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c0f6afa082
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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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@@ -6,7 +6,68 @@ 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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@@ -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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@@ -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; }
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@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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# --- Run ---
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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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game: stop build-server
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game: stop build
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@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
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@echo "Starting server..."
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@cd server && cargo run &
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@@ -104,6 +120,41 @@ test-server:
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fixtures:
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cd server && cargo test --test gen_fixtures -- --ignored
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fixtures-client:
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@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
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||||
@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
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||||
@cp server/tests/golden/proof_room_tick_10.json .cache/golden/before.json
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@cd server && UPDATE_GOLDEN=1 cargo test --test golden_suite -- proof_room_tick_10_matches_golden; \
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rc=$$?; \
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cp ../server/tests/golden/proof_room_tick_10.json ../.cache/golden/after.json 2>/dev/null; \
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cp ../.cache/golden/before.json ../server/tests/golden/proof_room_tick_10.json; \
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if [ $$rc -ne 0 ]; then echo "Cargo test failed (golden file restored)."; exit $$rc; fi
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||||
@if diff -q .cache/golden/before.json .cache/golden/after.json >/dev/null 2>&1; then \
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echo "--- Golden file: UP TO DATE ---"; \
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||||
else \
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||||
echo "--- Golden file has CHANGED ---"; \
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echo ""; \
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||||
diff --color -u .cache/golden/before.json .cache/golden/after.json || true; \
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echo ""; \
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||||
echo "Run 'make golden-update' to accept changes."; \
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exit 1; \
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fi
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||||
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||||
golden-update:
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||||
@echo "Regenerating golden file..."
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||||
@cd server && UPDATE_GOLDEN=1 cargo test --test golden_suite -- proof_room_tick_10_matches_golden
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||||
@git add server/tests/golden/
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||||
@echo "--- Golden file updated and staged ---"
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||||
@echo "Review with: git diff --cached -- server/tests/golden/"
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||||
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||||
test-client:
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||||
@test -n "$(GODOT)" || { echo "Godot not found. Run 'make setup' first."; exit 1; }
|
||||
$(GODOT) --headless --path client -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://tests/
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||||
@@ -121,6 +172,70 @@ lint-client:
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||||
@echo "Checking GDScript for errors..."
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||||
@$(GODOT) --headless --path client --quit 2>&1 | grep -i "SCRIPT ERROR" && { echo "GDScript errors found"; exit 1; } || echo "No script errors found"
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||||
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||||
# --- 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."
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||||
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||||
pre-pr-lint: lint-server lint-client
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||||
@echo "--- Lint: PASS ---"
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||||
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||||
pre-pr-build: build-server build-client
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||||
@echo "--- Build: PASS ---"
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||||
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||||
pre-pr-test: test-server test-client
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||||
@echo "--- Tests: PASS ---"
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||||
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||||
pre-pr-validate: validate-content check-fact-ids
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||||
@echo "--- Content validation: PASS ---"
|
||||
|
||||
pre-pr-fixtures:
|
||||
@echo "Checking Rust->GDScript fixture staleness..."
|
||||
@cd server && cargo test --test gen_fixtures -- --ignored
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||||
@if git diff --quiet client/tests/fixtures/; then \
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||||
echo "--- Rust fixtures: UP TO DATE ---"; \
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||||
else \
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||||
echo ""; \
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||||
echo "--- RUST FIXTURES STALE ---"; \
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||||
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
|
||||
@@ -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
|
||||
@@ -0,0 +1,26 @@
|
||||
room_id: pause_chamber
|
||||
room_name: Pause Chamber
|
||||
description: "Tests D-031 (pause/unpause), Bug #3 regression (movement while paused). 1 NPC (StableId 29)."
|
||||
conditions:
|
||||
- id: pause-player-spawn
|
||||
description: "Player starts at chamber center"
|
||||
condition_type: player_near
|
||||
x: 50
|
||||
y: 86
|
||||
radius: 2.0
|
||||
|
||||
- id: pause-player-facing-north
|
||||
description: "Player faces north at spawn"
|
||||
condition_type: player_facing
|
||||
direction: North
|
||||
|
||||
- id: pause-npc-present
|
||||
description: "Pause target NPC is visible"
|
||||
condition_type: entity_present
|
||||
entity_id: 29
|
||||
|
||||
- id: pause-talk-verb
|
||||
description: "Talk verb available on NPC (should work while paused)"
|
||||
condition_type: expected_interaction_verb
|
||||
entity_id: 29
|
||||
verb: Talk
|
||||
+24
-2
@@ -358,7 +358,25 @@ def cmd_stop(args):
|
||||
cancelled = [t for t in tickets if t["status"] == "cancelled"]
|
||||
incomplete = [t for t in tickets if t["status"] not in ("done", "cancelled")]
|
||||
|
||||
# Complete
|
||||
# Auto-close: mark picked-up tickets (in_progress, review) as done.
|
||||
# Work merged to main before sprint close means the ticket is done —
|
||||
# agents just forget to update status. Backlog/ready tickets were
|
||||
# never started, so they stay as carry-over candidates.
|
||||
picked_up_statuses = ("in_progress", "review")
|
||||
picked_up = [t for t in incomplete if t["status"] in picked_up_statuses]
|
||||
auto_closed = []
|
||||
if picked_up:
|
||||
conn = get_connection()
|
||||
for t in picked_up:
|
||||
conn.execute("UPDATE tickets SET status='done' WHERE id=?", (t["id"],))
|
||||
auto_closed.append(t)
|
||||
conn.commit()
|
||||
conn.close()
|
||||
# Move auto-closed into done count, remove from incomplete
|
||||
done = done + auto_closed
|
||||
incomplete = [t for t in incomplete if t["status"] not in picked_up_statuses]
|
||||
|
||||
# Complete the sprint
|
||||
conn = get_connection()
|
||||
conn.execute(
|
||||
"UPDATE sprints SET status='completed', end_date=date('now') WHERE id=?",
|
||||
@@ -372,10 +390,14 @@ def cmd_stop(args):
|
||||
print(f"Done: {len(done)}/{len(tickets)}")
|
||||
if cancelled:
|
||||
print(f"Cancelled: {len(cancelled)}")
|
||||
if auto_closed:
|
||||
print(f"Auto-closed: {len(auto_closed)} tickets marked done on sprint close:")
|
||||
for t in auto_closed:
|
||||
print(f" #{t['id']}: {t['title']} ({t['status']} → done)")
|
||||
print()
|
||||
|
||||
if incomplete:
|
||||
print("Carry-over candidates (incomplete):")
|
||||
print("Carry-over candidates (never started):")
|
||||
format_ticket_table(incomplete)
|
||||
print()
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ Usage:
|
||||
ticket sprint assign <id> <sprint_id>
|
||||
ticket deps <id>
|
||||
ticket search <keyword>
|
||||
ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T]
|
||||
ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T] [--description TEXT]
|
||||
ticket epics [--status S]
|
||||
ticket children <id>
|
||||
ticket count [--status S]
|
||||
@@ -256,9 +256,9 @@ def cmd_search(conn, keyword):
|
||||
|
||||
|
||||
def cmd_create(conn, args):
|
||||
flags, positional = parse_flags(args, ["parent", "priority", "decision", "team"])
|
||||
flags, positional = parse_flags(args, ["parent", "priority", "decision", "team", "description"])
|
||||
if len(positional) < 2:
|
||||
out({"ok": False, "error": "Usage: ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T]"})
|
||||
out({"ok": False, "error": "Usage: ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T] [--description TEXT]"})
|
||||
return
|
||||
ticket_type = positional[0]
|
||||
title = " ".join(positional[1:])
|
||||
@@ -266,9 +266,10 @@ def cmd_create(conn, args):
|
||||
priority = flags.get("priority", "medium")
|
||||
decision_ref = flags.get("decision")
|
||||
team = flags.get("team")
|
||||
description = flags.get("description")
|
||||
conn.execute(
|
||||
"INSERT INTO tickets (type, title, parent_id, priority, decision_ref, team) VALUES (?, ?, ?, ?, ?, ?)",
|
||||
(ticket_type, title, parent_id, priority, decision_ref, team))
|
||||
"INSERT INTO tickets (type, title, description, parent_id, priority, decision_ref, team) VALUES (?, ?, ?, ?, ?, ?, ?)",
|
||||
(ticket_type, title, description, parent_id, priority, decision_ref, team))
|
||||
conn.commit()
|
||||
last_id = query(conn, "SELECT last_insert_rowid() as id")[0]["id"]
|
||||
out({"ok": True, "id": last_id, "title": title})
|
||||
@@ -330,7 +331,7 @@ Usage:
|
||||
ticket sprint assign <id> <sprint> Assign ticket to sprint
|
||||
ticket deps <id> Show ticket dependencies
|
||||
ticket search <keyword> Search tickets by title/description
|
||||
ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T]
|
||||
ticket create <type> <title> [--parent N] [--priority P] [--decision D] [--team T] [--description TEXT]
|
||||
ticket epics [--status S] List epics with child counts
|
||||
ticket children <id> List children of a ticket
|
||||
ticket count [--status S] Count tickets by status"""
|
||||
|
||||
@@ -82,6 +82,7 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio
|
||||
- **Cross-reference:** Dialogue architecture ([D-028](#d-028-dialogue-architecture--tagged-line-pools-with-four-relational-layers))
|
||||
- **Raised by:** Gestalt (schema design, Round 1/2), Mellanie (authoring validation, Round 1/2). Converged across both agents in Round 2.
|
||||
- **Dissent:** None. Minor consolidations: Mellanie's 8 moods mapped to Gestalt's 8 (different names, same concepts). Mellanie's `crime` topic deliberately excluded (NPCs think of it as `cargo` or `money`).
|
||||
- **Amendment (Sprint 8):** `focused` added as 9th mood (used in Kael dialogue at The Terminal and maintenance corridors). `greeting` added as 14th situation (used in PC dialogue pools for initial contact lines). Schema updated to match.
