntletHUD" parent="UILayer" instance=ExtResource("17_gauntlet")]
|
||||
|
||||
; D-065: Inventory grid — 3x3, bottom-right, 40x40px, 1-9 hotkeys
|
||||
[node name="InventoryGrid" parent="UILayer" instance=ExtResource("12_inv")]
|
||||
|
||||
@@ -140,6 +145,8 @@ script = ExtResource("10_cursor")
|
||||
|
||||
; --- Modal layer (CanvasLayer 30) ---
|
||||
; Full-screen overlays: pause menu, inventory modal, death screen.
|
||||
; Empty for Sprint 6 — exists so the layer is reserved in the tree.
|
||||
[node name="ModalLayer" type="CanvasLayer" parent="."]
|
||||
layer = 30
|
||||
|
||||
; #495: WRONG button (F12) — bug report capture dialog
|
||||
[node name="BugReportDialog" parent="ModalLayer" instance=ExtResource("18_bugreport")]
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://cdkut8u7sxwmb
|
||||
@@ -0,0 +1 @@
|
||||
uid://de816lfn5xeqs
|
||||
@@ -36,6 +36,10 @@ var current_dialogue: Variant = null # {npc_name, npc_entity_id, speech, option
|
||||
# InputMapper suppresses movement when this is true.
|
||||
var dialogue_active: bool = false
|
||||
|
||||
# v8 fields (#496): Gauntlet mode — room timer + personal bests
|
||||
var room_id: Variant = null # String room_id from snapshot, null in non-gauntlet mode
|
||||
var gauntlet_mode: bool = false # true when snapshot includes gauntlet_mode flag
|
||||
|
||||
# v7 fields (#431, D-059/D-060)
|
||||
var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
|
||||
|
||||
@@ -118,6 +122,16 @@ func apply_snapshot(snapshot: Dictionary) -> void:
|
||||
else:
|
||||
pending_recognitions = []
|
||||
|
||||
# v8: gauntlet mode (#496) — room_id and gauntlet_mode
|
||||
if snapshot.has("gauntlet_mode") and snapshot.gauntlet_mode == true:
|
||||
gauntlet_mode = true
|
||||
else:
|
||||
gauntlet_mode = false
|
||||
if snapshot.has("room_id") and snapshot.room_id is String:
|
||||
room_id = snapshot.room_id
|
||||
else:
|
||||
room_id = null
|
||||
|
||||
# v2: visible_tiles with visibility sectors
|
||||
# Derives visible_positions when not explicitly provided (real server mode)
|
||||
if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
|
||||
|
||||
@@ -14,6 +14,7 @@ enum Action {
|
||||
MOVE_SOUTH, MOVE_SOUTHWEST, MOVE_WEST, MOVE_NORTHWEST,
|
||||
INTERACT, USE_PERCEPTION_MODE, OPEN_MENU, PAUSE, UNPAUSE,
|
||||
TOGGLE_STANCE_UP, TOGGLE_STANCE_DOWN,
|
||||
BUG_REPORT, # #495: F12 WRONG button — client-only, not sent to server
|
||||
}
|
||||
|
||||
var input_queue: Array[Dictionary] = []
|
||||
@@ -74,6 +75,8 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
action = Action.TOGGLE_STANCE_UP
|
||||
elif event.is_action_pressed("stance_down"):
|
||||
action = Action.TOGGLE_STANCE_DOWN
|
||||
elif event.is_action_pressed("bug_report"):
|
||||
action = Action.BUG_REPORT
|
||||
|
||||
if action != -1:
|
||||
input_queue.append({
|
||||
|
||||
@@ -255,9 +255,9 @@ static func _action_enum_to_wire(action: int) -> String:
|
||||
InputMapper.Action.TOGGLE_STANCE_UP: return "ToggleStanceUp"
|
||||
InputMapper.Action.TOGGLE_STANCE_DOWN: return "ToggleStanceDown"
|
||||
InputMapper.Action.OPEN_MENU:
|
||||
# Client-only action, not part of wire protocol
|
||||
push_warning("SimBridge: OPEN_MENU is client-only, not sent to server")
|
||||
return ""
|
||||
return "" # Client-only action, not part of wire protocol
|
||||
InputMapper.Action.BUG_REPORT:
|
||||
return "" # Client-only action (#495), not part of wire protocol
|
||||
_:
|
||||
push_warning("SimBridge: unknown action enum %s" % action)
|
||||
return ""
|
||||
|
||||
@@ -12,6 +12,8 @@ extends Node2D
|
||||
@onready var inventory_grid = $UILayer/InventoryGrid # D-065: z-layer 7
|
||||
@onready var stance_indicator = $UILayer/StanceIndicator # D-053: z-layer 7
|
||||
@onready var cursor_renderer = $UILayer/CursorRenderer # D-056: z-layer 7
|
||||
@onready var gauntlet_hud = $UILayer/GauntletHUD # #496: room timer + personal bests
|
||||
@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
|
||||
|
||||
var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
|
||||
var _camera_anchored: bool = false
|
||||
@@ -49,6 +51,10 @@ func _ready() -> void:
|
||||
dialogue_box.dialogue_dismissed.connect(_on_dialogue_dismissed)
|
||||
dialogue_box.confrontation_monologue.connect(_on_confrontation_monologue)
|
||||
|
||||
# #496: Print gauntlet session summary on disconnect
|
||||
if gauntlet_hud:
|
||||
SimBridge.connection_state_changed.connect(_on_connection_state_changed)
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
# Main game loop: poll snapshot, apply state, flush input
|
||||
@@ -88,6 +94,10 @@ func _process(_delta: float) -> void:
|
||||
if fog_entities and fog_entities.has_method("update_from_state"):
|
||||
fog_entities.update_from_state()
|
||||
|
||||
# #496: Update gauntlet HUD (room timer + personal bests)
|
||||
if gauntlet_hud and gauntlet_hud.has_method("update_from_state"):
|
||||
gauntlet_hud.update_from_state()
|
||||
|
||||
# Show monologue if server sent one this tick (#414)
|
||||
_consume_monologue()
|
||||
|
||||
@@ -109,6 +119,11 @@ func _process(_delta: float) -> void:
|
||||
# Send queued input to simulation
|
||||
var inputs = InputMapper.flush_queue()
|
||||
for input in inputs:
|
||||
# #495: F12 WRONG button — client-only, trigger bug report capture
|
||||
if input.action == InputMapper.Action.BUG_REPORT:
|
||||
if bug_report_dialog and not bug_report_dialog.is_active():
|
||||
bug_report_dialog.start_capture()
|
||||
continue
|
||||
if input.action == InputMapper.Action.INTERACT:
|
||||
# D-057: prefer interaction list (multi-verb), fall back to prompt (v0.1)
|
||||
var target_id: int = -1
|
||||
@@ -197,3 +212,9 @@ func _on_dialogue_dismissed() -> void:
|
||||
"verb": "WalkAway",
|
||||
},
|
||||
})
|
||||
|
||||
|
||||
# #496: Finalize gauntlet stats on disconnect
|
||||
func _on_connection_state_changed(old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void:
|
||||
if new_state == SimBridge.ConnectionState.DISCONNECTED and gauntlet_hud:
|
||||
gauntlet_hud.finalize()
|
||||
|
||||
@@ -11,7 +11,7 @@ class_name Protocol
|
||||
|
||||
## Protocol version — must match server PROTOCOL_VERSION in bridge/types.rs.
|
||||
## Reject snapshots where version != this value.
|
||||
const PROTOCOL_VERSION: int = 7
|
||||
const PROTOCOL_VERSION: int = 8
|
||||
|
||||
|
||||
# -- Decode: bytes from server → GDScript types --------------------------------
|
||||
@@ -169,6 +169,17 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
|
||||
"options": dialogue_options,
|
||||
}
|
||||
|
||||
# v8: dialogue_response (#305, D-028) — NPC's spoken dialogue line from server
|
||||
# Separate from current_dialogue (client-side rich dialogue state).
|
||||
var dialogue_response: Variant = null
|
||||
var raw_dr: Variant = raw.get("dialogue_response")
|
||||
if raw_dr is Dictionary and raw_dr.has("text"):
|
||||
dialogue_response = {
|
||||
"line_id": str(raw_dr.get("line_id", "")),
|
||||
"text": str(raw_dr["text"]),
|
||||
"speaker_entity_id": int(raw_dr.get("speaker_entity_id", -1)),
|
||||
}
|
||||
|
||||
return {
|
||||
"tick": tick,
|
||||
"entities": entities,
|
||||
@@ -182,6 +193,7 @@ static func decode_snapshot(bytes: PackedByteArray) -> Variant:
|
||||
"nearby_interactions": nearby_interactions,
|
||||
"current_monologue": current_monologue,
|
||||
"current_dialogue": current_dialogue,
|
||||
"dialogue_response": dialogue_response,
|
||||
"pending_recognitions": pending_recognitions,
|
||||
}
|
||||
|
||||
@@ -293,13 +305,7 @@ static func _decode_enum_variant(raw) -> Dictionary:
|
||||
## "Interact", "UsePerceptionMode", "Pause", "Unpause"
|
||||
## action_data: null for unit variants, String for UsePerceptionMode
|
||||
static func encode_player_input(tick: int, action_name: String, action_data: Variant = null) -> PackedByteArray:
|
||||
var action_value: Variant
|
||||
if action_data != null:
|
||||
# Data variant → single-element map
|
||||
action_value = { action_name: action_data }
|
||||
else:
|
||||
# Unit variant → bare string
|
||||
action_value = action_name
|
||||
var action_value: Variant = _encode_action(action_name, action_data)
|
||||
|
||||
var input := {
|
||||
"tick": tick,
|
||||
@@ -322,14 +328,9 @@ static func encode_player_inputs(inputs: Array) -> PackedByteArray:
|
||||
for input in inputs:
|
||||
var action_name: String = input["action_name"]
|
||||
var action_data: Variant = input.get("action_data")
|
||||
var action_value: Variant
|
||||
if action_data != null:
|
||||
action_value = { action_name: action_data }
|
||||
else:
|
||||
action_value = action_name
|
||||
wire_inputs.append({
|
||||
"tick": input["tick"],
|
||||
"action": action_value,
|
||||
"action": _encode_action(action_name, action_data),
|
||||
})
|
||||
|
||||
var result = Messagepack.encode(wire_inputs)
|
||||
@@ -340,6 +341,18 @@ static func encode_player_inputs(inputs: Array) -> PackedByteArray:
|
||||
return result.value
|
||||
|
||||
|
||||
## Encode a PlayerAction for the wire.
|
||||
## Struct variants (Interact) always need their fields even when null.
|
||||
## Unit variants (MoveNorth, Pause, etc.) encode as bare strings.
|
||||
static func _encode_action(action_name: String, action_data: Variant) -> Variant:
|
||||
if action_data != null:
|
||||
return { action_name: action_data }
|
||||
# Interact is a struct variant — server expects named fields, not a bare string
|
||||
if action_name == "Interact":
|
||||
return { "Interact": { "target_entity_id": null, "verb": null } }
|
||||
return action_name
|
||||
|
||||
|
||||
## Decode a PlayerInput from MessagePack bytes (used in tests / echo scenarios).
|
||||
## Returns { "tick": int, "action": { "variant": String, "data": Variant } } or null.
|
||||
static func decode_player_input(bytes: PackedByteArray) -> Variant:
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://bkbfcalfo1kk8
|
||||
@@ -0,0 +1 @@
|
||||
uid://cw154tgjdyhe1
|
||||
@@ -0,0 +1 @@
|
||||
uid://dje4vilxh5xxu
|
||||
@@ -0,0 +1 @@
|
||||
uid://bcc1wwpk3moh1
|
||||
Binary file not shown.
@@ -0,0 +1 @@
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
̀
|
||||
@@ -0,0 +1 @@
|
||||
����
|
||||
Binary file not shown.
@@ -0,0 +1 @@
|
||||
��
|
||||
Binary file not shown.
@@ -0,0 +1 @@
|
||||
��
|
||||
Binary file not shown.
@@ -0,0 +1 @@
|
||||
�����
|
||||
Binary file not shown.
@@ -0,0 +1 @@
|
||||
���
|
||||
Binary file not shown.
@@ -0,0 +1 @@
|
||||
��������
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,173 @@
|
||||
## Generate MessagePack fixtures from GDScript encoder for Rust decoder testing.
|
||||
## Run with: make fixtures-client
|
||||
## (or: godot --headless --path client -s res://tests/gen_client_fixtures.gd)
|
||||
##
|
||||
## Reverse direction of server/tests/gen_fixtures.rs: GDScript encodes -> Rust decodes.
|
||||
## Together with the Rust-generated fixtures, this closes the cross-encoder
|
||||
## compatibility loop (D-030 Layer 1, #475).
|
||||
##
|
||||
## Loads Messagepack encoder directly (not via class_name) because -s scripts
|
||||
## run before the project's class_name registry is fully populated.
|
||||
extends SceneTree
|
||||
|
||||
var _Msgpack: GDScript
|
||||
var _count := 0
|
||||
var _errors := 0
|
||||
var _output_dir: String
|
||||
|
||||
|
||||
func _init():
|
||||
_run.call_deferred()
|
||||
|
||||
|
||||
func _run():
|
||||
_Msgpack = load("res://addons/messagepack/messagepack.gd")
|
||||
|
||||
# Resolve repo root from Godot project root (client/).
|
||||
# Assumes client/ is one level below repo root — validated below.
|
||||
var project_root := ProjectSettings.globalize_path("res://")
|
||||
var repo_root := project_root.rstrip("/").get_base_dir()
|
||||
_output_dir = repo_root.path_join("server/tests/fixtures/gdscript")
|
||||
|
||||
if not DirAccess.dir_exists_absolute(repo_root.path_join("server")):
|
||||
push_error("Repo root detection failed: %s/server/ does not exist" % repo_root)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
DirAccess.make_dir_recursive_absolute(_output_dir)
|
||||
|
||||
_generate_inputs()
|
||||
_generate_boundary_inputs()
|
||||
_generate_batch()
|
||||
|
||||
if _errors > 0:
|
||||
push_error("FAILED: %d encode errors encountered" % _errors)
|
||||
quit(1)
|
||||
return
|
||||
if _count == 0:
|
||||
push_error("FAILED: no fixtures generated")
|
||||
quit(1)
|
||||
return
|
||||
print("Generated %d GDScript fixtures at %s" % [_count, _output_dir])
|
||||
quit()
|
||||
|
||||
|
||||
func _write_fixture(name: String, bytes: PackedByteArray) -> void:
|
||||
if bytes.is_empty():
|
||||
push_error("Encode produced empty bytes for fixture: %s" % name)
|
||||
_errors += 1
|
||||
return
|
||||
var path := _output_dir.path_join(name + ".msgpack")
|
||||
var file := FileAccess.open(path, FileAccess.WRITE)
|
||||
if file == null:
|
||||
push_error("Failed to write fixture: %s (error: %d)" % [path, FileAccess.get_open_error()])
|
||||
_errors += 1
|
||||
return
|
||||
file.store_buffer(bytes)
|
||||
file.flush()
|
||||
file.close()
|
||||
print(" Wrote %s (%d bytes)" % [name, bytes.size()])
|
||||
_count += 1
|
||||
|
||||
|
||||
## Encode a single PlayerInput to MessagePack bytes.
|
||||
## Mirrors Protocol.encode_player_input() from protocol.gd.
|
||||
func _encode_input(tick: int, action_name: String, action_data: Variant = null) -> PackedByteArray:
|
||||
var action: Variant
|
||||
if action_data != null:
|
||||
action = {action_name: action_data}
|
||||
elif action_name == "Interact":
|
||||
action = {"Interact": {"target_entity_id": null, "verb": null}}
|
||||
else:
|
||||
action = action_name
|
||||
|
||||
var result = _Msgpack.encode({"tick": tick, "action": action})
|
||||
if result.status != null:
|
||||
push_error("Encode failed: %s" % result.status)
|
||||
return PackedByteArray()
|
||||
return result.value
|
||||
|
||||
|
||||
## Encode an array of PlayerInputs to MessagePack bytes.
|
||||
## Mirrors Protocol.encode_player_inputs() from protocol.gd.
|
||||
func _encode_inputs(inputs: Array) -> PackedByteArray:
|
||||
var wire_inputs: Array = []
|
||||
for input in inputs:
|
||||
var action_name: String = input["action_name"]
|
||||
var action_data: Variant = input.get("action_data")
|
||||
var action: Variant
|
||||
if action_data != null:
|
||||
action = {action_name: action_data}
|
||||
elif action_name == "Interact":
|
||||
action = {"Interact": {"target_entity_id": null, "verb": null}}
|
||||
else:
|
||||
action = action_name
|
||||
wire_inputs.append({"tick": input["tick"], "action": action})
|
||||
|
||||
var result = _Msgpack.encode(wire_inputs)
|
||||
if result.status != null:
|
||||
push_error("Batch encode failed: %s" % result.status)
|
||||
return PackedByteArray()
|
||||
return result.value
|
||||
|
||||
|
||||
func _generate_inputs() -> void:
|
||||
# Unit variants: all 8 movement directions (tick=100)
|
||||
for dir_name in [
|
||||
"MoveNorth", "MoveSouth", "MoveEast", "MoveWest",
|
||||
"MoveNortheast", "MoveSoutheast", "MoveSouthwest", "MoveNorthwest",
|
||||
]:
|
||||
_write_fixture("input_%s" % dir_name.to_snake_case(),
|
||||
_encode_input(100, dir_name))
|
||||
|
||||
# Data variant: UsePerceptionMode (tick=200)
|
||||
_write_fixture("input_perception_mode",
|
||||
_encode_input(200, "UsePerceptionMode", "thermal"))
|
||||
|
||||
# Struct variant: Interact with null fields (tick=100)
|
||||
_write_fixture("input_interact",
|
||||
_encode_input(100, "Interact"))
|
||||
|
||||
# Other unit variants
|
||||
_write_fixture("input_pause",
|
||||
_encode_input(100, "Pause"))
|
||||
_write_fixture("input_unpause",
|
||||
_encode_input(100, "Unpause"))
|
||||
_write_fixture("input_toggle_stance_up",
|
||||
_encode_input(100, "ToggleStanceUp"))
|
||||
_write_fixture("input_toggle_stance_down",
|
||||
_encode_input(100, "ToggleStanceDown"))
|
||||
_write_fixture("input_walk_away",
|
||||
_encode_input(100, "WalkAway"))
|
||||
|
||||
|
||||
func _generate_boundary_inputs() -> void:
|
||||
# Tick values at MessagePack encoding format boundaries.
|
||||
# GDScript encodes 256-32767 as int_16 (0xd1); Rust encodes as uint_16 (0xcd).
|
||||
# GDScript encodes 65536-2147483647 as int_32 (0xd2); Rust as uint_32 (0xce).
|
||||
# Both are valid MessagePack. Rust's rmp_serde must accept both.
|
||||
var boundary_ticks: Array = [
|
||||
[0, "boundary_tick_0"],
|
||||
[127, "boundary_tick_127"],
|
||||
[128, "boundary_tick_128"],
|
||||
[255, "boundary_tick_255"],
|
||||
[256, "boundary_tick_256"], # int_16 asymmetry start
|
||||
[32767, "boundary_tick_32767"], # int_16 asymmetry end
|
||||
[32768, "boundary_tick_32768"],
|
||||
[65535, "boundary_tick_65535"],
|
||||
[65536, "boundary_tick_65536"], # int_32 asymmetry start
|
||||
[2147483647, "boundary_tick_2147483647"], # int_32 asymmetry end
|
||||
]
|
||||
|
||||
for pair in boundary_ticks:
|
||||
_write_fixture(pair[1],
|
||||
_encode_input(pair[0], "Pause"))
|
||||
|
||||
|
||||
func _generate_batch() -> void:
|
||||
# Vec<PlayerInput> with two actions (mirrors Rust input_batch_two fixture)
|
||||
_write_fixture("input_batch_two",
|
||||
_encode_inputs([
|
||||
{"tick": 0, "action_name": "MoveNorth"},
|
||||
{"tick": 0, "action_name": "Interact"},
|
||||
]))
|
||||
@@ -0,0 +1 @@
|
||||
uid://njychcgqlvtv
|
||||
@@ -0,0 +1,612 @@
|
||||
## Anti-tedium regression tests (#494):
|
||||
## Guard against UI clutter that makes testing tedious.
|
||||
##
|
||||
## Test 1: F12 bug report capture — pressing F12 must not crash; when #495 lands,
|
||||
## the handler should pause, show capture dialog, save 3 files, unpause.
|
||||
## Test 2: Gauntlet progress UI hidden — in non-Gauntlet mode (no room_id or
|
||||
## gauntlet_mode flag in snapshot), timer and personal-bests must not appear.
|
||||
##
|
||||
## #495 blocked by #481/#490 (server). #496 blocked by #487 (server).
|
||||
## Tests stub blocked features and verify anti-tedium guards.
|
||||
## Spec ref: Sprint 9 briefing (client.md), #495, #496.
|
||||
class_name TestAntiTedium
|
||||
extends GdUnitTestSuite
|
||||
|
||||
|
||||
var _instance: Node = null
|
||||
var GauntletHUDScript = load("res://ui/gauntlet_hud.gd")
|
||||
var BugReportDialogScript = load("res://ui/bug_report_dialog.gd")
|
||||
|
||||
|
||||
func before_test() -> void:
|
||||
SimBridge.reset_test_state()
|
||||
SimBridge._last_snapshot = null
|
||||
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.room_id = null
|
||||
GameState.gauntlet_mode = false
|
||||
|
||||
|
||||
func after_test() -> void:
|
||||
if _instance and is_instance_valid(_instance):
|
||||
_instance.queue_free()
|
||||
_instance = null
|
||||
|
||||
|
||||
# -- Helpers -------------------------------------------------------------------
|
||||
|
||||
## Encode a minimal valid snapshot as MessagePack bytes (same helper as P0 tests).
|
||||
func _make_snapshot_bytes(overrides: Dictionary = {}) -> PackedByteArray:
|
||||
var snapshot := {
|
||||
"tick": overrides.get("tick", 1),
|
||||
"version": Protocol.PROTOCOL_VERSION,
|
||||
"entities": overrides.get("entities", [{
|
||||
"entity_id": 1,
|
||||
"x": 10.0,
|
||||
"y": 10.0,
|
||||
"z": 0,
|
||||
"kind": "Player",
|
||||
"visibility": "Forward",
|
||||
}]),
|
||||
"game_time": {
|
||||
"day": 0,
|
||||
"time_of_day": 0,
|
||||
"day_phase": "Morning",
|
||||
"tick_rate": overrides.get("tick_rate", "Full"),
|
||||
},
|
||||
"player_facing": "North",
|
||||
"player_stance": "Walk",
|
||||
"player_inventory": [],
|
||||
"visible_tiles": [],
|
||||
"nearby_interactions": [],
|
||||
"pending_recognitions": [],
|
||||
}
|
||||
if overrides.has("current_monologue"):
|
||||
snapshot["current_monologue"] = overrides["current_monologue"]
|
||||
if overrides.has("current_dialogue"):
|
||||
snapshot["current_dialogue"] = overrides["current_dialogue"]
|
||||
# Gauntlet fields: only include if explicitly provided (absence = non-gauntlet)
|
||||
if overrides.has("room_id"):
|
||||
snapshot["room_id"] = overrides["room_id"]
|
||||
if overrides.has("gauntlet_mode"):
|
||||
snapshot["gauntlet_mode"] = overrides["gauntlet_mode"]
|
||||
var result = Messagepack.encode(snapshot)
|
||||
return result.value
|
||||
|
||||
|
||||
func _make_gauntlet_hud() -> Control:
|
||||
var hud = Control.new()
|
||||
hud.set_script(GauntletHUDScript)
|
||||
auto_free(hud)
|
||||
add_child(hud)
|
||||
hud._personal_bests = {} # Clear any stats loaded from disk
|
||||
return hud
|
||||
|
||||
|
||||
func _make_bug_report_dialog() -> Control:
|
||||
var dialog = Control.new()
|
||||
dialog.set_script(BugReportDialogScript)
|
||||
auto_free(dialog)
|
||||
add_child(dialog)
|
||||
return dialog
|
||||
|
||||
|
||||
# -- Test 1: F12 Bug Report Capture -------------------------------------------
|
||||
# #495: BUG_REPORT action triggers the WRONG button capture flow.
|
||||
# Verifies: dialog exists, activates on action, no state corruption.
|
||||
# Note: Input.parse_input_event + _unhandled_input is unreliable in headless
|
||||
# test mode. Tests drive the input queue directly for deterministic coverage.
|
||||
|
||||
func test_bug_report_dialog_exists_in_scene() -> void:
|
||||
# Verify the BugReportDialog node is present and hidden by default.
|
||||
var scene := load("res://scenes/main.tscn")
|
||||
_instance = scene.instantiate()
|
||||
auto_free(_instance)
|
||||
add_child(_instance)
|
||||
_instance._process(0.016)
|
||||
|
||||
var dialog: Node = _find_node_recursive(_instance, "BugReportDialog")
|
||||
assert_that(dialog).override_failure_message(
|
||||
"BugReportDialog node should exist in scene tree"
|
||||
).is_not_null()
|
||||
if dialog is CanvasItem:
|
||||
assert_that((dialog as CanvasItem).visible).override_failure_message(
|
||||
"BugReportDialog should be hidden by default"
|
||||
).is_false()
|
||||
|
||||
|
||||
func test_bug_report_activates_on_action() -> void:
|
||||
# Inject BUG_REPORT action directly into the queue and verify main.gd
|
||||
# triggers the dialog. This tests the full main._process() handling path.
|
||||
var scene := load("res://scenes/main.tscn")
|
||||
_instance = scene.instantiate()
|
||||
auto_free(_instance)
|
||||
add_child(_instance)
|
||||
_instance._process(0.016)
|
||||
|
||||
# Record baseline state
|
||||
var mono_before: Variant = GameState.current_monologue
|
||||
var dialogue_before: Variant = GameState.current_dialogue
|
||||
|
||||
# Inject BUG_REPORT action into InputMapper queue
|
||||
InputMapper.input_queue.append({
|
||||
"action": InputMapper.Action.BUG_REPORT,
|
||||
"timestamp_msec": Time.get_ticks_msec(),
|
||||
})
|
||||
|
||||
# Process a frame — main.gd flushes the queue and triggers dialog
|
||||
_instance._process(0.016)
|
||||
|
||||
# Assert: dialog should be active
|
||||
var dialog: Node = _find_node_recursive(_instance, "BugReportDialog")
|
||||
assert_that(dialog).is_not_null()
|
||||
if dialog and dialog.has_method("is_active"):
|
||||
assert_that(dialog.is_active()).override_failure_message(
|
||||
"BugReportDialog should be active after BUG_REPORT action"
|
||||
).is_true()
|
||||
|
||||
# Assert: no unintended state corruption
|
||||
assert_that(GameState.current_monologue).override_failure_message(
|
||||
"BUG_REPORT should not spawn a monologue"
|
||||
).is_equal(mono_before)
|
||||
assert_that(GameState.current_dialogue).override_failure_message(
|
||||
"BUG_REPORT should not spawn a dialogue"
|
||||
).is_equal(dialogue_before)
|
||||
|
||||
|
||||
# -- Test 2: Gauntlet Progress UI Hidden in Non-Gauntlet Mode -----------------
|
||||
# When #496 lands, it adds a room timer and personal-bests overlay.
|
||||
# Anti-tedium guard: these must NOT be visible in normal (non-Gauntlet) play.
|
||||
#
|
||||
# Current state: no gauntlet UI exists in the scene tree.
|
||||
# This test guards against #496 accidentally showing gauntlet UI in all modes.
|
||||
|
||||
func test_no_gauntlet_ui_visible_in_default_mode() -> void:
|
||||
# Load main scene — represents non-Gauntlet (default) play mode
|
||||
var scene := load("res://scenes/main.tscn")
|
||||
_instance = scene.instantiate()
|
||||
auto_free(_instance)
|
||||
add_child(_instance)
|
||||
|
||||
# Process one frame to initialize all children
|
||||
_instance._process(0.016)
|
||||
|
||||
# Check that no gauntlet-specific UI nodes are visible in the scene tree.
|
||||
# When #496 adds GauntletHUD/RoomTimer/PersonalBests, they must be hidden
|
||||
# by default (only shown when gauntlet_mode is true in the snapshot).
|
||||
var gauntlet_node_names := [
|
||||
"GauntletHUD", "RoomTimer", "PersonalBests", "GauntletOverlay",
|
||||
"GauntletTimer", "GauntletProgress",
|
||||
]
|
||||
for node_name in gauntlet_node_names:
|
||||
var node: Node = _find_node_recursive(_instance, node_name)
|
||||
if node != null and node is CanvasItem:
|
||||
assert_that((node as CanvasItem).visible).override_failure_message(
|
||||
"Gauntlet UI node '%s' must not be visible in non-Gauntlet mode" % node_name
|
||||
).is_false()
|
||||
|
||||
|
||||
func test_snapshot_without_room_id_shows_no_gauntlet_ui() -> void:
|
||||
# A snapshot that lacks room_id and gauntlet_mode fields represents
|
||||
# normal play. Apply it and verify no gauntlet state leaks into GameState.
|
||||
var bytes := _make_snapshot_bytes({"tick": 1})
|
||||
SimBridge.receive_bytes(bytes)
|
||||
|
||||
var snapshot: Variant = SimBridge._last_snapshot
|
||||
assert_that(snapshot).is_not_null()
|
||||
|
||||
# Snapshot should NOT contain gauntlet fields
|
||||
assert_that(snapshot.has("room_id")).override_failure_message(
|
||||
"Non-gauntlet snapshot must not contain room_id"
|
||||
).is_false()
|
||||
assert_that(snapshot.has("gauntlet_mode")).override_failure_message(
|
||||
"Non-gauntlet snapshot must not contain gauntlet_mode"
|
||||
).is_false()
|
||||
|
||||
# Apply to GameState — gauntlet-related state should not exist
|
||||
GameState.apply_snapshot(snapshot)
|
||||
# #496: GameState now has room_id (Variant, null) and gauntlet_mode (bool, false).
|
||||
# A non-gauntlet snapshot must leave these at their defaults.
|
||||
assert_that(GameState.room_id).override_failure_message(
|
||||
"GameState.room_id should be null in non-gauntlet mode"
|
||||
).is_null()
|
||||
assert_that(GameState.gauntlet_mode).override_failure_message(
|
||||
"GameState.gauntlet_mode should be false in non-gauntlet mode"
|
||||
).is_false()
|
||||
|
||||
|
||||
func test_gauntlet_ui_stays_hidden_after_multiple_snapshots() -> void:
|
||||
# Simulate several ticks of normal play — gauntlet UI must never appear.
|
||||
var scene := load("res://scenes/main.tscn")
|
||||
_instance = scene.instantiate()
|
||||
auto_free(_instance)
|
||||
add_child(_instance)
|
||||
|
||||
# Process 5 frames with normal (non-gauntlet) snapshots
|
||||
for tick in range(1, 6):
|
||||
var bytes := _make_snapshot_bytes({"tick": tick})
|
||||
SimBridge.receive_bytes(bytes)
|
||||
_instance._process(0.016)
|
||||
|
||||
# After 5 frames, no gauntlet nodes should have appeared
|
||||
var gauntlet_node_names := [
|
||||
"GauntletHUD", "RoomTimer", "PersonalBests", "GauntletOverlay",
|
||||
"GauntletTimer", "GauntletProgress",
|
||||
]
|
||||
for node_name in gauntlet_node_names:
|
||||
var node: Node = _find_node_recursive(_instance, node_name)
|
||||
if node != null and node is CanvasItem:
|
||||
assert_that((node as CanvasItem).visible).override_failure_message(
|
||||
"Gauntlet UI '%s' must stay hidden after %d non-gauntlet ticks" % [node_name, 5]
|
||||
).is_false()
|
||||
|
||||
|
||||
# -- GauntletHUD Feature Tests (#496) ----------------------------------------
|
||||
# Timer lifecycle, personal bests, room change, visibility.
|
||||
# Spec: sprint-9/client.md #496. Ticket: db/connectors/ticket show 496.
|
||||
|
||||
func test_format_time_zero() -> void:
|
||||
# Static utility: 0 seconds → "00:00"
|
||||
var hud := _make_gauntlet_hud()
|
||||
assert_that(hud._format_time(0.0)).is_equal("00:00")
|
||||
|
||||
|
||||
func test_format_time_sub_minute() -> void:
|
||||
# 47.9 seconds (truncates, no rounding) → "00:47"
|
||||
var hud := _make_gauntlet_hud()
|
||||
assert_that(hud._format_time(47.9)).is_equal("00:47")
|
||||
|
||||
|
||||
func test_format_time_over_minute() -> void:
|
||||
# 98.3 seconds → 1 min 38 sec → "01:38"
|
||||
var hud := _make_gauntlet_hud()
|
||||
assert_that(hud._format_time(98.3)).is_equal("01:38")
|
||||
|
||||
|
||||
func test_gauntlet_hud_shows_when_gauntlet_mode_active() -> void:
|
||||
# HUD must become visible when gauntlet_mode is true in the snapshot.
|
||||
var hud := _make_gauntlet_hud()
|
||||
assert_that(hud.visible).is_false()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
assert_that(hud.visible).override_failure_message(
|
||||
"GauntletHUD must be visible when gauntlet_mode is true"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_gauntlet_hud_hides_when_gauntlet_mode_deactivates() -> void:
|
||||
# HUD must hide when gauntlet_mode transitions from true to false.
|
||||
var hud := _make_gauntlet_hud()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
assert_that(hud.visible).is_true()
|
||||
# Switch to non-gauntlet
|
||||
GameState.gauntlet_mode = false
|
||||
GameState.room_id = null
|
||||
hud.update_from_state()
|
||||
assert_that(hud.visible).override_failure_message(
|
||||
"GauntletHUD must hide when gauntlet_mode becomes false"
|
||||
).is_false()
|
||||
|
||||
|
||||
func test_gauntlet_hud_timer_starts_on_room_entry() -> void:
|
||||
# Timer starts running and tracks room_id after room entry.
|
||||
var hud := _make_gauntlet_hud()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
assert_that(hud.is_timer_running()).override_failure_message(
|
||||
"Timer should be running after room entry"
|
||||
).is_true()
|
||||
assert_that(hud.get_current_room_id()).is_equal("room_1")
|
||||
|
||||
|
||||
func test_gauntlet_hud_timer_increments_with_delta() -> void:
|
||||
# Timer accumulates real time via _process(delta).
|
||||
var hud := _make_gauntlet_hud()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
hud._process(0.5)
|
||||
assert_that(hud.get_timer_seconds()).override_failure_message(
|
||||
"Timer should increment by delta (0.5s)"
|
||||
).is_equal_approx(0.5, 0.01)
|
||||
hud._process(1.0)
|
||||
assert_that(hud.get_timer_seconds()).override_failure_message(
|
||||
"Timer should accumulate (0.5 + 1.0 = 1.5s)"
|
||||
).is_equal_approx(1.5, 0.01)
|
||||
|
||||
|
||||
func test_gauntlet_hud_timer_resets_on_room_change() -> void:
|
||||
# Changing room_id resets the timer to 0 and starts counting for the new room.
|
||||
var hud := _make_gauntlet_hud()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
hud._process(5.0)
|
||||
assert_that(hud.get_timer_seconds() > 4.0).is_true()
|
||||
# Change room
|
||||
GameState.room_id = "room_2"
|
||||
hud.update_from_state()
|
||||
assert_that(hud.get_timer_seconds()).override_failure_message(
|
||||
"Timer should reset to 0 on room change"
|
||||
).is_equal_approx(0.0, 0.01)
|
||||
assert_that(hud.get_current_room_id()).is_equal("room_2")
|
||||
assert_that(hud.is_timer_running()).is_true()
|
||||
|
||||
|
||||
func test_gauntlet_hud_records_personal_best() -> void:
|
||||
# Completing a room (by entering a new room) records a personal best.
|
||||
var hud := _make_gauntlet_hud()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
hud._process(10.0)
|
||||
# Entering room_2 triggers _record_room_completion for room_1
|
||||
GameState.room_id = "room_2"
|
||||
hud.update_from_state()
|
||||
assert_that(hud.get_personal_best("room_1")).override_failure_message(
|
||||
"PB for room_1 should be ~10.0s after first completion"
|
||||
).is_equal_approx(10.0, 0.1)
|
||||
|
||||
|
||||
func test_gauntlet_hud_non_pb_does_not_overwrite() -> void:
|
||||
# A worse time must not overwrite an existing personal best.
|
||||
var hud := _make_gauntlet_hud()
|
||||
hud._personal_bests["room_1"] = 5.0 # Existing PB of 5 seconds
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
hud._process(10.0) # Worse time than existing PB
|
||||
GameState.room_id = "room_2"
|
||||
hud.update_from_state()
|
||||
assert_that(hud.get_personal_best("room_1")).override_failure_message(
|
||||
"PB should remain 5.0 when new time (10.0) is worse"
|
||||
).is_equal_approx(5.0, 0.01)
|
||||
|
||||
|
||||
func test_gauntlet_hud_pb_overwrites_when_faster() -> void:
|
||||
# A faster time must overwrite an existing personal best.
|
||||
var hud := _make_gauntlet_hud()
|
||||
hud._personal_bests["room_1"] = 15.0 # Existing PB of 15 seconds
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
hud._process(8.0) # Better time
|
||||
GameState.room_id = "room_2"
|
||||
hud.update_from_state()
|
||||
assert_that(hud.get_personal_best("room_1")).override_failure_message(
|
||||
"PB should update to 8.0 when new time beats old PB (15.0)"
|
||||
).is_equal_approx(8.0, 0.1)
|
||||
|
||||
|
||||
func test_gauntlet_hud_null_room_in_gauntlet_mode() -> void:
|
||||
# Gauntlet mode active but no room_id yet — HUD visible, timer stopped.
|
||||
var hud := _make_gauntlet_hud()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = null
|
||||
hud.update_from_state()
|
||||
assert_that(hud.visible).override_failure_message(
|
||||
"HUD should be visible in gauntlet mode even without room_id"
|
||||
).is_true()
|
||||
assert_that(hud.is_timer_running()).override_failure_message(
|
||||
"Timer should NOT run when room_id is null"
|
||||
).is_false()
|
||||
|
||||
|
||||
func test_gauntlet_hud_timer_paused_when_not_visible() -> void:
|
||||
# Timer should not accumulate when HUD is not visible (non-gauntlet mode).
|
||||
var hud := _make_gauntlet_hud()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
hud._process(2.0)
|
||||
assert_that(hud.get_timer_seconds()).is_equal_approx(2.0, 0.01)
|
||||
# Switch to non-gauntlet (hides HUD)
|
||||
GameState.gauntlet_mode = false
|
||||
hud.update_from_state()
|
||||
hud._process(5.0) # Should NOT accumulate
|
||||
assert_that(hud.get_timer_seconds()).override_failure_message(
|
||||
"Timer must not accumulate when HUD is hidden"
|
||||
).is_equal_approx(2.0, 0.01)
|
||||
|
||||
|
||||
func test_gauntlet_hud_finalize_records_current_room() -> void:
|
||||
# finalize() records the current room's time and stops the timer.
|
||||
# Called on disconnect via _on_connection_state_changed.
|
||||
var hud := _make_gauntlet_hud()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
hud._process(7.5)
|
||||
hud.finalize()
|
||||
assert_that(hud.is_timer_running()).override_failure_message(
|
||||
"Timer should stop after finalize"
|
||||
).is_false()
|
||||
assert_that(hud.get_personal_best("room_1")).override_failure_message(
|
||||
"Finalize should record current room's time as PB"
|
||||
).is_equal_approx(7.5, 0.1)
|
||||
|
||||
|
||||
func test_gauntlet_hud_session_tracks_attempts() -> void:
|
||||
# Each room entry increments the attempt counter in _session_rooms.
|
||||
var hud := _make_gauntlet_hud()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
hud._process(3.0)
|
||||
# Re-enter same room (via room change and back)
|
||||
GameState.room_id = "room_2"
|
||||
hud.update_from_state()
|
||||
GameState.room_id = "room_1"
|
||||
hud.update_from_state()
|
||||
assert_that(hud._session_rooms.has("room_1")).is_true()
|
||||
assert_that(hud._session_rooms["room_1"]["attempts"]).override_failure_message(
|
||||
"Room should show 2 attempts after two entries"
|
||||
).is_equal(2)
|
||||
|
||||
|
||||
func test_gauntlet_snapshot_roundtrip_via_apply() -> void:
|
||||
# Snapshot with gauntlet fields applied to GameState, consumed by HUD.
|
||||
# End-to-end: bytes → decode → apply → update_from_state.
|
||||
var bytes := _make_snapshot_bytes({
|
||||
"tick": 10,
|
||||
"gauntlet_mode": true,
|
||||
"room_id": "warehouse_01",
|
||||
})
|
||||
SimBridge.receive_bytes(bytes)
|
||||
GameState.apply_snapshot(SimBridge._last_snapshot)
|
||||
assert_that(GameState.gauntlet_mode).is_true()
|
||||
assert_that(GameState.room_id).is_equal("warehouse_01")
|
||||
var hud := _make_gauntlet_hud()
|
||||
hud.update_from_state()
|
||||
assert_that(hud.visible).is_true()
|
||||
assert_that(hud.get_current_room_id()).is_equal("warehouse_01")
|
||||
assert_that(hud.is_timer_running()).is_true()
|
||||
|
||||
|
||||
# -- BugReportDialog Feature Tests (#495) ------------------------------------
|
||||
# Pause/unpause lifecycle, wire guard, text render, state machine.
|
||||
# Spec: sprint-9/client.md #495. Ticket: db/connectors/ticket show 495.
|
||||
|
||||
func test_bug_report_sends_pause_on_open() -> void:
|
||||
# start_capture() must send Pause to the server.
|
||||
SimBridge.connect_to_sim()
|
||||
SimBridge._test_input_queue.clear()
|
||||
var dialog := _make_bug_report_dialog()
|
||||
dialog.start_capture()
|
||||
assert_that(dialog.is_active()).is_true()
|
||||
assert_that(SimBridge._test_input_queue.has("Pause")).override_failure_message(
|
||||
"Opening bug report should send Pause to server"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_bug_report_sends_unpause_on_close() -> void:
|
||||
# _close() must send Unpause to the server.
|
||||
SimBridge.connect_to_sim()
|
||||
var dialog := _make_bug_report_dialog()
|
||||
dialog.start_capture()
|
||||
SimBridge._test_input_queue.clear()
|
||||
dialog._close()
|
||||
assert_that(dialog.is_active()).is_false()
|
||||
assert_that(SimBridge._test_input_queue.has("Unpause")).override_failure_message(
|
||||
"Closing bug report should send Unpause to server"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_bug_report_not_double_activatable() -> void:
|
||||
# Calling start_capture() twice must not double-activate or send duplicate Pause.
|
||||
SimBridge.connect_to_sim()
|
||||
var dialog := _make_bug_report_dialog()
|
||||
dialog.start_capture()
|
||||
assert_that(dialog.is_active()).is_true()
|
||||
SimBridge._test_input_queue.clear()
|
||||
dialog.start_capture() # Second call — should be blocked
|
||||
assert_that(SimBridge._test_input_queue.size()).override_failure_message(
|
||||
"Double-activation should be blocked (no second Pause sent)"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_bug_report_action_not_on_wire() -> void:
|
||||
# BUG_REPORT is client-only — must not produce a wire-format action name.
|
||||
var wire_name := SimBridge._action_enum_to_wire(InputMapper.Action.BUG_REPORT)
|
||||
assert_that(wire_name).override_failure_message(
|
||||
"BUG_REPORT must not produce a wire action name (client-only)"
|
||||
).is_equal("")
|
||||
|
||||
|
||||
func test_bug_report_render_text_contains_tick_and_entities() -> void:
|
||||
# _render_snapshot_text() must include tick number and entity data from GameState.
|
||||
GameState.current_tick = 42
|
||||
GameState.player_position = Vector2(5.0, 7.0)
|
||||
GameState.player_facing = "South"
|
||||
GameState.player_stance = "Crouch"
|
||||
GameState.visible_entities = [{
|
||||
"entity_id": 1, "x": 5.0, "y": 7.0, "z": 0,
|
||||
"kind": {"variant": "Player", "data": null}, "visibility": "Forward",
|
||||
}]
|
||||
GameState.visible_tiles = []
|
||||
GameState.game_time = {"day": 1, "day_phase": "Evening", "tick_rate": "Full"}
|
||||
GameState.current_monologue = null
|
||||
GameState.current_dialogue = null
|
||||
var dialog := _make_bug_report_dialog()
|
||||
var text: String = dialog._render_snapshot_text()
|
||||
assert_that(text.contains("t42")).override_failure_message(
|
||||
"Render text should contain tick number"
|
||||
).is_true()
|
||||
assert_that(text.contains("Entities (1)")).override_failure_message(
|
||||
"Render text should show entity count"
|
||||
).is_true()
|
||||
assert_that(text.contains("Player")).override_failure_message(
|
||||
"Render text should contain entity kind"
|
||||
).is_true()
|
||||
assert_that(text.contains("South")).override_failure_message(
|
||||
"Render text should contain player facing"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_bug_report_render_text_with_monologue_and_dialogue() -> void:
|
||||
# _render_snapshot_text() should include active monologue and dialogue.
|
||||
GameState.current_tick = 10
|
||||
GameState.player_position = Vector2(3.0, 3.0)
|
||||
GameState.player_facing = "North"
|
||||
GameState.player_stance = "Walk"
|
||||
GameState.visible_entities = []
|
||||
GameState.visible_tiles = []
|
||||
GameState.game_time = {"day": 0, "day_phase": "Morning", "tick_rate": "Full"}
|
||||
GameState.current_monologue = {"text": "Something is wrong here."}
|
||||
GameState.current_dialogue = {"npc_name": "Kael", "speech": "Who are you?"}
|
||||
var dialog := _make_bug_report_dialog()
|
||||
var text: String = dialog._render_snapshot_text()
|
||||
assert_that(text.contains("Something is wrong here.")).override_failure_message(
|
||||
"Render text should include monologue text"
|
||||
).is_true()
|
||||
assert_that(text.contains("Kael")).override_failure_message(
|
||||
"Render text should include dialogue NPC name"
|
||||
).is_true()
|
||||
assert_that(text.contains("Who are you?")).override_failure_message(
|
||||
"Render text should include dialogue speech"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_bug_report_render_text_empty_snapshot() -> void:
|
||||
# Edge case: F12 pressed before any snapshot data arrives.
|
||||
GameState.current_tick = 0
|
||||
GameState.player_position = Vector2.ZERO
|
||||
GameState.player_facing = "North"
|
||||
GameState.player_stance = "Walk"
|
||||
GameState.visible_entities = []
|
||||
GameState.visible_tiles = []
|
||||
GameState.game_time = {}
|
||||
GameState.current_monologue = null
|
||||
GameState.current_dialogue = null
|
||||
var dialog := _make_bug_report_dialog()
|
||||
var text: String = dialog._render_snapshot_text()
|
||||
# Should not crash, should produce some output
|
||||
assert_that(text.length() > 0).override_failure_message(
|
||||
"Render text should not be empty even with no snapshot data"
|
||||
).is_true()
|
||||
assert_that(text.contains("Entities (0)")).override_failure_message(
|
||||
"Empty snapshot should show 0 entities"
|
||||
).is_true()
|
||||
|
||||
|
||||
# -- Helper: recursive node search --------------------------------------------
|
||||
|
||||
func _find_node_recursive(root: Node, target_name: String) -> Node:
|
||||
if root.name == target_name:
|
||||
return root
|
||||
for child in root.get_children():
|
||||
var found := _find_node_recursive(child, target_name)
|
||||
if found != null:
|
||||
return found
|
||||
return null
|
||||
@@ -0,0 +1 @@
|
||||
uid://d3fj584itowcl
|
||||
@@ -0,0 +1 @@
|
||||
uid://vw0iqhai1kum
|
||||
@@ -0,0 +1 @@
|
||||
uid://cw0yyp8mrchi7
|
||||
@@ -0,0 +1,320 @@
|
||||
## P2 client tests: camera (5), entity alpha/color (4), UI (7).
|
||||
## Validates camera tracking, entity visual state, and UI component lifecycle.
|
||||
## Spec ref: sprint-9/client.md #492.
|
||||
class_name TestClientP2
|
||||
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()
|
||||
SimBridge._last_snapshot = null
|
||||
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.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
|
||||
|
||||
|
||||
# -- Camera (5) ----------------------------------------------------------------
|
||||
|
||||
func test_camera_zoom_default_2x() -> void:
|
||||
# P2-C01: Camera zoom should be 2x as set in main.tscn.
|
||||
var inst := _make_scene()
|
||||
var camera: Camera2D = inst.get_node("Camera2D")
|
||||
assert_that(camera.zoom).is_equal(Vector2(2, 2))
|
||||
|
||||
|
||||
func test_camera_smoothing_convergence() -> void:
|
||||
# P2-C02: After first _process, smoothing re-enables for gameplay feel.
|
||||
# After several frames, camera position should still match player position
|
||||
# (smoothing converges because target == position when stationary).
|
||||
var inst := _make_scene()
|
||||
var camera: Camera2D = inst.get_node("Camera2D")
|
||||
# First frame re-enables smoothing
|
||||
inst._process(0.016)
|
||||
assert_that(camera.position_smoothing_enabled).is_true()
|
||||
# Several more frames — stationary player, camera converges
|
||||
for i in 5:
|
||||
inst._process(0.016)
|
||||
var expected := GameState.player_position * Constants.TILE_SIZE
|
||||
var dist := camera.global_position.distance_to(expected)
|
||||
assert_that(dist < 0.1).override_failure_message(
|
||||
"Camera should converge to player position (dist: %.4f)" % dist
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_camera_viewport_tracks_player_position() -> void:
|
||||
# P2-C03: Camera position always equals player_position * TILE_SIZE.
|
||||
# No offset, no viewport clamping beyond player tracking.
|
||||
var inst := _make_scene()
|
||||
var camera: Camera2D = inst.get_node("Camera2D")
|
||||
var expected := GameState.player_position * Constants.TILE_SIZE
|
||||
assert_that(camera.global_position).override_failure_message(
|
||||
"Camera must track player position exactly"
|
||||
).is_equal(expected)
|
||||
|
||||
|
||||
func test_camera_follows_player_after_movement() -> void:
|
||||
# P2-C04: After player moves, camera position updates to new player position.
|
||||
var inst := _make_scene()
|
||||
var camera: Camera2D = inst.get_node("Camera2D")
|
||||
var initial_pos := camera.global_position
|
||||
# Move player south via SimBridge test mode
|
||||
SimBridge._test_input_queue.append("MoveSouth")
|
||||
inst._process(0.016)
|
||||
# Camera should have moved with player
|
||||
assert_that(camera.global_position.y > initial_pos.y).override_failure_message(
|
||||
"Camera Y should increase after moving south"
|
||||
).is_true()
|
||||
assert_that(camera.global_position).is_equal(
|
||||
GameState.player_position * Constants.TILE_SIZE)
|
||||
|
||||
|
||||
func test_camera_no_panning_locked_to_player() -> void:
|
||||
# P2-C05 (D-014): Camera is locked to player — no panning.
|
||||
# Camera position equals player_position * TILE_SIZE every frame.
|
||||
var inst := _make_scene()
|
||||
var camera: Camera2D = inst.get_node("Camera2D")
|
||||
# Process multiple frames
|
||||
for i in 10:
|
||||
inst._process(0.016)
|
||||
var expected := GameState.player_position * Constants.TILE_SIZE
|
||||
assert_that(camera.global_position).override_failure_message(
|
||||
"Frame %d: camera must be locked to player" % i
|
||||
).is_equal(expected)
|
||||
|
||||
|
||||
# -- Entity alpha/color (4) ---------------------------------------------------
|
||||
|
||||
func test_entity_null_visibility_defaults_full_alpha() -> void:
|
||||
# P2-E01: Entity with no visibility field (v1 backward compat) → alpha 1.0.
|
||||
var renderer := _make_entity_renderer()
|
||||
var entity := [{"entity_id": 50, "x": 3.0, "y": 3.0, "z": 0,
|
||||
"kind": {"variant": "Npc", "data": null}}]
|
||||
renderer.update_entities(entity)
|
||||
var node = renderer.entity_nodes[50]
|
||||
assert_that(node.modulate.a).override_failure_message(
|
||||
"Null visibility should default to full alpha"
|
||||
).is_equal_approx(1.0, 0.01)
|
||||
renderer.queue_free()
|
||||
|
||||
|
||||
func test_entity_peripheral_to_forward_alpha_transition() -> void:
|
||||
# P2-E02: Updating entity from Peripheral to Forward changes alpha.
|
||||
var renderer := _make_entity_renderer()
|
||||
# First: Peripheral
|
||||
var entity_p := [{"entity_id": 60, "x": 4.0, "y": 4.0, "z": 0,
|
||||
"kind": {"variant": "Npc", "data": null}, "visibility": "Peripheral"}]
|
||||
renderer.update_entities(entity_p)
|
||||
var node = renderer.entity_nodes[60]
|
||||
assert_that(node.modulate.a).is_equal_approx(Constants.PERIPHERAL_ALPHA, 0.01)
|
||||
# Update to Forward
|
||||
var entity_f := [{"entity_id": 60, "x": 4.0, "y": 4.0, "z": 0,
|
||||
"kind": {"variant": "Npc", "data": null}, "visibility": "Forward"}]
|
||||
renderer.update_entities(entity_f)
|
||||
assert_that(node.modulate.a).override_failure_message(
|
||||
"Forward visibility should set alpha to 1.0"
|
||||
).is_equal_approx(1.0, 0.01)
|
||||
renderer.queue_free()
|
||||
|
||||
|
||||
func test_entity_terrain_uses_object_color() -> void:
|
||||
# P2-E03: Terrain entity kind maps to ENTITY_COLOR_OBJECT.
|
||||
var renderer := _make_entity_renderer()
|
||||
var entity := [{"entity_id": 70, "x": 2.0, "y": 2.0, "z": 0,
|
||||
"kind": {"variant": "Terrain", "data": null}, "visibility": "Forward"}]
|
||||
renderer.update_entities(entity)
|
||||
var node = renderer.entity_nodes[70] as ColorRect
|
||||
assert_that(node.color).override_failure_message(
|
||||
"Terrain kind should use ENTITY_COLOR_OBJECT"
|
||||
).is_equal(Constants.ENTITY_COLOR_OBJECT)
|
||||
renderer.queue_free()
|
||||
|
||||
|
||||
func test_entity_player_color_regardless_of_sector() -> void:
|
||||
# P2-E04: Player uses ENTITY_COLOR_PLAYER even in Peripheral sector.
|
||||
GameState.player_entity_id = 80
|
||||
var renderer := _make_entity_renderer()
|
||||
var entity := [{"entity_id": 80, "x": 5.0, "y": 5.0, "z": 0,
|
||||
"kind": {"variant": "Player", "data": null}, "visibility": "Peripheral"}]
|
||||
renderer.update_entities(entity)
|
||||
var node = renderer.entity_nodes[80] as ColorRect
|
||||
assert_that(node.color).override_failure_message(
|
||||
"Player color must be constant regardless of visibility sector"
|
||||
).is_equal(Constants.ENTITY_COLOR_PLAYER)
|
||||
# Alpha should still be dimmed for Peripheral
|
||||
assert_that(node.modulate.a).is_equal_approx(Constants.PERIPHERAL_ALPHA, 0.01)
|
||||
renderer.queue_free()
|
||||
|
||||
|
||||
# -- UI (7) --------------------------------------------------------------------
|
||||
|
||||
func test_monologue_display_visible_hidden() -> void:
|
||||
# P2-U01: MonologueDisplay starts hidden, becomes visible after show_monologue.
|
||||
# Note: mono.is_visible is a custom bool property on MonologueDisplay
|
||||
# (monologue_display.gd:11), not the built-in CanvasItem.is_visible() method.
|
||||
# The monologue uses tween alpha for visual hide/show, so the built-in
|
||||
# .visible stays true — we test the script's own state tracking.
|
||||
var inst := _make_scene()
|
||||
var mono = inst.get_node("UILayer/MonologueDisplay")
|
||||
assert_that(mono.is_visible).override_failure_message(
|
||||
"Monologue should start hidden"
|
||||
).is_false()
|
||||
mono.show_monologue("Test thought.", 3.0)
|
||||
assert_that(mono.is_visible).override_failure_message(
|
||||
"Monologue should be visible after show_monologue"
|
||||
).is_true()
|
||||
assert_that(mono.text_label.text).is_equal("Test thought.")
|
||||
|
||||
|
||||
func test_interaction_list_shows_nearest_verb() -> void:
|
||||
# P2-U02: When nearby_interactions are present, interaction list shows verbs.
|
||||
var inst := _make_scene()
|
||||
var ilist = inst.get_node("InsertOverlay/InteractionList")
|
||||
GameState.nearby_interactions = [{
|
||||
"entity_id": 2,
|
||||
"entity_type": "Npc",
|
||||
"distance": 1,
|
||||
"verbs": [
|
||||
{"kind": "Talk", "label": "Talk", "priority": 1, "available": true},
|
||||
{"kind": "Observe", "label": "Observe", "priority": 2, "available": true},
|
||||
],
|
||||
}]
|
||||
ilist.update_from_state()
|
||||
assert_that(ilist.get_visible_verb_count()).override_failure_message(
|
||||
"Interaction list should show 2 verbs"
|
||||
).is_equal(2)
|
||||
assert_that(ilist.is_showing()).is_true()
|
||||
# Cleanup
|
||||
GameState.nearby_interactions = []
|
||||
|
||||
|
||||
func test_inventory_grid_shows_carried_items() -> void:
|
||||
# P2-U03: Inventory grid becomes visible when player has items.
|
||||
var inst := _make_scene()
|
||||
var inv = inst.get_node("UILayer/InventoryGrid")
|
||||
# Initially empty — hidden
|
||||
GameState.player_inventory = []
|
||||
inv.update_from_state()
|
||||
assert_that(inv.visible).override_failure_message(
|
||||
"Inventory should be hidden when empty"
|
||||
).is_false()
|
||||
# Add items
|
||||
GameState.player_inventory = [
|
||||
{"item_id": 1, "name": "Keycard", "slot": 0},
|
||||
{"item_id": 2, "name": "Datapad", "slot": 1},
|
||||
]
|
||||
inv.update_from_state()
|
||||
assert_that(inv.visible).override_failure_message(
|
||||
"Inventory should be visible with items"
|
||||
).is_true()
|
||||
assert_that(inv.get_slot_count()).is_equal(2)
|
||||
# Cleanup
|
||||
GameState.player_inventory = []
|
||||
|
||||
|
||||
func test_dialogue_overlay_active_on_show() -> void:
|
||||
# P2-U04: Dialogue box reports active after show_dialogue.
|
||||
var inst := _make_scene()
|
||||
var dlg = inst.get_node("InsertOverlay/DialogueBox")
|
||||
assert_that(dlg.is_dialogue_active()).override_failure_message(
|
||||
"Dialogue should start inactive"
|
||||
).is_false()
|
||||
dlg.show_dialogue("Kael", "How's it going?", [
|
||||
{"text": "Fine.", "response_id": "r1", "priority": 1, "confrontation": false},
|
||||
])
|
||||
assert_that(dlg.is_dialogue_active()).override_failure_message(
|
||||
"Dialogue should be active after show_dialogue"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_game_state_tick_rate_paused() -> void:
|
||||
# P2-U05: TickRate::Paused is stored in game_time and queryable.
|
||||
GameState.apply_snapshot({
|
||||
"tick": 1,
|
||||
"game_time": {
|
||||
"day": 0,
|
||||
"time_of_day": 100,
|
||||
"day_phase": "Morning",
|
||||
"tick_rate": "Paused",
|
||||
},
|
||||
})
|
||||
assert_that(GameState.game_time.tick_rate).override_failure_message(
|
||||
"Paused tick rate must be stored in game_time"
|
||||
).is_equal("Paused")
|
||||
|
||||
|
||||
func test_fog_entities_blob_count_matches_recognitions() -> void:
|
||||
# P2-U06: FogEntities tracks one blob per pending recognition.
|
||||
var fog_entities := _make_fog_entities()
|
||||
var saved := GameState.pending_recognitions
|
||||
GameState.pending_recognitions = [
|
||||
{"entity_id": 101, "x": 5.0, "y": 5.0, "z": 0, "remaining_ticks": 3, "total_delay_ticks": 6},
|
||||
{"entity_id": 102, "x": 8.0, "y": 8.0, "z": 0, "remaining_ticks": 1, "total_delay_ticks": 6},
|
||||
]
|
||||
fog_entities.update_from_state()
|
||||
assert_that(fog_entities._entities.size()).override_failure_message(
|
||||
"FogEntities should track 2 blob entities"
|
||||
).is_equal(2)
|
||||
assert_that(fog_entities._entities.has(101)).is_true()
|
||||
assert_that(fog_entities._entities.has(102)).is_true()
|
||||
GameState.pending_recognitions = saved
|
||||
fog_entities.queue_free()
|
||||
|
||||
|
||||
func test_fog_overlay_z_index_covers_world() -> void:
|
||||
# P2-U07: FogOverlay renders above world content (z:900), ensuring
|
||||
# occluded tiles are visually covered.
|
||||
var inst := _make_scene()
|
||||
var fog_overlay = inst.get_node("World/FogOverlay")
|
||||
assert_that(fog_overlay.z_index).override_failure_message(
|
||||
"FogOverlay z_index must be %d (Z_FOG)" % Constants.Z_FOG
|
||||
).is_equal(Constants.Z_FOG)
|
||||
# FogEntities at z:950 — above fog, below insert overlay
|
||||
var fog_entities = inst.get_node("World/FogEntities")
|
||||
assert_that(fog_entities.z_index).override_failure_message(
|
||||
"FogEntities z_index must be %d (Z_FOG_ENTITIES)" % Constants.Z_FOG_ENTITIES
|
||||
).is_equal(Constants.Z_FOG_ENTITIES)
|
||||
@@ -0,0 +1 @@
|
||||
uid://ci76ggq7n33w7
|
||||
@@ -0,0 +1,339 @@
|
||||
## 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()
|
||||
SimBridge._last_snapshot = null
|
||||
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 fog_group = inst.get_node("World/FogGroup")
|
||||
var overhead = inst.get_node("World/FogGroup/Overhead")
|
||||
# FogOverlay must be a sibling of FogGroup (both children of World),
|
||||
# not a child of FogGroup — fog renders OVER the composited group.
|
||||
assert_that(fog.get_parent()).override_failure_message(
|
||||
"FogOverlay must be sibling of FogGroup (both under World)"
|
||||
).is_equal(fog_group.get_parent())
|
||||
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
|
||||
var modal_layer = inst.get_node("ModalLayer") as CanvasLayer
|
||||
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).override_failure_message(
|
||||
"UILayer must be CanvasLayer %d" % Constants.CANVAS_UI
|
||||
).is_equal(Constants.CANVAS_UI)
|
||||
assert_that(modal_layer.layer).override_failure_message(
|
||||
"ModalLayer must be CanvasLayer %d" % Constants.CANVAS_MODAL
|
||||
).is_equal(Constants.CANVAS_MODAL)
|
||||
assert_that(ui_layer.layer > insert_layer.layer).override_failure_message(
|
||||
"UILayer must render above InsertOverlay"
|
||||
).is_true()
|
||||
assert_that(modal_layer.layer > ui_layer.layer).override_failure_message(
|
||||
"ModalLayer must render above UILayer"
|
||||
).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 — exponential smoothing constant