|
||||
|
||||
### D-036: Sova Transit District / Krenn System as v0.1 setting
|
||||
- **Date:** 2026-02-11
|
||||
|
||||
@@ -69,6 +69,43 @@ make test-client # gdUnit4 tests (headless runner pending)
|
||||
|
||||
Server tests use Rust's built-in test framework with `#[cfg(test)]` inline tests and `tests/` integration tests (D-030). Client tests use gdUnit4 (D-030).
|
||||
|
||||
### Cross-Encoder Fixtures
|
||||
|
||||
```bash
|
||||
make fixtures # Regenerate Rust->GDScript fixtures (server/tests/gen_fixtures.rs)
|
||||
make fixtures-client # Generate GDScript->Rust fixtures + verify Rust decoder (#475)
|
||||
```
|
||||
|
||||
The bidirectional protocol is validated by two sets of committed fixtures:
|
||||
- **Rust encodes, GDScript decodes:** `client/tests/fixtures/msgpack/` (generated by `make fixtures`)
|
||||
- **GDScript encodes, Rust decodes:** `server/tests/fixtures/gdscript/` (generated by `make fixtures-client`)
|
||||
|
||||
Regenerate both after any protocol change. Commit the updated fixtures alongside the code change.
|
||||
|
||||
**Troubleshooting fixture failures:**
|
||||
|
||||
- **`make fixtures-client` fails with encode errors:** Check that `client/addons/messagepack/messagepack.gd` is up to date. The script exits non-zero on any encode failure.
|
||||
- **`gdscript_generated_fixtures_deserialize` fails:** Fixtures in `server/tests/fixtures/gdscript/` are stale or corrupted. Re-run `make fixtures-client` and commit the updated files.
|
||||
- **Fixture staleness in `make pre-pr`:** Protocol changed but fixtures were not regenerated. Run `make fixtures && make fixtures-client`, then commit both `client/tests/fixtures/` and `server/tests/fixtures/gdscript/`.
|
||||
|
||||
### Golden File Management
|
||||
|
||||
```bash
|
||||
make golden-diff # Show diff if golden file output has changed
|
||||
make golden-update # Regenerate golden file and stage for commit
|
||||
```
|
||||
|
||||
The golden file (`server/tests/golden/proof_room_tick_10.json`) is a committed snapshot of ObserverSnapshot output after a deterministic 10-tick replay. It catches unintentional changes to simulation output.
|
||||
|
||||
**Workflow after intentional simulation changes:**
|
||||
|
||||
1. Run `make golden-diff` to see what changed
|
||||
2. Review the diff — confirm changes are expected
|
||||
3. Run `make golden-update` to regenerate and stage the new golden file
|
||||
4. Commit the updated golden file alongside your simulation change
|
||||
|
||||
`golden-diff` exits 1 if the golden file has changed (useful in scripts). `golden-update` regenerates the file and runs `git add` but does not commit — the developer reviews and commits manually.
|
||||
|
||||
### Lint
|
||||
|
||||
```bash
|
||||
@@ -89,6 +126,34 @@ make ci-client # lint-client → build-client → test-client
|
||||
|
||||
CI targets chain lint → build → test sequentially. A failure in any stage stops the pipeline.
|
||||
|
||||
### Pre-PR Checks
|
||||
|
||||
Before pushing a PR, run:
|
||||
|
||||
```bash
|
||||
make pre-pr
|
||||
```
|
||||
|
||||
This runs all checks in order: lint → build → test → content validation → fixture staleness. Total runtime ~2.5 minutes (incremental build), under 3 minutes clean.
|
||||
|
||||
For branch-specific checks:
|
||||
|
||||
```bash
|
||||
make pre-pr-server # Server changes: lint, build, test, fixture staleness
|
||||
make pre-pr-client # Client changes: lint, build, test
|
||||
make pre-pr-content # Content changes: schema + cross-reference validation
|
||||
```
|
||||
|
||||
If `pre-pr-fixtures` fails, your protocol changes require fixture regeneration:
|
||||
|
||||
```bash
|
||||
make fixtures
|
||||
git add client/tests/fixtures/
|
||||
git commit -m "chore(fixtures): regenerate for protocol v8"
|
||||
```
|
||||
|
||||
The fixture staleness check is a **blocker** (exit 1) — stale fixtures cause false positive client tests.
|
||||
|
||||
### Clean
|
||||
|
||||
```bash
|
||||
@@ -102,6 +167,19 @@ make validate-content # Validate content YAML against JSON schemas
|
||||
make check-fact-ids # Check fact_id references against knowledge catalogs
|
||||
```
|
||||
|
||||
### Gauntlet Checklists
|
||||
|
||||
```bash
|
||||
make checklist-validate # Validate checklist YAML against schema (standalone)
|
||||
make checklist-generate # Validate + print per-room condition summary
|
||||
```
|
||||
|
||||
Checklists live at `content/gauntlet/rooms/{room_id}/checklist.yaml` (per-room) and `content/gauntlet/cross_room_checks.yaml` (cross-room). Each condition is evaluable from an `ObserverSnapshot`.
|
||||
|
||||
7 condition types: `player_near`, `player_facing`, `entity_present`, `entity_absent`, `expected_monologue`, `expected_dialogue`, `expected_interaction_verb`.
|
||||
|
||||
Schema: `content/_schema/checklist.schema.json`. The checklist format feeds into #503 (client auto-checklist progress tracking).
|
||||
|
||||
`check-fact-ids` operates in two modes:
|
||||
- **Advisory** — when knowledge catalogs (`content/global/knowledge/*.yaml`) have no fact definitions yet: lists referenced fact_ids and exits cleanly.
|
||||
- **Enforcing** — when catalogs are populated: fails on any `fact_id` reference that doesn't match a canonical definition.
|
||||
|
||||
+33
-14
@@ -5,18 +5,20 @@ Interface sounds triggered by player interaction, insert systems, and cognitive
|
||||
## Generation Approach
|
||||
|
||||
- **All UI sounds:** Generated via Stable Audio Open with sonic family prefix prompts, then trimmed/normalized/converted via `audio-post pipeline`.
|
||||
- **Monologue chimes:** Currently PLACEHOLDER (Sprint 7). Redo scheduled next audio sprint (#453). Design brief below captures target register.
|
||||
- **Monologue chimes:** Re-generated in Sprint 9 (#453). Insert-tech prefix + Chimes template, 5s SAO generation trimmed to 0.8s.
|
||||
|
||||
## Assets
|
||||
|
||||
| ID | Filename | Status | Bus | Method | Duration | Prompt/Notes | Sprint |
|
||||
|----|----------|--------|-----|--------|----------|-------------|--------|
|
||||
| UI-001 | `cursor_hover.ogg` | draft | UI Sounds | SAO | 50-100ms | Subtle tick/ping on entity hover (D-056). Insert-tech: clean, precise, synthetic. Almost subliminal — notice if missing, not if present. Needs trim to target duration (#453). | S7 #440 |
|
||||
| UI-002 | `implant_open.ogg` | draft | UI Sounds | SAO | 150-250ms | Rising tone when insert UI opens (radial menu, inventory, stance). Neural lattice powering up. Frequency sweep, harmonic shimmer. Needs trim (#453). | S7 #440 |
|
||||
| UI-003 | `fog_recognition.ogg` | draft | UI Sounds | SAO | 300-400ms | Warm organic chime at onset of cognitive delay (D-060). Character recognizing a person. Unresolved tone. Needs trim (#453). | S7 #440 |
|
||||
| UI-004 | `weapon_aim.ogg` | draft | UI Sounds | SAO | 100-150ms | Harder click/lock for weapon aim state. Mechanical, deliberate. SKETCH ONLY — no weapons in Sprint 7. Needs trim (#453). | S7 #440 |
|
||||
| UI-005 | `sfx_monologue_chime.ogg` | draft | UI Sounds | SAO | 500-1000ms | PLACEHOLDER. Soft crystalline tone, neural lattice surfacing a thought. Quiet, non-intrusive. Redo in next audio sprint (#453). See design brief below. | S7 #440 |
|
||||
| UI-006 | `sfx_monologue_chime_urgent.ogg` | draft | UI Sounds | SAO | 500-1000ms | PLACEHOLDER. Sharper variant for contradiction/anomaly. Brighter, more insistent. Redo in next audio sprint (#453). See design brief below. | S7 #440 |
|
||||
| UI-001 | `cursor_hover.ogg` | done | UI Sounds | SAO | 77ms | Subtle tick/ping on entity hover (D-056). Insert-tech: clean, precise, synthetic. Trimmed + normalized to 44.1kHz in S9 #453. | S7 #440, S9 #453 |
|
||||
| UI-002 | `implant_open.ogg` | done | UI Sounds | SAO | 217ms | Rising tone when insert UI opens (radial menu, inventory, stance). Neural lattice powering up. Trimmed + normalized in S9 #453. | S7 #440, S9 #453 |
|
||||
| UI-003 | `fog_recognition.ogg` | done | UI Sounds | SAO | 400ms | Warm organic chime at onset of cognitive delay (D-060). Re-generated in S9 — original was silent. Organic prefix + Chimes template. | S7 #440, S9 #453 |
|
||||
| UI-004 | `weapon_aim.ogg` | done | UI Sounds | SAO | 127ms | Harder click/lock for weapon aim state. Mechanical, deliberate. Trimmed + normalized in S9 #453. | S7 #440, S9 #453 |
|
||||
| UI-005 | `sfx_monologue_chime.ogg` | done | UI Sounds | SAO | 800ms | Re-generated in S9. Insert-tech prefix + Chimes template. Crystalline tone, neural lattice surfacing a thought. See design brief below. | S7 #440, S9 #453 |
|
||||
| UI-006 | `sfx_monologue_chime_urgent.ogg` | done | UI Sounds | SAO | 800ms | Re-generated in S9. Insert-tech prefix + Chimes template (sharper/brighter variant). CFG 8. See design brief below. | S7 #440, S9 #453 |
|
||||
| UI-007 | `sfx_weapon_aim_lock.ogg` | done | UI Sounds | SAO | 505ms | Sharp targeting lock-on confirmation for weapon aim. Downsampled to 44.1kHz + normalized in S9 #453. | S8 #440, S9 #453 |
|
||||
| UI-008 | `sfx_stance_change.ogg` | done | UI Sounds | SAO | 349ms | Soft mechanical mode-switch click for stance toggle. Downsampled to 44.1kHz + normalized in S9 #453. | S8 #440, S9 #453 |
|
||||
|
||||
## Mix Specs (not audio files)
|
||||
|
||||
@@ -46,9 +48,26 @@ These are AudioBus parameter changes, documented in `docs/audio/dialogue-ambient
|
||||
- **Integration:** Cognitive delay onset event → AudioManager.play_ui("fog_recognition")
|
||||
- **Cross-reference:** D-060 (cognitive delay), D-018 (three-range sound, medium range)
|
||||
|
||||
### UI-005 / UI-006: Monologue Chime Design Brief (PLACEHOLDER)
|
||||
### UI-007: sfx_weapon_aim_lock
|
||||
- **Sonic family:** insert-tech
|
||||
- **Frequency range:** 1-3kHz primary
|
||||
- **Design principle:** "Crosshair snapping to bone." Clinical confirmation that the weapon system has acquired a target. Harder and more aggressive than cursor_entity_lock — this is the weapon variant. Still UI feedback, not a combat sound. Should not startle.