|
||||
# for entity visual interpolation. Pin value to prevent accidental changes.
|
||||
assert_that(EntityRenderer.LERP_SPEED).override_failure_message(
|
||||
"LERP_SPEED must be 12.0 (entity movement feel constant)"
|
||||
).is_equal(12.0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://bas5l8rnvsjly
|
||||
@@ -0,0 +1 @@
|
||||
uid://mg1wnv1ydc6m
|
||||
@@ -0,0 +1 @@
|
||||
uid://foiy3bk1jko7
|
||||
@@ -0,0 +1 @@
|
||||
uid://w7k3k1584ir7
|
||||
@@ -195,15 +195,19 @@ func test_prompt_hidden_initially() -> void:
|
||||
|
||||
# -- Input encoding: Interact --
|
||||
|
||||
func test_interact_encodes_as_unit_variant() -> void:
|
||||
func test_interact_encodes_as_struct_variant() -> void:
|
||||
# Interact is always a struct variant: {"Interact": {"target_entity_id": null, "verb": null}}
|
||||
var inputs: Array = [{"tick": 100, "action_name": "Interact"}]
|
||||
var bytes := Protocol.encode_player_inputs(inputs)
|
||||
var raw = Messagepack.decode(bytes)
|
||||
assert_that(raw.status == null).is_true()
|
||||
assert_that(raw.value[0]["action"]).is_equal("Interact")
|
||||
assert_that(raw.value[0]["action"] is Dictionary).is_true()
|
||||
assert_that(raw.value[0]["action"].has("Interact")).is_true()
|
||||
var interact_data: Dictionary = raw.value[0]["action"]["Interact"]
|
||||
assert_that(interact_data.has("target_entity_id")).is_true()
|
||||
assert_that(interact_data.has("verb")).is_true()
|
||||
|
||||
func test_interact_with_data_encodes_as_data_variant() -> void:
|
||||
# Future: once server accepts Interact(InteractData)
|
||||
var inputs: Array = [{
|
||||
"tick": 100,
|
||||
"action_name": "Interact",
|
||||
|
||||
@@ -142,7 +142,9 @@ func test_framed_protocol_batch_input_roundtrip() -> void:
|
||||
assert_that(raw.value is Array).is_true()
|
||||
assert_that(raw.value.size()).is_equal(2)
|
||||
assert_that(raw.value[0]["action"]).is_equal("MoveNorth")
|
||||
assert_that(raw.value[1]["action"]).is_equal("Interact")
|
||||
# Interact is a struct variant: {"Interact": {"target_entity_id": null, "verb": null}}
|
||||
assert_that(raw.value[1]["action"] is Dictionary).is_true()
|
||||
assert_that(raw.value[1]["action"].has("Interact")).is_true()
|
||||
|
||||
|
||||
# -- Diagonal movement wire mapping --------------------------------------------
|
||||
|
||||
@@ -85,13 +85,8 @@ func test_encode_uint32() -> void:
|
||||
|
||||
|
||||
func test_encode_int64_positive() -> void:
|
||||
# BV-P24 to BV-P25: int 64 range (2^32 to 2^63-1)
|
||||
# KNOWN-DEFECT: The encoder's int_64 branch condition `-(1 << 63) <= v < (1 << 63)`
|
||||
# evaluates to `MIN_INT64 <= v < MIN_INT64` due to overflow, making it dead code.
|
||||
# Values that should be int_64 (0xd3) are instead encoded as uint_64 (0xcf).
|
||||
# Roundtrip still works because put_u64/get_u64 preserve the bit pattern.
|
||||
# This test documents ACTUAL behavior. Fix tracked in backlog.
|
||||
# See: messagepack.gd int_64 branch — use explicit constant instead of `1 << 63`.
|
||||
# BV-P24 to BV-P25: positive values > uint_32 max → uint_64 (0xcf)
|
||||
# Positive values correctly use uint_64 encoding for Rust interop.
|
||||
_assert_encodes_to(4294967296, PackedByteArray([
|
||||
0xcf, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00
|
||||
]), "BV-P24")
|
||||
@@ -138,16 +133,15 @@ func test_encode_int32_negative() -> void:
|
||||
|
||||
func test_encode_int64_negative() -> void:
|
||||
# BV-N15 to BV-N16: int 64 range (< -2147483648)
|
||||
# KNOWN-DEFECT: Same int_64 branch issue as positive int_64 — encoded as uint_64 (0xcf).
|
||||
# Bit pattern is preserved: put_u64(negative) writes two's complement,
|
||||
# get_u64() reads it back and Variant stores as int64 with same bit pattern.
|
||||
# Negative values beyond int_32 now correctly encode as int_64 (0xd3).
|
||||
# Fixed: encoder's int_64 branch used `-(1 << 63)` which overflowed to dead code.
|
||||
_assert_encodes_to(-2147483649, PackedByteArray([
|
||||
0xcf, 0xff, 0xff, 0xff, 0xff, 0x7f, 0xff, 0xff, 0xff
|
||||
0xd3, 0xff, 0xff, 0xff, 0xff, 0x7f, 0xff, 0xff, 0xff
|
||||
]), "BV-N15")
|
||||
# MIN_INT64: -9223372036854775808
|
||||
var min_int64: int = -9223372036854775807 - 1
|
||||
_assert_encodes_to(min_int64, PackedByteArray([
|
||||
0xcf, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
|
||||
0xd3, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
|
||||
]), "BV-N16")
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://bka1i18dfqay1
|
||||
@@ -119,15 +119,19 @@ func test_monologue_not_duplicated_after_consumption() -> void:
|
||||
})
|
||||
SimBridge.receive_bytes(bytes_with_mono)
|
||||
|
||||
# Client polls and consumes the monologue
|
||||
var snapshot = SimBridge.poll_snapshot()
|
||||
# Client polls and consumes the monologue.
|
||||
# In live mode, poll_snapshot() returns _last_snapshot and sets it to null.
|
||||
# In test mode, poll_snapshot() returns _test_snapshot() instead, so we
|
||||
# simulate the live-mode consumption path directly.
|
||||
var snapshot = SimBridge._last_snapshot
|
||||
SimBridge._last_snapshot = null
|
||||
assert_that(snapshot).is_not_null()
|
||||
GameState.apply_snapshot(snapshot)
|
||||
# apply_snapshot sets current_monologue, then main._consume_monologue() clears it.
|
||||
# Simulate consumption:
|
||||
GameState.current_monologue = null
|
||||
|
||||
# Next snapshot arrives without monologue — _last_snapshot is null after poll,
|
||||
# Next snapshot arrives without monologue — _last_snapshot was null after poll,
|
||||
# so no carry-forward should happen.
|
||||
var bytes_next := _make_snapshot_bytes({"tick": 2})
|
||||
SimBridge.receive_bytes(bytes_next)
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://br7kv0dyk3w2k
|
||||
@@ -244,7 +244,9 @@ func test_encode_player_inputs_multiple() -> void:
|
||||
assert_that(raw.status).is_null()
|
||||
assert_that(raw.value.size()).is_equal(3)
|
||||
assert_that(raw.value[0]["action"]).is_equal("MoveNorth")
|
||||
assert_that(raw.value[1]["action"]).is_equal("Interact")
|
||||
# Interact is a struct variant: {"Interact": {"target_entity_id": null, "verb": null}}
|
||||
assert_that(raw.value[1]["action"] is Dictionary).is_true()
|
||||
assert_that(raw.value[1]["action"].has("Interact")).is_true()
|
||||
assert_that(raw.value[2]["action"]).is_equal("MoveSouthwest")
|
||||
|
||||
|
||||
@@ -358,7 +360,9 @@ func test_decode_batch_input_fixture() -> void:
|
||||
assert_that(raw.value[0]["tick"]).is_equal(0)
|
||||
assert_that(raw.value[0]["action"]).is_equal("MoveNorth")
|
||||
assert_that(raw.value[1]["tick"]).is_equal(0)
|
||||
assert_that(raw.value[1]["action"]).is_equal("Interact")
|
||||
# Interact is a struct variant: {"Interact": {"target_entity_id": null, "verb": null}}
|
||||
assert_that(raw.value[1]["action"] is Dictionary).is_true()
|
||||
assert_that(raw.value[1]["action"].has("Interact")).is_true()
|
||||
|
||||
|
||||
# -- Diagonal movement fixtures (D-030 Layer 1 cross-language) -----------------
|
||||
|
||||
@@ -26,17 +26,17 @@ func _load_fixture(name: String) -> PackedByteArray:
|
||||
|
||||
# -- Protocol version upgrade -------------------------------------------------
|
||||
|
||||
func test_protocol_version_is_7() -> void:
|
||||
assert_that(Protocol.PROTOCOL_VERSION).is_equal(7)
|
||||
func test_protocol_version_is_8() -> void:
|
||||
assert_that(Protocol.PROTOCOL_VERSION).is_equal(8)
|
||||
|
||||
|
||||
func test_fixtures_at_protocol_version_7() -> void:
|
||||
# All regenerated fixtures should be at v7
|
||||
func test_fixtures_at_protocol_version_8() -> void:
|
||||
# All regenerated fixtures should be at v8
|
||||
for fixture_name in ["snapshot_one_npc", "snapshot_empty", "snapshot_player", "snapshot_multi_entity"]:
|
||||
var bytes = _load_fixture(fixture_name)
|
||||
var snapshot = Protocol.decode_snapshot(bytes)
|
||||
assert_that(snapshot).is_not_null()
|
||||
assert_that(snapshot.version).is_equal(7)
|
||||
assert_that(snapshot.version).is_equal(8)
|
||||
|
||||
|
||||
func test_rejects_version_6() -> void:
|
||||
@@ -282,10 +282,10 @@ func test_sim_bridge_test_snapshot_has_player_inventory() -> void:
|
||||
assert_that(snap.player_inventory is Array).is_true()
|
||||
|
||||
|
||||
func test_sim_bridge_test_snapshot_version_7() -> void:
|
||||
func test_sim_bridge_test_snapshot_version_8() -> void:
|
||||
SimBridge.reset_test_state()
|
||||
var snap = SimBridge._test_snapshot()
|
||||
assert_that(snap.version).is_equal(7)
|
||||
assert_that(snap.version).is_equal(8)
|
||||
|
||||
|
||||
# -- Fixture: v6 snapshots include new fields ----------------------------------
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://cefjgd1iqi7qn
|
||||
@@ -0,0 +1 @@
|
||||
uid://bjd6g15syl2qy
|
||||
@@ -0,0 +1,206 @@
|
||||
extends Control
|
||||
|
||||
## #495: WRONG button (F12) MVP — bug report capture dialog.
|
||||
## On F12: pause sim, show one-line prompt, save snapshot + render + description, unpause.
|
||||
## Output: user://bug-reports/gauntlet-t{tick}-{timestamp}/
|
||||
|
||||
signal capture_completed
|
||||
signal capture_cancelled
|
||||
|
||||
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.85)
|
||||
const BORDER_COLOR := Color("#4a9ebb")
|
||||
const TEXT_COLOR := Color("#c8d0e0")
|
||||
const FONT_SIZE := 14
|
||||
const LABEL_FONT_SIZE := 13
|
||||
const BOX_WIDTH := 500
|
||||
const BOX_HEIGHT := 120
|
||||
const PADDING := 16
|
||||
|
||||
var _line_edit: LineEdit = null
|
||||
var _active: bool = false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
visible = false
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
|
||||
|
||||
func start_capture() -> void:
|
||||
if _active:
|
||||
return
|
||||
_active = true
|
||||
visible = true
|
||||
|
||||
# Pause the simulation
|
||||
SimBridge.send_input({
|
||||
"action": InputMapper.Action.PAUSE,
|
||||
"timestamp_msec": Time.get_ticks_msec(),
|
||||
})
|
||||
|
||||
# Create the LineEdit dynamically
|
||||
_line_edit = LineEdit.new()
|
||||
_line_edit.placeholder_text = "Describe the issue..."