|
||||
- **Generation:** SAO 5s generation, trimmed to best 0.5s transient. Insert-tech prefix + UI template. CFG 8, 100 steps.
|
||||
- **Integration:** cursor_state_machine.gd weapon_aim_lock signal → AudioManager.play_ui("sfx_weapon_aim_lock")
|
||||
- **Cross-reference:** D-056 (cursor states), weapon_aim.ogg (aim enter, different from lock)
|
||||
|
||||
**Target emotional register for Sprint 8 redo:**
|
||||
### UI-008: sfx_stance_change
|
||||
- **Sonic family:** insert-tech
|
||||
- **Frequency range:** 1-2kHz primary
|
||||
- **Design principle:** "A precision dial clicking one notch." Subtle neural insert feedback on stance toggle. Player may toggle stances many times while positioning — must be short, pleasant, fatigue-safe. No long tails, no reverb. Nearly subliminal.
|
||||
- **Generation:** SAO 5s generation, trimmed to best 0.35s transient. Insert-tech prefix + UI template. CFG 8, 100 steps.
|
||||
- **Debouncing:** AudioManager should enforce 150ms cooldown (rapid stance toggling).
|
||||
- **Integration:** stance_indicator.gd stance_changed signal → AudioManager.play_ui("sfx_stance_change")
|
||||
- **Cross-reference:** D-048 (neural insert feedback aesthetic), D-053 (movement stances)
|
||||
|
||||
### UI-005 / UI-006: Monologue Chime Design Brief
|
||||
|
||||
**Target emotional register (achieved Sprint 9 #453):**
|
||||
|
||||
The monologue chimes are the two poles of augmented cognition made audible:
|
||||
|
||||
@@ -65,9 +84,9 @@ The monologue chimes are the two poles of augmented cognition made audible:
|
||||
|
||||
**Quality bar:** If the urgent chime feels like a quest marker ping, it has failed. If it feels like Ubisoft, it has failed. The delta between normal and urgent = "someone thinking quietly" vs "someone's eyes going slightly wide."
|
||||
|
||||
**Placeholder spec (Sprint 7):**
|
||||
- Normal: pure sine 1.2kHz, 600ms, gentle attack, natural decay. Conservative volume.
|
||||
- Urgent: sine 1.2kHz + harmonic 2.4kHz, 400ms, sharper attack, 15% louder.
|
||||
- Deliberately undersized — obviously temporary. Ugly placeholders get replaced.
|
||||
**Sprint 9 generation spec:**
|
||||
- Normal: SAO 5s generation (insert-tech prefix + chimes template), CFG 7, 100 steps. Trimmed to 0.8s (attack + initial decay). LUFS normalized to -16.
|
||||
- Urgent: SAO 5s generation (insert-tech prefix + chimes template, sharper/brighter descriptors), CFG 8, 100 steps. Trimmed to 0.8s. Stronger attack (-6.3dB peak vs -15.3dB normal), more sustained energy.
|
||||
- Both at 44.1kHz stereo, Vorbis q6 encoding.
|
||||
|
||||
**Evaluation gate:** First internal playtest after Sprint 7: "Does the normal chime feel like a thought arriving? Does the urgent chime create a physiological response?" If no → trigger chime redesign.
|
||||
**Evaluation gate:** First internal playtest: "Does the normal chime feel like a thought arriving? Does the urgent chime create a physiological response?" If no → iterate with manual synthesis.
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,71 @@
|
||||
# Sprint 9: Gauntlet — Audio Tasks
|
||||
|
||||
**Goal:** Build the test infrastructure backbone — test client binary, Gauntlet rooms 1-3, golden file suite, and client QA harness — so every future sprint can be validated end-to-end.
|
||||
|
||||
**Branch:** `audio`
|
||||
**Agents:** Inigo (sound design)
|
||||
|
||||
## Carry-over from Sprint 8
|
||||
|
||||
| # | Title | Status | Notes |
|
||||
|---|-------|--------|-------|
|
||||
| #440 | 6 interaction audio assets — cursor hover, weapon mode, fog recognition, implant, dialogue, confrontation dip | in_progress | In progress with Inigo. Highest priority — complete before starting #453. |
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #453 | Revisit Sprint 7 UI audio assets — trim to target durations and iterate | — (after #440) |
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/architecture.md` — D-068 (5-bus audio architecture: Music, Ambient, WorldSFX, PlayerActions, UISounds; AudioManager directory-scan registry)
|
||||
- `decisions/architecture.md` — D-073 (zone crossfade: hard tile boundary, 1.5-2s audio tween; `AudioManager.set_zone()` stub exists in `client/scripts/autoloads/audio_manager.gd`)
|
||||
- `decisions/scope.md` — D-038 (hybrid audio generation: SAO for >200ms organic sounds, manual synthesis for <200ms precise/digital UI sounds; insert-tech vs organic split from D-074)
|
||||
- `decisions/perception.md` — D-069 (audio dip profiles: dialogue -7dB Ambient; confrontation -11dB Ambient + -5dB WorldSFX + 800Hz low-pass; dip tweens already implemented in AudioManager)
|
||||
|
||||
## Notes
|
||||
|
||||
### #440 — 6 interaction audio assets
|
||||
|
||||
What exists: `client/scripts/autoloads/audio_manager.gd` is fully implemented (D-068, D-069, D-073). It uses a directory-scan registry: drop an `.ogg`, `.wav`, or `.mp3` file into `res://audio/` and it auto-registers by filename stem. No code changes needed to add assets — audio branch can add files independently of client code.
|
||||
|
||||
The 5-bus routing is live: `UISounds` bus handles cursor hover and interaction feedback; `Ambient` and `WorldSFX` buses are handled by the dialogue/confrontation dip profiles. `apply_dip("confrontation")` and `apply_dip("dialogue")` are implemented.
|
||||
|
||||
What to deliver: 6 audio files committed to the `audio` branch under `res://audio/`:
|
||||
1. `sfx_cursor_hover.ogg` — subtle UI feedback for cursor landing on an interactable entity. Short (<200ms), precise. Manual synthesis (insert-tech aesthetic per D-074).
|
||||
2. `sfx_weapon_mode.ogg` — stance shift or mode toggle cue. Digital, clean. Manual synthesis.
|
||||
3. `sfx_fog_recognition.ogg` — "neural ping" as a previously-unseen entity resolves from grey blob to full color (D-060 cognitive delay completion). Crystalline, directional feel. SAO or manual synthesis.
|
||||
4. `sfx_implant_open.ogg` — insert/HUD open event. Diegetic tech sound. SAO for organic texture if >200ms; manual for shorter.
|
||||
5. `sfx_dialogue_start.ogg` — conversation initiates. Subtle, not jarring — dialogue already has the -7dB Ambient dip cue. Avoid competing with voice/text readability.
|
||||
6. `sfx_confrontation_dip.ogg` — confrontation audio dip accompaniment. This fires when `apply_dip("confrontation")` is called. Should feel like the world narrows — compressed, focused. Plays on UISounds bus.
|
||||
|
||||
Gotcha: The AudioManager calls `play()` with the asset filename stem as the key. Asset key must match exactly — e.g., file `sfx_cursor_hover.ogg` is called with `AudioManager.play("sfx_cursor_hover")`. Verify stems before committing.
|
||||
|
||||
Duration targets: all 6 are UI sounds (UISounds bus) — keep under 1.0s. Dialogue and confrontation sounds should be especially short to avoid competing with text display timing.
|
||||
|
||||
### #453 — Revisit Sprint 7 UI audio assets — trim to target durations and iterate
|
||||
|
||||
What exists: Sprint 7 UI audio assets exist in the audio branch under `res://audio/`. They were produced as initial placeholders. Team feedback (Tyre, Gestalt) flagged that some assets exceed target durations or don't fit the insert-tech vs organic aesthetic split from D-074.
|
||||
|
||||
What to deliver: Review each Sprint 7 UI asset against the D-038 / D-074 standards:
|
||||
- `sfx_monologue_chime.ogg` — target 0.5-1.0s, crystalline/neural-lattice feel. Re-synthesize if duration or tone is off.
|
||||
- `sfx_monologue_chime_urgent.ogg` — sharper variant, same duration range. Must feel distinctly more urgent than the base chime.
|
||||
- Any other Sprint 7 UI assets — check stems against AudioManager registry, confirm routing to correct bus.
|
||||
|
||||
Output: revised assets committed to `audio` branch, replacing the originals. Note which files changed and why in the PR description. If an asset is acceptable as-is, note that too.
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#440 (6 interaction audio assets) — in progress, complete first
|
||||
-> #453 (Sprint 7 asset revision, start after #440 is done)
|
||||
```
|
||||
|
||||
## PR Workflow
|
||||
|
||||
When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(audio): sprint 9 gauntlet — interaction SFX pack and Sprint 7 asset revisions" --description "body" --base main --head audio
|
||||
```
|
||||
@@ -0,0 +1,131 @@
|
||||
# Sprint 9: Gauntlet — CI Tasks
|
||||
|
||||
**Goal:** Build the test infrastructure backbone — test client binary, Gauntlet rooms 1-3, golden file suite, and client QA harness — so every future sprint can be validated end-to-end.
|
||||
|
||||
**Branch:** `ci`
|
||||
**Agents:** Justine (build/deploy)
|
||||
|
||||
## Carry-over from Sprint 8
|
||||
|
||||
| # | Title | Status | Notes |
|
||||
|---|-------|--------|-------|
|
||||
| #460 | make pre-pr target | backlog | Critical — did not start in Sprint 8. Linchpin for the pre-PR validation chain. Blocks #465. |
|
||||
| #464 | Content cross-reference validation (9 checks) | backlog | Critical — extends `tooling/validate-content`. Standalone from #460. |
|
||||
| #465 | Fixture staleness check in make pre-pr | backlog | Blocked by #460. |
|
||||
| #475 | make fixtures-client target (GDScript-generated fixtures for Rust) | backlog | #474 completed Sprint 8 — now unblocked. |
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #475 | make fixtures-client target (GDScript-generated fixtures for Rust) | — (#474 done Sprint 8) |
|
||||
| #486 | make golden-diff + make golden-update targets | #485 (server) |
|
||||
| #497 | Checklist YAML schema + make checklist generation | #487 (server) |
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/architecture.md` — D-030 (testability architecture: pre-PR chain, fixture staleness, Layer 3 integration tests; total runtime <3min for pre-PR target)
|
||||
- `decisions/architecture.md` — D-020 (server binary is a standalone Rust binary; `make pre-pr` must build it as part of the chain)
|
||||
|
||||
## Notes
|
||||
|
||||
### #460 — make pre-pr target
|
||||
|
||||
What exists: The top-level `Makefile` has `validate-content` (wraps `tooling/validate-content`) and individual `ci-server`, `ci-client` targets (see `docs/DEVOPS.md`). The `make pre-pr` target does not yet exist.
|
||||
|
||||
What to deliver: `make pre-pr` in the top-level `Makefile` as an ordered chain:
|
||||
1. `lint-server` (Clippy)
|
||||
2. `build-server` (cargo build)
|
||||
3. `test-server` (cargo nextest)
|
||||
4. `lint-client` (GDScript linter if any)
|
||||
5. `build-client`
|
||||
6. `test-client` (gdUnit4 headless)
|
||||
7. `validate-content` (schema validation)
|
||||
8. Fixture staleness check (stub hook for #465)
|
||||
|
||||
Total runtime target: <3 minutes on a clean build. Branch-specific variants: `make pre-pr-server` (steps 1-3 only), `make pre-pr-client` (steps 4-6 only), `make pre-pr-content` (step 7 only). These let individual teams run their own slice.
|
||||
|
||||
Gotcha: Server binary must be built before Layer 3 tests (which spawn it as a subprocess per D-030). Ensure `build-server` precedes `test-server` in the chain. Use `$(MAKE)` for sub-targets to get proper error propagation.
|
||||
|
||||
### #464 — Content cross-reference validation (9 checks)
|
||||
|
||||
What exists: `tooling/validate-content` is an executable script that runs YAML schema validation. Extend it with a cross-reference pass.
|
||||
|
||||
What to deliver: 9 cross-reference checks in `tooling/validate-content` (or a companion script it calls):
|
||||
1. `canonical_id` uniqueness — no two content items share an ID
|
||||
2. Relationship target resolution — every `target_id` in a relationship block resolves to a known entity
|
||||
3. Location slug resolution — every `location_slug` references a known location
|
||||
4. Dialogue location resolution — every dialogue `location` field resolves
|
||||
5. Fact tag validity — every fact tag is in the registered tag vocabulary
|
||||
6. Line pool tag coverage — every monologue line's trigger tags exist in content
|
||||
7. Archetype consistency — every NPC archetype value is a known enum variant
|
||||
8. Routine phase validity — every routine `phase` field is a valid DayPhase value
|
||||
9. (Check 9 is Bidirectional relationship consistency — advisory warning, non-blocking, see #515 for full impl; stub it here as a TODO comment)
|
||||
|
||||
Exit 0 if all checks pass (warnings OK for check 9). Exit 1 on any blocking failure. Output: per-check pass/fail with file+line reference for failures.
|
||||
|
||||
### #465 — Fixture staleness check in make pre-pr
|
||||
|
||||
What exists: `server/tests/gen_fixtures.rs` generates `.msgpack` files at `client/tests/fixtures/msgpack/`. The fixtures committed to git are the source of truth. If code changes alter fixture output without regenerating, client tests will fail with misleading errors.
|
||||
|
||||
What to deliver: A script (or Makefile target `check-fixture-staleness`) that:
|
||||
1. Runs `cargo test gen_fixtures` to regenerate fixtures into a temp location
|
||||
2. `git diff` the output against `client/tests/fixtures/msgpack/`
|
||||
3. Exit 1 if any fixture differs (stale fixtures = false positive in client tests)
|
||||
4. Print a clear message: "Fixtures stale — run `make fixtures-regen` to update"
|
||||
|
||||
Integrate as step 8 in `make pre-pr` (blocked by #460 providing the chain structure). Also expose as a standalone `make check-fixtures` target.
|
||||
|
||||
### #475 — make fixtures-client target (GDScript-generated fixtures for Rust)
|
||||
|
||||
What exists: #474 was completed in Sprint 8 — GDScript encoding asymmetry tests are done and validated. This target is now unblocked. It exercises the reverse direction: GDScript encoder → Rust decoder.
|
||||
|
||||
What to deliver: `make fixtures-client` Makefile target that:
|
||||
1. Runs the Godot headless GDScript test that generates `.msgpack` files at `server/tests/fixtures/gdscript/`
|
||||
2. The Rust integration test in `server/tests/serialization.rs` (or a new file) then verifies it can decode those files
|
||||
|
||||
This validates the full bidirectional protocol: Rust encodes → GDScript decodes (#474), GDScript encodes → Rust decodes (#475). Together they close the cross-encoder compatibility loop.
|
||||
|
||||
### #486 — make golden-diff + make golden-update targets
|
||||
|
||||
What exists: Blocked by #485 (server golden file suite). The golden file lives at `tests/golden/gauntlet_tick_10.json` (created by #485).
|
||||
|
||||
What to deliver: Two Makefile targets:
|
||||
- `make golden-diff`: runs the golden file test, shows a diff if the output has changed (use `diff --color` or `jq` for pretty output). Exits 1 if changed.
|
||||
- `make golden-update`: regenerates `tests/golden/gauntlet_tick_10.json` from a fresh run and stages it with `git add`. Does NOT commit — leaves the diff for developer review.
|
||||
|
||||
These are developer workflow targets, not CI gates. Document in `make` help output.
|
||||
|
||||
### #497 — Checklist YAML schema + make checklist generation
|
||||
|
||||
What exists: Blocked by #487 (server Gauntlet rooms — provides room IDs for checklist scope). Checklists live at `content/gauntlet/rooms/{room_id}/checklist.yaml` (per-room) and `content/gauntlet/cross_room_checks.yaml`.
|
||||
|
||||
What to deliver:
|
||||
- YAML schema definition (JSON Schema or serde-compatible struct): 7 condition types: `player_near`, `player_facing`, `entity_present`, `entity_absent`, `expected_monologue`, `expected_dialogue`, `expected_interaction_verb`. Each condition has `id`, `description`, `condition_type`, and type-specific fields.
|
||||
- `make checklist-generate` Makefile target: validates all checklist YAML against the schema, outputs a summary of condition counts per room
|
||||
- `make checklist-validate` target: runs the schema check standalone (useful in pre-PR chain)
|
||||
|
||||
The checklist format feeds into #503 (client auto-checklist progress tracking) in Sprint 10. Design the schema with that consumer in mind — conditions should be evaluable from an `ObserverSnapshot`.
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#460 (make pre-pr) — start immediately, no blockers
|
||||
-> #465 (fixture staleness check)
|
||||
|
||||
#464 (content cross-reference validation) — standalone, parallel to #460
|
||||
|
||||
#474 (done Sprint 8) -> #475 (make fixtures-client, unblocked)
|
||||
|
||||
#485 (server, golden suite) -> #486 (make golden-diff + golden-update)
|
||||
|
||||
#487 (server, Gauntlet rooms) -> #497 (checklist YAML schema)
|
||||
```
|
||||
|
||||
## PR Workflow
|
||||
|
||||
When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(ci): sprint 9 gauntlet — pre-pr chain, content validation, golden targets" --description "body" --base main --head ci
|
||||
```
|
||||
@@ -0,0 +1,112 @@
|
||||
# Sprint 9: Gauntlet — Client Tasks
|
||||
|
||||
**Goal:** Build the test infrastructure backbone — test client binary, Gauntlet rooms 1-3, golden file suite, and client QA harness — so every future sprint can be validated end-to-end.