|
||||
_line_edit.size = Vector2(BOX_WIDTH - PADDING * 2, 30)
|
||||
_line_edit.position = Vector2(
|
||||
(get_viewport_rect().size.x - BOX_WIDTH) / 2.0 + PADDING,
|
||||
(get_viewport_rect().size.y - BOX_HEIGHT) / 2.0 + 50
|
||||
)
|
||||
_line_edit.add_theme_font_size_override("font_size", FONT_SIZE)
|
||||
_line_edit.text_submitted.connect(_on_text_submitted)
|
||||
add_child(_line_edit)
|
||||
_line_edit.grab_focus()
|
||||
|
||||
|
||||
func _on_text_submitted(text: String) -> void:
|
||||
_save_report(text)
|
||||
_close()
|
||||
capture_completed.emit()
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if not _active:
|
||||
return
|
||||
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
||||
_close()
|
||||
capture_cancelled.emit()
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
func _close() -> void:
|
||||
_active = false
|
||||
visible = false
|
||||
if _line_edit:
|
||||
_line_edit.queue_free()
|
||||
_line_edit = null
|
||||
|
||||
# Unpause the simulation
|
||||
SimBridge.send_input({
|
||||
"action": InputMapper.Action.UNPAUSE,
|
||||
"timestamp_msec": Time.get_ticks_msec(),
|
||||
})
|
||||
|
||||
|
||||
func _save_report(description: String) -> void:
|
||||
var tick := GameState.current_tick
|
||||
var timestamp := Time.get_datetime_string_from_system().replace(":", "-").replace("T", "_")
|
||||
var dir_name := "gauntlet-t%d-%s" % [tick, timestamp]
|
||||
var base_path := "user://bug-reports/" + dir_name
|
||||
|
||||
# Ensure directory exists
|
||||
var dir_err := DirAccess.make_dir_recursive_absolute(base_path)
|
||||
if dir_err != OK:
|
||||
push_error("BugReport: failed to create directory %s (error %d)" % [base_path, dir_err])
|
||||
return
|
||||
|
||||
var files_saved := 0
|
||||
|
||||
# 1. snapshot.json — full current snapshot as JSON
|
||||
var snapshot_path := base_path + "/snapshot.json"
|
||||
var snapshot_file := FileAccess.open(snapshot_path, FileAccess.WRITE)
|
||||
if snapshot_file:
|
||||
snapshot_file.store_string(JSON.stringify(GameState.current_snapshot, "\t"))
|
||||
snapshot_file.close()
|
||||
files_saved += 1
|
||||
else:
|
||||
push_error("BugReport: failed to write %s" % snapshot_path)
|
||||
|
||||
# 2. render.txt — simplified client-side text render of snapshot
|
||||
var render_path := base_path + "/render.txt"
|
||||
var render_file := FileAccess.open(render_path, FileAccess.WRITE)
|
||||
if render_file:
|
||||
render_file.store_string(_render_snapshot_text())
|
||||
render_file.close()
|
||||
files_saved += 1
|
||||
else:
|
||||
push_error("BugReport: failed to write %s" % render_path)
|
||||
|
||||
# 3. description.txt — tester description + metadata
|
||||
var desc_path := base_path + "/description.txt"
|
||||
var desc_file := FileAccess.open(desc_path, FileAccess.WRITE)
|
||||
if desc_file:
|
||||
desc_file.store_string("Description: %s\n" % description)
|
||||
desc_file.store_string("Tick: %d\n" % tick)
|
||||
desc_file.store_string("Room: %s\n" % str(GameState.room_id if GameState.room_id else "none"))
|
||||
desc_file.store_string("Stance: %s\n" % GameState.player_stance)
|
||||
desc_file.store_string("Facing: %s\n" % GameState.player_facing)
|
||||
desc_file.store_string("Position: %s\n" % str(GameState.player_position))
|
||||
desc_file.store_string("Timestamp: %s\n" % Time.get_datetime_string_from_system())
|
||||
desc_file.close()
|
||||
files_saved += 1
|
||||
else:
|
||||
push_error("BugReport: failed to write %s" % desc_path)
|
||||
|
||||
push_warning("BugReport: saved %d/3 files to %s" % [files_saved, base_path])
|
||||
|
||||
|
||||
## Simplified client-side text render of the current snapshot.
|
||||
## MVP version — full fidelity via server's format_snapshot_text() is a stretch goal.
|
||||
func _render_snapshot_text() -> String:
|
||||
var lines: PackedStringArray = []
|
||||
lines.append("=== Snapshot t%d ===" % GameState.current_tick)
|
||||
lines.append("Player: %s facing %s (%s)" % [
|
||||
str(GameState.player_position), GameState.player_facing, GameState.player_stance])
|
||||
|
||||
if GameState.game_time.size() > 0:
|
||||
lines.append("Time: day %s, %s, %s" % [
|
||||
str(GameState.game_time.get("day", "?")),
|
||||
str(GameState.game_time.get("day_phase", "?")),
|
||||
str(GameState.game_time.get("tick_rate", "?"))])
|
||||
|
||||
lines.append("")
|
||||
lines.append("Entities (%d):" % GameState.visible_entities.size())
|
||||
for entity in GameState.visible_entities:
|
||||
var kind_str: String = ""
|
||||
if entity.has("kind") and entity.kind is Dictionary:
|
||||
kind_str = entity.kind.get("variant", "?")
|
||||
elif entity.has("kind") and entity.kind is String:
|
||||
kind_str = entity.kind
|
||||
var vis: String = entity.get("visibility", "?")
|
||||
lines.append(" #%s %s at (%s, %s) [%s]" % [
|
||||
str(entity.get("entity_id", "?")),
|
||||
kind_str,
|
||||
str(entity.get("x", "?")),
|
||||
str(entity.get("y", "?")),
|
||||
vis])
|
||||
|
||||
lines.append("")
|
||||
lines.append("Visible tiles: %d" % GameState.visible_tiles.size())
|
||||
|
||||
if GameState.current_monologue != null:
|
||||
lines.append("Monologue: %s" % str(GameState.current_monologue.get("text", "")))
|
||||
if GameState.current_dialogue != null:
|
||||
lines.append("Dialogue: %s says '%s'" % [
|
||||
str(GameState.current_dialogue.get("npc_name", "?")),
|
||||
str(GameState.current_dialogue.get("speech", ""))])
|
||||
|
||||
return "\n".join(lines)
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
if not _active:
|
||||
return
|
||||
var viewport_size := get_viewport_rect().size
|
||||
# Full-screen dim
|
||||
draw_rect(Rect2(Vector2.ZERO, viewport_size), BG_COLOR)
|
||||
|
||||
# Center box
|
||||
var box_pos := Vector2(
|
||||
(viewport_size.x - BOX_WIDTH) / 2.0,
|
||||
(viewport_size.y - BOX_HEIGHT) / 2.0
|
||||
)
|
||||
var box_rect := Rect2(box_pos, Vector2(BOX_WIDTH, BOX_HEIGHT))
|
||||
draw_rect(box_rect, Color(0.08, 0.08, 0.12, 0.95))
|
||||
draw_rect(box_rect, BORDER_COLOR, false, 1.0)
|
||||
|
||||
# Title
|
||||
var font := ThemeDB.fallback_font
|
||||
draw_string(font,
|
||||
box_pos + Vector2(PADDING, 24),
|
||||
"WRONG — Describe the issue (Enter to save, Esc to cancel):",
|
||||
HORIZONTAL_ALIGNMENT_LEFT, -1, LABEL_FONT_SIZE, TEXT_COLOR)
|
||||
|
||||
|
||||
# -- Public API ---------------------------------------------------------------
|
||||
|
||||
func is_active() -> bool:
|
||||
return _active
|
||||
@@ -0,0 +1 @@
|
||||
uid://dwdssbevd8gqq
|
||||
@@ -0,0 +1,14 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://ui/bug_report_dialog.gd" id="1_bugreport"]
|
||||
|
||||
; #495: WRONG button (F12) — bug report capture dialog, ModalLayer
|
||||
[node name="BugReportDialog" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
script = ExtResource("1_bugreport")
|
||||
@@ -0,0 +1 @@
|
||||
uid://btwe5f7tmm3o4
|
||||
@@ -0,0 +1,182 @@
|
||||
extends Control
|
||||
|
||||
## #496: Gauntlet HUD — room timer + personal bests.
|
||||
## Shows TIMER: MM:SS (PB: MM:SS) in top-right, below StanceIndicator.
|
||||
## Hidden in non-gauntlet mode. Stats persisted to user://dev/gauntlet-stats.json.
|
||||
|
||||
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.5)
|
||||
const TIMER_COLOR := Color("#c8d0e0") # Default insert text
|
||||
const PB_COLOR := Color("#6bc9a6") # Friendly green — personal best
|
||||
const NEW_PB_COLOR := Color("#e8c547") # Amber flash on new PB
|
||||
const FONT_SIZE := 13
|
||||
const PADDING := Vector2(10, 6)
|
||||
const STATS_PATH := "user://dev/gauntlet-stats.json"
|
||||
|
||||
var _timer_seconds: float = 0.0
|
||||
var _timer_running: bool = false
|
||||
var _current_room_id: Variant = null
|
||||
var _personal_bests: Dictionary = {} # room_id -> float (seconds)
|
||||
var _session_rooms: Dictionary = {} # room_id -> {attempts: int, best: float}
|
||||
var _new_pb_flash: float = 0.0 # Countdown for PB flash effect
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
visible = false
|
||||
_load_stats()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not visible:
|
||||
return
|
||||
if _timer_running:
|
||||
_timer_seconds += delta
|
||||
queue_redraw()
|
||||
if _new_pb_flash > 0.0:
|
||||
_new_pb_flash -= delta
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func update_from_state() -> void:
|
||||
if not GameState.gauntlet_mode:
|
||||
if visible:
|
||||
visible = false
|
||||
return
|
||||
|
||||
if not visible:
|
||||
visible = true
|
||||
queue_redraw()
|
||||
|
||||
var new_room_id: Variant = GameState.room_id
|
||||
if new_room_id == null:
|
||||
# Gauntlet mode but no room yet — stop timer, clear tracked room
|
||||
# so re-entry to the same room after null triggers a restart.
|
||||
_timer_running = false
|
||||
_current_room_id = null
|
||||
return
|
||||
|
||||
if new_room_id != _current_room_id:
|
||||
_on_room_change(str(new_room_id))
|
||||
|
||||
|
||||
func _on_room_change(new_room_id: String) -> void:
|
||||
# Record completion of previous room
|
||||
if _current_room_id != null and _timer_running:
|
||||
_record_room_completion(_current_room_id, _timer_seconds)
|
||||
|
||||
# Start timer for new room
|
||||
_current_room_id = new_room_id
|
||||
_timer_seconds = 0.0
|
||||
_timer_running = true
|
||||
|
||||
# Track session stats
|
||||
if not _session_rooms.has(new_room_id):
|
||||
_session_rooms[new_room_id] = {"attempts": 0, "best": INF}
|
||||
_session_rooms[new_room_id]["attempts"] += 1
|
||||
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _record_room_completion(completed_room_id: String, seconds: float) -> void:
|
||||
var old_pb: float = _personal_bests.get(completed_room_id, INF)
|
||||
if seconds < old_pb:
|
||||
_personal_bests[completed_room_id] = seconds
|
||||
_new_pb_flash = 2.0 # Flash for 2 seconds
|
||||
_save_stats()
|
||||
|
||||
# Update session tracking
|
||||
if _session_rooms.has(completed_room_id):
|
||||
var entry: Dictionary = _session_rooms[completed_room_id]
|
||||
if seconds < entry["best"]:
|
||||
entry["best"] = seconds
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var font := ThemeDB.fallback_font
|
||||
|
||||
var timer_text := "TIMER: " + _format_time(_timer_seconds)
|
||||
var pb_text := ""
|
||||
if _current_room_id != null and _personal_bests.has(_current_room_id):
|
||||
pb_text = " (PB: " + _format_time(_personal_bests[_current_room_id]) + ")"
|
||||
|
||||
var full_text := timer_text + pb_text
|
||||
var text_size := font.get_string_size(full_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE)
|
||||
var box_size := text_size + PADDING * 2
|
||||
|
||||
# Background
|
||||
draw_rect(Rect2(Vector2.ZERO, box_size), BG_COLOR)
|
||||
|
||||
# Timer text
|
||||
var y_offset := PADDING.y + text_size.y
|
||||
var timer_size := font.get_string_size(timer_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE)
|
||||
draw_string(font, Vector2(PADDING.x, y_offset), timer_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, TIMER_COLOR)
|
||||
|
||||
# PB text (different color)
|
||||
if not pb_text.is_empty():
|
||||
var pb_color: Color = NEW_PB_COLOR if _new_pb_flash > 0.0 else PB_COLOR
|
||||
draw_string(font, Vector2(PADDING.x + timer_size.x, y_offset), pb_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, pb_color)
|
||||
|
||||
|
||||
static func _format_time(seconds: float) -> String:
|
||||
var total_secs := int(seconds)
|
||||
var mins := total_secs / 60
|
||||
var secs := total_secs % 60
|
||||
return "%02d:%02d" % [mins, secs]
|
||||
|
||||
|
||||
func _load_stats() -> void:
|
||||
if not FileAccess.file_exists(STATS_PATH):
|
||||
return
|
||||
var file := FileAccess.open(STATS_PATH, FileAccess.READ)
|
||||
if file == null:
|
||||
return
|
||||
var json := JSON.new()
|
||||
var err := json.parse(file.get_as_text())
|
||||
file.close()
|
||||
if err == OK and json.data is Dictionary:
|
||||
_personal_bests = json.data
|
||||
|
||||
|
||||
func _save_stats() -> void:
|
||||
var file := FileAccess.open(STATS_PATH, FileAccess.WRITE)
|
||||
if file == null:
|
||||
push_warning("GauntletHUD: cannot write stats to %s" % STATS_PATH)
|
||||
return
|
||||
file.store_string(JSON.stringify(_personal_bests, "\t"))
|
||||
file.close()
|
||||
|
||||
|
||||
func print_session_summary() -> void:
|
||||
if _session_rooms.is_empty():
|
||||
return
|
||||
print("=== Gauntlet Session Summary ===")
|
||||
for room_id in _session_rooms:
|
||||
var entry: Dictionary = _session_rooms[room_id]
|
||||
var best_str := _format_time(entry["best"]) if entry["best"] != INF else "--:--"
|
||||
var pb_str := _format_time(_personal_bests[room_id]) if _personal_bests.has(room_id) else "--:--"
|
||||
print(" Room %s: %d attempts, session best %s, all-time PB %s" % [
|
||||
room_id, entry["attempts"], best_str, pb_str])
|
||||
print("================================")
|
||||
|
||||
|
||||
# Record current room if timer is running (called on disconnect)
|
||||
func finalize() -> void:
|
||||
if _current_room_id != null and _timer_running:
|
||||
_record_room_completion(_current_room_id, _timer_seconds)
|
||||
_timer_running = false
|
||||
print_session_summary()
|
||||
|
||||
|
||||
# -- Public API ---------------------------------------------------------------
|
||||
|
||||
func get_timer_seconds() -> float:
|
||||
return _timer_seconds
|
||||
|
||||
func is_timer_running() -> bool:
|
||||
return _timer_running
|
||||
|
||||
func get_current_room_id() -> Variant:
|
||||
return _current_room_id
|
||||
|
||||
func get_personal_best(for_room_id: String) -> float:
|
||||
return _personal_bests.get(for_room_id, INF)
|
||||
@@ -0,0 +1 @@
|
||||
uid://2dtu0xe0odtf
|
||||
@@ -0,0 +1,17 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://ui/gauntlet_hud.gd" id="1_gauntlet"]
|
||||
|
||||
; #496: Gauntlet HUD — room timer + personal bests, top-right below StanceIndicator
|
||||
[node name="GauntletHUD" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 1
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
offset_left = -160.0
|
||||
offset_top = 48.0
|
||||
offset_right = -16.0
|
||||
offset_bottom = 74.0
|
||||
grow_horizontal = 0
|
||||
mouse_filter = 2
|
||||
script = ExtResource("1_gauntlet")
|
||||
@@ -0,0 +1 @@
|
||||
uid://wkkt2nhmygtm
|
||||
@@ -0,0 +1 @@
|
||||
uid://dhdp146dcog3x
|
||||
@@ -0,0 +1 @@
|
||||
uid://7y327ugttryy
|
||||
@@ -0,0 +1 @@
|
||||
uid://ct55qobqip5nn
|
||||
@@ -0,0 +1,135 @@
|
||||
{
|
||||
"$schema": "https://json-schema.org/draft/2020-12/schema",
|
||||
"$id": "checklist.schema.json",
|
||||
"title": "Gauntlet QA Checklist",
|
||||
"description": "Per-room QA checklist with conditions evaluable from ObserverSnapshot (D-030). Feeds into #503 auto-checklist progress tracking.",
|
||||
"type": "object",
|
||||
"required": ["conditions"],
|
||||
"additionalProperties": false,
|
||||
"properties": {
|
||||
"room_id": {
|
||||
"type": "string",
|
||||
"pattern": "^[a-z][a-z0-9_]*$",
|
||||
"description": "Room identifier matching constants.rs room name"
|
||||
},
|
||||
"room_name": {
|
||||
"type": "string",
|
||||
"minLength": 1,
|
||||
"description": "Human-readable room name"
|
||||
},
|
||||
"scope": {
|
||||
"type": "string",
|
||||
"enum": ["per_room", "cross_room"],
|
||||
"description": "Checklist scope: per_room (default) or cross_room"
|
||||
},
|
||||
"description": {
|
||||
"type": "string"
|
||||
},
|
||||
"conditions": {
|
||||
"type": "array",
|
||||
"items": {
|
||||
"oneOf": [
|
||||
{ "$ref": "#/$defs/player_near" },
|
||||
{ "$ref": "#/$defs/player_facing" },
|
||||
{ "$ref": "#/$defs/entity_present" },
|
||||
{ "$ref": "#/$defs/entity_absent" },
|
||||
{ "$ref": "#/$defs/expected_monologue" },
|
||||
{ "$ref": "#/$defs/expected_dialogue" },
|
||||
{ "$ref": "#/$defs/expected_interaction_verb" }
|
||||
]
|
||||
},
|
||||
"minItems": 1
|
||||
}
|
||||
},
|
||||
"$defs": {
|
||||
"condition_id": {
|
||||
"type": "string",
|
||||
"pattern": "^[a-z][a-z0-9_-]*$",
|
||||
"description": "Globally unique condition identifier across all checklists. Use room_id prefix (e.g., inv-item-present, occ-wall-visible)."