|
||||
|
||||
**Branch:** `client`
|
||||
**Agents:** Stig (client dev), Hoshe (QA)
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #492 | Client P2 tests: remaining camera (5), entity alpha/color (4), UI (7) | — |
|
||||
| #493 | Client P3 tests: z-layer ordering (4), entity lerp (3), Tyre additions (5) | — |
|
||||
| #494 | Client anti-tedium tests: bug report capture, progress hidden when not gauntlet | — |
|
||||
| #495 | WRONG button (F12) MVP: snapshot + text render + description | #481 (server), #490 (server) |
|
||||
| #496 | Room timer + personal bests | #487 (server) |
|
||||
| #516 | Fix MessagePack int_64 encoder dead code branch | — |
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/architecture.md` — D-020 (ObserverSnapshot protocol, client is pure renderer), D-030 (gdUnit4 test framework, JSON output, headless stable)
|
||||
- `decisions/architecture.md` — D-068 (5-bus AudioManager — audio_manager.gd exists), D-066 (dual-scale grid: TILE_SIZE in constants.gd maps 0.5m sim tiles)
|
||||
- `decisions/scope.md` — D-053 (movement stances — entity lerp speed tuned per stance in entity_renderer.gd)
|
||||
|
||||
## Notes
|
||||
|
||||
### #492 — Client P2 tests: remaining camera (5), entity alpha/color (4), UI (7)
|
||||
|
||||
What exists: `client/scripts/rendering/entity_renderer.gd` handles entity alpha dimming (Peripheral vision = `Constants.PERIPHERAL_ALPHA`), entity color by kind via `Constants.color_for_entity_kind()`. Camera logic is in `client/scripts/` — check for a camera or follow node in the main scene. Existing tests at `client/tests/test_rendering.gd` and `client/tests/test_camera_anchor.gd` provide patterns.
|
||||
|
||||
What to deliver: 16 new gdUnit4 tests split across categories:
|
||||
- Camera (5): smoothing convergence, zoom levels, viewport clamping, follow target tracking, no-panning constraint (D-014)
|
||||
- Entity alpha/color (4): `Peripheral` -> `PERIPHERAL_ALPHA`, `Forward` -> alpha 1.0, NPC color by relationship state, Player color constant
|
||||
- UI (7): monologue display visible/hidden, interaction panel shows nearest verb, inventory HUD shows carried items, dialogue overlay appears on `current_dialogue` set, pause indicator on `TickRate::Paused`, recognition blob rendered for `pending_recognitions`, fog overlay covers occluded tiles
|
||||
|
||||
Use `GdUnitSceneRunner` for scene lifecycle tests. Follow patterns in `client/tests/test_p0_regressions.gd` and `client/tests/test_client_p1.gd`.
|
||||
|
||||
### #493 — Client P3 tests: z-layer ordering (4), entity lerp (3), Tyre additions (5)
|
||||
|
||||
What exists: `entity_renderer.gd` implements framerate-independent lerp with `LERP_SPEED = 12.0` (exponential smoothing). `_entity_targets` Dictionary tracks target pixel positions. `tile_renderer.gd` and `world_renderer.gd` handle tile layers.
|
||||
|
||||
What to deliver: 12 new gdUnit4 tests:
|
||||
- Z-layer ordering (4): floors render below walls, walls below entities, entities below UI, verify draw order via node tree position or `z_index`
|
||||
- Entity lerp (3): entity node position starts at spawn point (no lerp on first appear), position moves toward `_entity_targets` over time (mock delta), position converges within ~0.3s of real time at `LERP_SPEED = 12.0`
|
||||
- Tyre additions (5): recognition transition timing (grey blob -> colored entity over `total_delay_ticks`), facing indicator rotation matches `player_facing` from snapshot, sprint snappiness (lerp arrives faster at higher lerp weight), plus two further items from Tyre's round3 notes — check `db/connectors/ticket show 493` for full list
|
||||
|
||||
### #494 — Client anti-tedium tests: bug report capture, progress hidden when not gauntlet
|
||||
|
||||
What exists: Sprint 9 introduces the WRONG button F12 MVP (#495) and room timer (#496). These features have "anti-tedium" guards — the progress/timer UI must not appear in non-Gauntlet mode.
|
||||
|
||||
What to deliver: 2 regression tests:
|
||||
- F12 bug report capture: when F12 is pressed, client pauses, capture dialog appears, saved files are produced (mock the file system or check paths are attempted)
|
||||
- Gauntlet progress UI: in non-Gauntlet mode (no `gauntlet_mode` flag or room metadata), the room timer and personal-bests overlay must not be visible
|
||||
|
||||
These are client-side regression tests. Add to `client/tests/test_p0_regressions.gd` or a new `test_anti_tedium.gd`.
|
||||
|
||||
### #495 — WRONG button (F12) MVP: snapshot + text render + description
|
||||
|
||||
What exists: Blocked by #481 (server text renderer, provides `format_snapshot_text()`) and #490 (server room reset — context for room metadata in capture). `game_state.gd` holds `current_snapshot` (full Dictionary), `current_tick`, `player_stance`. The `sim_bridge.gd` handles IPC. Audio is in `audio_manager.gd`.
|
||||
|
||||
What to deliver: F12 key binding in `client/scripts/autoloads/input_mapper.gd` (or main scene). On press:
|
||||
1. Send `PlayerAction::Pause` via sim_bridge
|
||||
2. Show a one-line prompt: "Describe the issue:" (simple LineEdit dialog)
|
||||
3. On confirm: save three files to `tests/bug-reports/YYYY-MM-DD_HH-MM-SS/`:
|
||||
- `snapshot.json` — `current_snapshot` as JSON
|
||||
- `render.txt` — text render output from server's `format_snapshot_text()` (request via a special IPC call, or reproduce in GDScript using snapshot data)
|
||||
- `description.txt` — tester's typed description + tick/room/seed metadata
|
||||
4. Send `PlayerAction::Unpause`
|
||||
|
||||
Gotcha: `format_snapshot_text()` is a server-side Rust function (#481). For MVP, reproduce a simplified version client-side in GDScript using `current_snapshot` data, so this ticket is not blocked at runtime even if the test client binary isn't connected. Full fidelity (exact server text output) is a stretch goal.
|
||||
|
||||
### #496 — Room timer + personal bests
|
||||
|
||||
What exists: Blocked by #487 (Gauntlet rooms — provides room_id per snapshot). `game_state.gd` tracks `current_tick`. The `ObserverSnapshot` does not currently include `room_id` — this needs a server-side field or derivation from entity positions.
|
||||
|
||||
What to deliver: Client-side GDScript in the main scene or a new `gauntlet_hud.gd`:
|
||||
- Timer label: `TIMER: MM:SS` displayed in corner
|
||||
- Timer starts on room entry event (snapshot indicates new room), resets on room reset trigger
|
||||
- Personal bests loaded from / saved to `tests/gauntlet-stats.json` (FileAccess)
|
||||
- Session summary printed on disconnect
|
||||
- UI hidden entirely in non-Gauntlet mode
|
||||
|
||||
Coordinate with server team: `ObserverSnapshot` needs a `room_id: Option<String>` field or equivalent (may be added as part of #487/#488 server work). Use `#[serde(default)]` on the server side so the client can handle both old and new snapshots.
|
||||
|
||||
### #516 — Fix MessagePack int_64 encoder dead code branch
|
||||
|
||||
What exists: The GDScript MessagePack encoder has a dead code branch for `int_64` encoding. Identified as a bug in Sprint 8 backlog scan. Location: likely in the MessagePack encode/decode utility in `client/scripts/protocol/` — check for the file handling integer encoding.
|
||||
|
||||
What to deliver: Fix the dead code branch, add a test case for the int_64 path, verify it encodes and decodes correctly. Small ticket (~0.5d). Do this early in the sprint as a warm-up before the larger test suites.
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#516 (msgpack fix) — standalone, start early
|
||||
|
||||
#492 (P2 tests) — standalone, parallel
|
||||
#493 (P3 tests) — standalone, parallel
|
||||
#494 (anti-tedium tests) — standalone (can stub #495 behavior)
|
||||
|
||||
#495 (WRONG button F12) — blocked by #481 + #490 (server)
|
||||
-> (unblocks #507 in Sprint 10)
|
||||
|
||||
#496 (room timer) — blocked by #487 (server)
|
||||
```
|
||||
|
||||
## PR Workflow
|
||||
|
||||
When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(client): sprint 9 gauntlet — QA harness and F12 WRONG button" --description "body" --base main --head client
|
||||
```
|
||||
@@ -0,0 +1,147 @@
|
||||
# Sprint 9: Gauntlet — Joint / Integration
|
||||
|
||||
**Goal:** Build the test infrastructure backbone — test client binary, Gauntlet rooms 1-3, golden file suite, and client QA harness — so every future sprint can be validated end-to-end.
|
||||
|
||||
**Agents:** All implementation agents (Dudley, Stig, Hoshe, Tyre, Justine, Inigo)
|
||||
|
||||
---
|
||||
|
||||
## Pre-Sprint Decisions
|
||||
|
||||
No new decisions are required before Sprint 9 begins. All sprint tickets operate within confirmed decisions. Items to monitor:
|
||||
|
||||
| Item | Status | Needed by |
|
||||
|------|--------|-----------|
|
||||
| `room_id` field in ObserverSnapshot | Server team must add as `Option<String>` with `#[serde(default)]` (part of #487/#488 scope) | #496 (room timer, client) |
|
||||
| Checklist YAML schema design | CI and server team to align on condition types before #497 starts | #497 (checklist YAML, CI) |
|
||||
| `format_snapshot_text()` signature | Server team (#481) must export pub from server crate before client can use it | #495 (WRONG button, client) |
|
||||
|
||||
---
|
||||
|
||||
## Cross-Team Dependencies
|
||||
|
||||
```
|
||||
Server #480 (test client binary)
|
||||
-> Server #481 (text renderer, pub export)
|
||||
-> Client #495 (WRONG button F12 capture)
|
||||
-> Server #484 (golden diff engine)
|
||||
-> Server #485 (golden suite)
|
||||
-> CI #486 (make golden-diff + golden-update)
|
||||
|
||||
Server #487 (Gauntlet rooms 1-3)
|
||||
-> Server #488 (room constants)
|
||||
-> Server #490 (room reset trigger)
|
||||
-> Client #495 (WRONG button — reset plate context)
|
||||
-> Client #502 (room reset UX — Sprint 10)
|
||||
-> Client #496 (room timer)
|
||||
-> CI #497 (checklist YAML schema)
|
||||
|
||||
Client #474 (done Sprint 8)
|
||||
-> CI #475 (make fixtures-client, unblocked at sprint start)
|
||||
|
||||
CI #460 (make pre-pr)
|
||||
-> CI #465 (fixture staleness check)
|
||||
```
|
||||
|
||||
**Critical path:** `#480 → #481 → #484 → #485 → #486`. This chain must start and progress in the first days of the sprint. Tyre should review #480's workspace crate structure before Dudley starts to avoid rework.
|
||||
|
||||
---
|
||||
|
||||
## Sprint Completion Proof
|
||||
|
||||
Sprint 9 is complete when all of the following are observable:
|
||||
|
||||
**Test client and golden suite**
|
||||
- `tooling/test-client/` builds cleanly as a separate workspace crate (`cargo build -p test-client`)
|
||||
- Running `./tooling/test-client --connect <port> --json` against a live server produces formatted JSON output with tick, entities, and stance data
|
||||
- `make golden-diff` exits 0 (snapshot output matches committed golden file)
|
||||
- `make golden-update` regenerates `tests/golden/gauntlet_tick_10.json` without error
|
||||
|
||||
**Layer 3 subprocess test**
|
||||
- `cargo nextest run layer3` passes: server spawns, `LISTENING:{port}` received, connection established, snapshot deserialized, all assertions green
|
||||
|
||||
**Gauntlet rooms**
|
||||
- Server boots with Gauntlet content and three rooms load without panic
|
||||
- `room_at(x, y)` resolves a coordinate within each of the 3 room boundaries to the correct `GauntletRoom`
|
||||
- Room reset on trigger: entity positions, player KG (room refs), and fog return to tick-0 state
|
||||
|
||||
**Client QA**
|
||||
- All P2 tests (#492), P3 tests (#493), and anti-tedium tests (#494) pass headless in `make test-client`
|
||||
- F12 keypress in Godot (Gauntlet mode) pauses simulation, prompts for description, and produces 3 files in `tests/bug-reports/`
|
||||
- Room timer displays in Gauntlet mode, hidden in non-Gauntlet mode
|
||||
|
||||
**CI chain**
|
||||
- `make pre-pr` exits 0 on a clean checkout (lint + build + test + content validate + fixture staleness)
|
||||
- `make pre-pr-server` and `make pre-pr-client` exist as branch-specific variants
|
||||
- Content cross-reference validation (`tooling/validate-content`) runs all 9 checks without false positives on current content
|
||||
|
||||
**Audio**
|
||||
- 6 interaction SFX assets committed to `audio` branch under `res://audio/`
|
||||
- AudioManager registers them at startup (no-op fallback if absent — client branch unchanged)
|
||||
- Sprint 7 chime assets revised and re-committed
|
||||
|
||||
---
|
||||
|
||||
## Test Plan Alignment (D-030)
|
||||
|
||||
Sprint 9 is Phase 3+ of the D-030 testability phases. The sprint adds the Layer 3 real subprocess test and the golden file regression suite. Both are explicit D-030 goals:
|
||||
|
||||
| D-030 Phase | Target | Sprint 9 Status |
|
||||
|-------------|--------|-----------------|
|
||||
| Phase 1 (Sprints 1-2): test infra | Done (Sprints 1-2) | |
|
||||
| Phase 2 (Sprints 3-4): monologue pipeline, info boundary negatives | Done (Sprints 3-5) | |
|
||||
| Phase 3 (Sprint 5+): CauseChain verification, divergent snapshots | Gauntlet golden suite (#485) starts this | In scope |
|
||||
| Layer 3: real subprocess | `server/tests/layer3.rs` (#482) | In scope |
|
||||
| Pre-PR gate: <3min full chain | `make pre-pr` (#460) | In scope |
|
||||
| Fixture staleness detection | `check-fixture-staleness` (#465) | In scope |
|
||||
| Cross-encoder protocol validation | #474 + #475 | In scope |
|
||||
|
||||
---
|
||||
|
||||
## Open Questions to Resolve Early
|
||||
|
||||
No blocking Q-NNN items for Sprint 9 tickets. Monitor:
|
||||
|
||||
- **`room_id` in snapshot**: Server team should confirm whether `ObserverSnapshot` gets a `room_id: Option<String>` field in this sprint (scope of #487/#488) or whether the client derives room from entity positions. Client #496 needs this resolved by mid-sprint.
|
||||
- **Test client crate location**: Confirm `tooling/test-client/` as the workspace crate path with Tyre before #480 starts. The `tooling/` directory is currently scripts only — a Cargo workspace member there is new.
|
||||
|
||||
---
|
||||
|
||||
## Sequence Recommendation
|
||||
|
||||
**Days 1-3 (all teams in parallel):**
|
||||
- Server: start #480 immediately (no blockers). Tyre reviews workspace structure.
|
||||
- Server: start #487 in parallel (no blockers). Dudley on rooms, Tyre on architecture review.
|
||||
- Server: start #489 (standalone, no blockers).
|
||||
- Client: start #516 (small warm-up), then #474 (fixtures ready).
|
||||
- Client: start #492, #493, #494 in parallel (all standalone).
|
||||
- CI: start #460 and #464 in parallel (both standalone).
|
||||
- Audio: finish #440 (in progress).
|
||||
|
||||
**Days 4-6:**
|
||||
- Server: #481, #482 unblock once #480 is done.
|
||||
- Server: #488, #490 unblock once #487 is done.
|
||||
- CI: #465 unblocks once #460 is done. #475 unblocks once #474 is done.
|
||||
- Client: #496 unblocks once #487 server work is done.
|
||||
- Audio: start #453 once #440 is complete.
|
||||
|
||||
**Days 7-10:**
|
||||
- Server: #484, #485 unblock once #481 is done.
|
||||
- CI: #486 unblocks once #485 is done. #497 unblocks once #487 is done.
|
||||
- Client: #495 unblocks once #481 + #490 are done.
|
||||
|
||||
---
|
||||
|
||||
## PR Workflow
|
||||
|
||||
Each team submits their own PR from their branch. Integration is via merge to `main`. No joint branch — all tickets are single-team (see team assignments in each briefing). The `joint.md` tracks integration readiness but does not produce a separate branch.
|
||||
|
||||
```bash
|
||||
# Verify sprint assignment before PR
|
||||
db/connectors/sprint status --team <team>
|
||||
|
||||
# Standard PR (all flags required — see CLAUDE.md)
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz \
|
||||
--title "feat(<scope>): sprint 9 gauntlet — <team summary>" \
|
||||
--description "body" --base main --head <branch>
|
||||
```
|
||||
@@ -0,0 +1,130 @@
|
||||
# Sprint 9: Gauntlet — Server Tasks
|
||||
|
||||
**Goal:** Build the test infrastructure backbone — test client binary, Gauntlet rooms 1-3, golden file suite, and client QA harness — so every future sprint can be validated end-to-end.
|
||||
|
||||
**Branch:** `server`
|
||||
**Agents:** Dudley (simulation dev), Tyre (architect), Hoshe (QA)
|
||||
|
||||
## Carry-over from Sprint 8
|
||||
|
||||
| # | Title | Status | Notes |
|
||||
|---|-------|--------|-------|
|
||||
| #480 | Test client binary scaffolding + CLI | backlog | Linchpin — blocks #481, #482, #483, #484. Was Sprint 8 scope but did not start. |
|
||||
| #481 | Text renderer library | backlog | Blocked by #480. Needed for golden diff and WRONG button (F12). |
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #482 | Layer 3 subprocess test: server_subprocess_sends_snapshot_on_connect | #480 |
|
||||
| #484 | Test client golden file comparison (JSON diff) | #480, #481 |
|
||||
| #485 | Golden file test suite: gauntlet_tick_10_matches_golden | #484 |
|
||||
| #487 | Gauntlet first 3 rooms (Inventory Warehouse, Occlusion Corridor, Pause Chamber) | — |
|
||||
| #488 | Gauntlet room constants module (server/src/test_world/constants.rs) | #487 |
|
||||
| #489 | Content runtime validation: boot + tick 10 + snapshot | — |
|
||||
| #490 | Room reset trigger mechanism | #487 |
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/architecture.md` — D-020 (subprocess IPC, `ObserverSnapshot`, `PlayerInput`), D-030 (testability architecture, Layer 3 integration tests), D-010 (deterministic simulation, injectable resources)
|
||||
- `decisions/scope.md` — D-065 (smuggler inventory, `CarriedBy` component — Inventory Warehouse room), D-053 (movement stances — Pause Chamber room)
|
||||
- `decisions/perception.md` — D-035 (symmetric shadowcasting — Occlusion Corridor room)
|
||||
|
||||
## Notes
|
||||
|
||||
### #480 — Test client binary scaffolding + CLI (tooling/test-client/)
|
||||
|
||||
What exists: `server/` is a workspace crate (see `server/Cargo.toml`). The `bridge` module exports `ObserverSnapshot`, `PlayerInput`, `read_framed`, `write_framed` from `server/src/bridge/`. `TcpBridge` is in `server/src/bridge/tcp.rs`. The server binary (`server/src/main.rs`) already implements `--test-mode --port 0` and emits `LISTENING:{port}` on stdout (Sprint 8, #459).
|
||||
|
||||
What to deliver: A new Cargo workspace crate at `tooling/test-client/` that imports bridge types from the server crate. CLI flags: `--connect <port>`, `--replay <file>`, `--text` (text output), `--json` (JSON output), `--quiet`. This is the foundation for every subsequent test client ticket in this sprint — do it first.
|
||||
|
||||
Integration point: The server crate must expose `read_framed` and `write_framed` as `pub` from `server/src/bridge/framing.rs` (verify they are already public; the integration test at `server/tests/game_loop.rs` already uses them).