|
||||
},
|
||||
"player_near": {
|
||||
"type": "object",
|
||||
"additionalProperties": false,
|
||||
"required": ["id", "description", "condition_type", "x", "y", "radius"],
|
||||
"properties": {
|
||||
"id": { "$ref": "#/$defs/condition_id" },
|
||||
"description": { "type": "string" },
|
||||
"condition_type": { "const": "player_near" },
|
||||
"x": { "type": "integer", "description": "Target X coordinate (absolute sim tiles)" },
|
||||
"y": { "type": "integer", "description": "Target Y coordinate (absolute sim tiles)" },
|
||||
"radius": { "type": "number", "minimum": 0, "description": "Proximity radius in tiles" }
|
||||
}
|
||||
},
|
||||
"player_facing": {
|
||||
"type": "object",
|
||||
"additionalProperties": false,
|
||||
"required": ["id", "description", "condition_type", "direction"],
|
||||
"properties": {
|
||||
"id": { "$ref": "#/$defs/condition_id" },
|
||||
"description": { "type": "string" },
|
||||
"condition_type": { "const": "player_facing" },
|
||||
"direction": {
|
||||
"type": "string",
|
||||
"enum": ["North", "South", "East", "West"],
|
||||
"description": "Expected player facing direction"
|
||||
}
|
||||
}
|
||||
},
|
||||
"entity_present": {
|
||||
"type": "object",
|
||||
"additionalProperties": false,
|
||||
"required": ["id", "description", "condition_type", "entity_id"],
|
||||
"properties": {
|
||||
"id": { "$ref": "#/$defs/condition_id" },
|
||||
"description": { "type": "string" },
|
||||
"condition_type": { "const": "entity_present" },
|
||||
"entity_id": { "type": "integer", "minimum": 0, "description": "StableId of expected entity" }
|
||||
}
|
||||
},
|
||||
"entity_absent": {
|
||||
"type": "object",
|
||||
"additionalProperties": false,
|
||||
"required": ["id", "description", "condition_type", "entity_id"],
|
||||
"properties": {
|
||||
"id": { "$ref": "#/$defs/condition_id" },
|
||||
"description": { "type": "string" },
|
||||
"condition_type": { "const": "entity_absent" },
|
||||
"entity_id": { "type": "integer", "minimum": 0, "description": "StableId of entity that should NOT be visible" }
|
||||
}
|
||||
},
|
||||
"expected_monologue": {
|
||||
"type": "object",
|
||||
"additionalProperties": false,
|
||||
"required": ["id", "description", "condition_type", "contains"],
|
||||
"properties": {
|
||||
"id": { "$ref": "#/$defs/condition_id" },
|
||||
"description": { "type": "string" },
|
||||
"condition_type": { "const": "expected_monologue" },
|
||||
"contains": { "type": "string", "minLength": 1, "description": "Substring expected in current_monologue text" }
|
||||
}
|
||||
},
|
||||
"expected_dialogue": {
|
||||
"type": "object",
|
||||
"additionalProperties": false,
|
||||
"required": ["id", "description", "condition_type", "contains"],
|
||||
"properties": {
|
||||
"id": { "$ref": "#/$defs/condition_id" },
|
||||
"description": { "type": "string" },
|
||||
"condition_type": { "const": "expected_dialogue" },
|
||||
"contains": { "type": "string", "minLength": 1, "description": "Substring expected in dialogue_response text" }
|
||||
}
|
||||
},
|
||||
"expected_interaction_verb": {
|
||||
"type": "object",
|
||||
"additionalProperties": false,
|
||||
"required": ["id", "description", "condition_type", "entity_id", "verb"],
|
||||
"properties": {
|
||||
"id": { "$ref": "#/$defs/condition_id" },
|
||||
"description": { "type": "string" },
|
||||
"condition_type": { "const": "expected_interaction_verb" },
|
||||
"entity_id": { "type": "integer", "minimum": 0, "description": "StableId of target entity" },
|
||||
"verb": { "type": "string", "minLength": 1, "description": "Expected interaction verb (e.g., Talk, Pickup, Examine)" }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -65,12 +65,13 @@
|
||||
"enum": [
|
||||
"arrival", "shift_start", "shift_end", "shift_transition",
|
||||
"bar_evening", "night_shift", "investigation", "confrontation",
|
||||
"social", "alone", "emergency", "routine", "observation"
|
||||
"social", "alone", "emergency", "routine", "observation",
|
||||
"greeting"
|
||||
]
|
||||
},
|
||||
"minItems": 1,
|
||||
"uniqueItems": true,
|
||||
"description": "Situation contexts when this line can fire (D-035: list<enum>)"
|
||||
"description": "Situation contexts when this line can fire (D-035: list<enum>). greeting added Sprint 8 for PC dialogue pools"
|
||||
},
|
||||
"topic": {
|
||||
"type": "array",
|
||||
@@ -90,11 +91,12 @@
|
||||
"type": "string",
|
||||
"enum": [
|
||||
"fond", "comfortable", "worried", "suspicious",
|
||||
"analytical", "conflicted", "concerned", "relieved"
|
||||
"analytical", "conflicted", "concerned", "relieved",
|
||||
"focused"
|
||||
]
|
||||
},
|
||||
"uniqueItems": true,
|
||||
"description": "Mood tags for selection weighting (D-035: list<enum>)"
|
||||
"description": "Mood tags for selection weighting (D-035: list<enum>, v0.1 8 moods + focused added Sprint 8)"
|
||||
},
|
||||
"tags": {
|
||||
"type": "array",
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
scope: cross_room
|
||||
description: "Cross-room checks applied to every Gauntlet room visit."
|
||||
conditions:
|
||||
- id: cross-player-entity-present
|
||||
description: "Player entity (StableId 0) always present in snapshot"
|
||||
condition_type: entity_present
|
||||
entity_id: 0
|
||||
@@ -0,0 +1,42 @@
|
||||
room_id: inventory_warehouse
|
||||
room_name: Inventory Warehouse
|
||||
description: "Tests D-065 (9-slot inventory), pickup/drop verbs, CarriedBy component. 10 crates (StableId 13-22) + 1 NPC (StableId 23)."
|
||||
conditions:
|
||||
- id: inv-player-spawn
|
||||
description: "Player starts near warehouse spawn position"
|
||||
condition_type: player_near
|
||||
x: 17
|
||||
y: 54
|
||||
radius: 2.0
|
||||
|
||||
- id: inv-player-facing-east
|
||||
description: "Player faces east at spawn"
|
||||
condition_type: player_facing
|
||||
direction: East
|
||||
|
||||
- id: inv-crate-01-visible
|
||||
description: "First crate (Keycard) is visible from spawn"
|
||||
condition_type: entity_present
|
||||
entity_id: 13
|
||||
|
||||
- id: inv-crate-10-visible
|
||||
description: "Last crate (Chip) is visible"
|
||||
condition_type: entity_present
|
||||
entity_id: 22
|
||||
|
||||
- id: inv-npc-warehouse-visible
|
||||
description: "Warehouse supervisor NPC is present"
|
||||
condition_type: entity_present
|
||||
entity_id: 23
|
||||
|
||||
- id: inv-crate-pickup-verb
|
||||
description: "Pickup verb available on crate when nearby"
|
||||
condition_type: expected_interaction_verb
|
||||
entity_id: 13
|
||||
verb: Pickup
|
||||
|
||||
- id: inv-npc-talk-verb
|
||||
description: "Talk verb available on warehouse NPC"
|
||||
condition_type: expected_interaction_verb
|
||||
entity_id: 23
|
||||
verb: Talk
|
||||
@@ -0,0 +1,41 @@
|
||||
room_id: occlusion_corridor
|
||||
room_name: Occlusion Corridor
|
||||
description: "Tests D-035 (symmetric shadowcasting), D-017 (perception modes), D-015 (vision cone sectors). 4 NPCs (StableId 9-12)."
|
||||
conditions:
|
||||
- id: occ-player-spawn
|
||||
description: "Player starts at corridor entrance"
|
||||
condition_type: player_near
|
||||
x: 84
|
||||
y: 58
|
||||
radius: 2.0
|
||||
|
||||
- id: occ-player-facing-east
|
||||
description: "Player faces east down the corridor"
|
||||
condition_type: player_facing
|
||||
direction: East
|
||||
|
||||
- id: occ-guard-visible
|
||||
description: "Guard NPC in clear LOS from spawn"
|
||||
condition_type: entity_present
|
||||
entity_id: 9
|
||||
|
||||
- id: occ-hidden-npc-absent
|
||||
description: "NPC behind north wall segment is NOT visible from spawn"
|
||||
condition_type: entity_absent
|
||||
entity_id: 10
|
||||
|
||||
- id: occ-peripheral-npc-visible
|
||||
description: "South alcove NPC visible in peripheral vision sector"
|
||||
condition_type: entity_present
|
||||
entity_id: 11
|
||||
|
||||
- id: occ-far-end-visible
|
||||
description: "Far end NPC visible down corridor"
|
||||
condition_type: entity_present
|
||||
entity_id: 12
|
||||
|
||||
- id: occ-guard-talk-verb
|
||||
description: "Talk verb available on guard NPC when nearby"
|
||||
condition_type: expected_interaction_verb
|
||||
entity_id: 9
|
||||
verb: Talk
|
||||
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Reference in New Issue
Block a user