|
||||
|
||||
### #481 — Text renderer library (server/src/bridge/text_renderer.rs)
|
||||
|
||||
What exists: `ObserverSnapshot` is fully defined in `server/src/bridge/types.rs` (v8, protocol version 8). Fields include `entities` (Vec<VisibleEntity>), `visible_tiles`, `tick`, `game_time`, `player_stance`, `player_inventory`, etc.
|
||||
|
||||
What to deliver: `format_snapshot_text(&ObserverSnapshot) -> String`. Entity labels as `kind:entity_id`, sorted by distance from player position. Room name from `room_at()` helper (or "unknown" stub if room system not yet in place). Export as `pub` from the server crate for `tooling/test-client/` consumption. This is also consumed by #495 (WRONG button F12 capture on the client).
|
||||
|
||||
### #482 — Layer 3 subprocess test: server_subprocess_sends_snapshot_on_connect
|
||||
|
||||
What exists: `server/tests/game_loop.rs` already has a full IPC round-trip test using `TcpBridge::accept_on()`. The `--test-mode --port 0` + `LISTENING:{port}` pattern is live in `server/src/main.rs`. The test for #459 already validated the handshake.
|
||||
|
||||
What to deliver: A new test at `server/tests/layer3.rs`. Spawns the server binary with `--test-mode --port 0`, reads `LISTENING:{port}` from stdout, connects via TCP (`TcpBridge::connect()`), sends one `PlayerInput`, reads one `ObserverSnapshot`, asserts `version == PROTOCOL_VERSION`, `tick >= 0`, `entities.len() > 0`. This is D-030 Layer 3 — the real subprocess, not a mock.
|
||||
|
||||
Gotcha: The server binary must be pre-built before this test runs. Use `std::process::Command` with the binary path from `env!("CARGO_MANIFEST_DIR")` or a build script. Look at how `server/tests/bridge_tcp.rs` handles spawning if there is a prior pattern.
|
||||
|
||||
### #484 — Test client golden file comparison (JSON diff)
|
||||
|
||||
What exists: #480 (test client crate) must be done first. The `ObserverSnapshot` struct derives `Serialize`/`Deserialize` via serde.
|
||||
|
||||
What to deliver: A recursive `diff_json_values()` comparison function in `tooling/test-client/src/golden.rs`. Sorts object keys before compare (BTreeMap semantics). Pretty-prints field-level diffs on mismatch (path + expected + got). Exit code 1 on any mismatch. This is the comparison engine for #485.
|
||||
|
||||
### #485 — Golden file test suite: gauntlet_tick_10_matches_golden
|
||||
|
||||
What exists: #484 must be done. The determinism regression test at `server/tests/determinism.rs` (Sprint 8, #466) already validates tick-level determinism. Gauntlet room #487 must be done (provides the map for the replay).
|
||||
|
||||
What to deliver: A test in `server/tests/` (or via the test client) that runs a 10-tick deterministic replay against the Gauntlet map, serializes the resulting `ObserverSnapshot` to JSON, and compares against a committed golden file at `tests/golden/gauntlet_tick_10.json`. First run: generate and commit the golden file. Subsequent runs: fail on any deviation. This is the primary regression guard.
|
||||
|
||||
### #487 — Gauntlet first 3 rooms (Inventory Warehouse, Occlusion Corridor, Pause Chamber)
|
||||
|
||||
What exists: Content loading system is live — `server/src/content/` (ContentPlugin, ContentConfig, loader, spawn). The proof room setup in `server/src/main.rs` (`setup_proof_room()`) shows the ECS entity spawning pattern. `WalkabilityMap` is the tile collision resource. The room system needs a new `server/src/test_world/` module (Gauntlet-specific, not production content).
|
||||
|
||||
What to deliver: Three rooms as hybrid YAML + Rust inject:
|
||||
- Inventory Warehouse (30x28, 11 entities): tests D-065 inventory system, `CarriedBy` component
|
||||
- Occlusion Corridor (42x22, 4 entities): tests D-035 LOS shadowcasting, wall placement critical
|
||||
- Pause Chamber (16x16, 1 entity): tests D-053 pause guard; `--test-mode` gate check
|
||||
|
||||
Room layout: embed in `server/src/test_world/rooms/` as YAML, with a Rust loader in `server/src/test_world/mod.rs` that spawns them via `WalkabilityMap` + ECS entities. Each room gets a unique `room_id` string. This module is Gauntlet-only — do not pollute `server/src/content/`.
|
||||
|
||||
Blocks: #488 (constants module), #490 (room reset), #497 (checklist YAML), #496 (room timer), #498 (next 3-4 rooms).
|
||||
|
||||
### #488 — Gauntlet room constants module (server/src/test_world/constants.rs)
|
||||
|
||||
What exists: #487 must be done first. Depends on room definitions from that ticket.
|
||||
|
||||
What to deliver: `GauntletRoom` struct (id, name, spawn_x, spawn_y, width, height), `GauntletEntity` struct (stable_id, kind, x, y), 8 room constants (one per planned Gauntlet room — stub the unimplemented ones), `ROOMS: &[GauntletRoom]` array, `room_at(x, y) -> Option<&GauntletRoom>` lookup. ~100 lines. These stable coordinate references are used by all Gauntlet tests to avoid magic numbers.
|
||||
|
||||
### #489 — Content runtime validation: boot + tick 10 + snapshot
|
||||
|
||||
What exists: `ContentPlugin` loads from `content/` at startup. If content schema is valid YAML but has runtime issues (e.g., NPC references broken entity IDs), the server may panic on tick rather than at load time.
|
||||
|
||||
What to deliver: A test at `server/tests/content_loading.rs` (or extend the existing file) that: starts the server with `ContentPlugin`, ticks 10 times, reads an `ObserverSnapshot`, asserts no panic and `version == PROTOCOL_VERSION`. This is a smoke test for production content. Standalone — does not depend on Gauntlet rooms.
|
||||
|
||||
### #490 — Room reset trigger mechanism
|
||||
|
||||
What exists: #487 (Gauntlet rooms) must be done. ECS has `WalkabilityMap`, `TilePosition`, `KnowledgeGraph` components.
|
||||
|
||||
What to deliver:
|
||||
- `RoomResetTrigger` component: marks a tile as a reset plate
|
||||
- `RoomSnapshots` resource: stores tick-0 entity state per room (positions, KG entries, inventory items)
|
||||
- `execute_room_reset` system: on trigger activation, restores entity positions, player KG (room refs only), fog (room tiles), inventory items to tick-0 state
|
||||
|
||||
Resets: entity positions and KG, player KG (room refs only — not cross-room knowledge), fog (room tiles only), inventory items. Does NOT reset: game time, player stance, cross-room knowledge, the hub area.
|
||||
|
||||
Blocks: #495 (WRONG button F12 depends on reset plate context), #502 (client-side reset UX).
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#480 (test client binary)
|
||||
-> #481 (text renderer)
|
||||
-> #484 (golden diff)
|
||||
-> #485 (golden suite)
|
||||
-> #482 (Layer 3 subprocess test)
|
||||
-> #484 (golden diff)
|
||||
|
||||
#487 (Gauntlet rooms 1-3)
|
||||
-> #488 (room constants)
|
||||
-> #490 (room reset trigger)
|
||||
|
||||
#489 (content runtime validation) — standalone, parallel track
|
||||
```
|
||||
|
||||
## PR Workflow
|
||||
|
||||
When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(simulation): sprint 9 gauntlet — test client and gauntlet rooms" --description "body" --base main --head server
|
||||
```
|
||||
Generated
+20
@@ -950,6 +950,19 @@ dependencies = [
|
||||
"syn",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "serde_json"
|
||||
version = "1.0.149"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "83fc039473c5595ace860d8c4fafa220ff474b3fc6bfdb4293327f1a37e94d86"
|
||||
dependencies = [
|
||||
"itoa",
|
||||
"memchr",
|
||||
"serde",
|
||||
"serde_core",
|
||||
"zmij",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "serde_yaml"
|
||||
version = "0.9.34+deprecated"
|
||||
@@ -975,6 +988,7 @@ dependencies = [
|
||||
"rand_chacha",
|
||||
"rmp-serde",
|
||||
"serde",
|
||||
"serde_json",
|
||||
"serde_yaml",
|
||||
"thiserror",
|
||||
"tracing",
|
||||
@@ -1373,3 +1387,9 @@ dependencies = [
|
||||
"quote",
|
||||
"syn",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "zmij"
|
||||
version = "1.0.21"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "b8848ee67ecc8aedbaf3e4122217aff892639231befc6a1b58d29fff4c2cabaa"
|
||||
|
||||
@@ -16,3 +16,10 @@ pathfinding = "4.11"
|
||||
thiserror = "2"
|
||||
tracing = "0.1"
|
||||
tracing-subscriber = { version = "0.3", features = ["env-filter"] }
|
||||
|
||||
[features]
|
||||
default = ["gauntlet"]
|
||||
gauntlet = []
|
||||
|
||||
[dev-dependencies]
|
||||
serde_json = "1"
|
||||
|
||||
@@ -9,6 +9,7 @@ use bevy_ecs::schedule::IntoScheduleConfigs;
|
||||
pub mod framing;
|
||||
pub mod local;
|
||||
pub mod tcp;
|
||||
pub mod text_renderer;
|
||||
pub mod types;
|
||||
pub use types::*;
|
||||
|
||||
|
||||
@@ -46,9 +46,9 @@ impl TcpBridge {
|
||||
|
||||
// Set non-blocking so receive_inputs doesn't stall the game loop.
|
||||
// read_framed handles WouldBlock by returning Ok(None).
|
||||
stream.set_nonblocking(true).map_err(|e| {
|
||||
BridgeError::Transport(format!("failed to set non-blocking: {}", e))
|
||||
})?;
|
||||
stream
|
||||
.set_nonblocking(true)
|
||||
.map_err(|e| BridgeError::Transport(format!("failed to set non-blocking: {}", e)))?;
|
||||
|
||||
// Clone stream for reader and writer
|
||||
let reader_stream = stream.try_clone().map_err(|e| {
|
||||
@@ -81,9 +81,9 @@ impl TcpBridge {
|
||||
local_addr
|
||||
);
|
||||
|
||||
stream.set_nonblocking(true).map_err(|e| {
|
||||
BridgeError::Transport(format!("failed to set non-blocking: {}", e))
|
||||
})?;
|
||||
stream
|
||||
.set_nonblocking(true)
|
||||
.map_err(|e| BridgeError::Transport(format!("failed to set non-blocking: {}", e)))?;
|
||||
|
||||
let reader_stream = stream.try_clone().map_err(|e| {
|
||||
BridgeError::Transport(format!("failed to clone stream for reader: {}", e))
|
||||
|
||||
@@ -0,0 +1,411 @@
|
||||
// Text renderer for ObserverSnapshot — structured human-readable output.
|
||||
// Library code callable by test-client crate and server integration tests.
|
||||
// The server binary never references this module.
|
||||
|
||||
use std::fmt::Write;
|
||||
|
||||
use crate::bridge::types::*;
|
||||
use crate::knowledge::types::{EntityVisibility, RelationshipState};
|
||||
|
||||
/// Format an ObserverSnapshot as structured text for human verification.
|
||||
///
|
||||
/// Output format matches the test-client --text specification:
|
||||
/// header, game time, room, entities (sorted by distance), pending
|
||||
/// recognitions, tiles, interactions, inventory, monologue, dialogue.
|
||||
pub fn format_snapshot_text(snapshot: &ObserverSnapshot) -> String {
|
||||
let mut out = String::with_capacity(2048);
|
||||
|
||||
// Find player entity for position reference
|
||||
let player = snapshot
|
||||
.entities
|
||||
.iter()
|
||||
.find(|e| matches!(e.kind, EntityKind::Player));
|
||||
let (px, py) = player.map(|p| (p.x as i32, p.y as i32)).unwrap_or((-1, -1));
|
||||
|
||||
// Header
|
||||
writeln!(
|
||||
out,
|
||||
"=== Tick {} | Player ({},{}) facing {:?} | Stance: {:?} | TickRate: {:?} ===",
|
||||
snapshot.tick,
|
||||
px,
|
||||
py,
|
||||
snapshot.player_facing,
|
||||
snapshot.player_stance,
|
||||
snapshot.game_time.tick_rate,
|
||||
)
|
||||
.ok();
|
||||
|
||||
// Game time
|
||||
let hours = (snapshot.game_time.time_of_day / 60) % 24;
|
||||
let minutes = snapshot.game_time.time_of_day % 60;
|
||||
writeln!(
|
||||
out,
|
||||
"Game time: Day {}, {:02}:{:02} ({:?})",
|
||||
snapshot.game_time.day, hours, minutes, snapshot.game_time.day_phase,
|
||||
)
|
||||
.ok();
|
||||
|
||||
// Room name — stub until Gauntlet room constants are implemented (Sprint 9)
|
||||
writeln!(out, "Room: (unknown)").ok();
|
||||
|
||||
// Non-player entities sorted by distance then entity_id
|
||||
let mut entities: Vec<&VisibleEntity> = snapshot
|
||||
.entities
|
||||
.iter()
|
||||
.filter(|e| !matches!(e.kind, EntityKind::Player))
|
||||
.collect();
|
||||
entities.sort_by_key(|e| {
|
||||
let dist = (e.x as i32 - px).unsigned_abs() + (e.y as i32 - py).unsigned_abs();
|
||||
(dist, e.entity_id)
|
||||
});
|
||||
|
||||
if !entities.is_empty() {
|
||||
writeln!(out, "Entities ({}):", entities.len()).ok();
|
||||
for e in &entities {
|
||||
let dist = (e.x as i32 - px).unsigned_abs() + (e.y as i32 - py).unsigned_abs();
|
||||
writeln!(
|
||||
out,
|
||||
" {}:{:<8} ({},{}) {:<8} rel:{:<16} vis:{:<12} d={}",
|
||||
kind_label(e.kind),
|
||||
e.entity_id,
|
||||
e.x as i32,
|
||||
e.y as i32,
|
||||
sector_label(e.visibility),
|
||||
relationship_label(e.relationship),
|
||||
observation_label(&e.observation),
|
||||
dist,
|
||||
)
|
||||
.ok();
|
||||
}
|
||||
}
|
||||
|
||||
// Pending recognitions
|
||||
if !snapshot.pending_recognitions.is_empty() {
|
||||
write!(
|
||||
out,
|
||||
"Pending recognitions: {}",
|
||||
snapshot.pending_recognitions.len()
|
||||
)
|
||||
.ok();
|
||||
for pr in &snapshot.pending_recognitions {
|
||||
let elapsed = pr.total_delay_ticks - pr.remaining_ticks;
|
||||
write!(
|
||||
out,
|
||||
" [npc:{} at ({},{}) {}/{} ticks]",
|
||||
pr.entity_id, pr.x as i32, pr.y as i32, elapsed, pr.total_delay_ticks,
|
||||
)
|
||||
.ok();
|
||||
}
|
||||
writeln!(out).ok();
|
||||
}
|
||||
|
||||
// Tiles
|
||||
writeln!(out, "Tiles: {} visible", snapshot.visible_tiles.len()).ok();
|
||||
|
||||
// Interactions
|
||||
if !snapshot.nearby_interactions.is_empty() {
|
||||
writeln!(
|
||||
out,
|
||||
"Interactions ({}):",
|
||||
snapshot.nearby_interactions.len()
|
||||
)
|
||||
.ok();
|
||||
for ni in &snapshot.nearby_interactions {
|
||||
let verbs: Vec<String> = ni
|
||||
.verbs
|
||||
.iter()
|
||||
.map(|v| format!("{}({})", v.label, v.priority))
|
||||
.collect();
|
||||
writeln!(
|
||||
out,
|
||||
" {}:{} [{}] distance={}",
|
||||
kind_label(ni.entity_type),
|
||||
ni.entity_id,
|
||||
verbs.join(", "),
|
||||
ni.distance,
|
||||
)
|
||||
.ok();
|
||||
}
|
||||
}
|
||||
|
||||
// Inventory
|
||||
if !snapshot.player_inventory.is_empty() {
|
||||
let slots: Vec<String> = snapshot
|
||||
.player_inventory
|
||||
.iter()
|
||||
.map(|item| format!("item:{}(slot-{})", item.item_id, item.slot))
|
||||
.collect();
|
||||
writeln!(
|
||||
out,
|
||||
"Inventory: {}/9 [{}]",
|
||||
snapshot.player_inventory.len(),
|
||||
slots.join(", "),
|
||||
)
|
||||
.ok();
|
||||
}
|
||||
|
||||
// Monologue
|
||||
if let Some(ref mono) = snapshot.current_monologue {
|
||||
writeln!(out, "Monologue: \"{}\"", mono.text).ok();
|
||||
}
|
||||
|
||||
// Dialogue response
|
||||
if let Some(ref dialogue) = snapshot.dialogue_response {
|
||||
writeln!(
|
||||
out,
|
||||
"Dialogue: [npc:{}] \"{}\"",
|
||||
dialogue.speaker_entity_id, dialogue.text
|
||||
)
|
||||
.ok();
|
||||
}
|
||||
|
||||
writeln!(out, "===").ok();
|
||||
out
|
||||
}
|
||||
|
||||
fn kind_label(kind: EntityKind) -> &'static str {
|
||||
match kind {
|
||||
EntityKind::Player => "player",
|
||||
EntityKind::Npc => "npc",
|
||||
EntityKind::Object => "obj",
|
||||
EntityKind::Terrain => "terrain",
|
||||
}
|
||||
}
|
||||
|
||||
fn sector_label(sector: VisibilitySector) -> &'static str {
|
||||
match sector {
|
||||
VisibilitySector::Forward => "Forward",
|
||||
VisibilitySector::Peripheral => "Periph",
|
||||
}
|
||||
}
|
||||
|
||||
fn relationship_label(rel: RelationshipState) -> &'static str {
|
||||
match rel {
|
||||
RelationshipState::Unknown => "Unknown",
|
||||
RelationshipState::Known => "Known",
|
||||
RelationshipState::Friendly => "Friendly",
|
||||
RelationshipState::PersonOfInterest => "POI",
|
||||
RelationshipState::Hostile => "Hostile",
|
||||
}
|
||||
}
|
||||
|
||||
fn observation_label(obs: &EntityVisibility) -> &'static str {
|
||||
match obs {
|
||||
EntityVisibility::Visible => "Visible",
|
||||
EntityVisibility::Remembered { .. } => "Remembered",
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::simulation::time::{DayPhase, TickRate};
|
||||
|
||||
fn make_snapshot() -> ObserverSnapshot {
|
||||
ObserverSnapshot {
|
||||
version: PROTOCOL_VERSION,
|
||||
tick: 42,
|
||||
game_time: GameTime {
|
||||
day: 0,
|
||||
time_of_day: 252,
|
||||
day_phase: DayPhase::Morning,
|
||||
tick_rate: TickRate::Full,
|
||||
},
|
||||
player_facing: FacingDirection::East,
|
||||
player_stance: MovementStance::Walk,
|
||||
player_inventory: vec![],
|
||||
entities: vec![
|
||||
VisibleEntity {
|
||||
entity_id: 1,
|
||||
x: 15.0,
|
||||
y: 10.0,
|
||||
z: 0,
|
||||
kind: EntityKind::Player,
|
||||
visibility: VisibilitySector::Forward,
|
||||
relationship: RelationshipState::Unknown,
|
||||
observation: EntityVisibility::Visible,
|
||||
},
|
||||
VisibleEntity {
|
||||
entity_id: 100,
|
||||
x: 18.0,
|
||||
y: 10.0,
|
||||
z: 0,
|
||||
kind: EntityKind::Npc,
|
||||
visibility: VisibilitySector::Forward,
|
||||
relationship: RelationshipState::Known,
|
||||
observation: EntityVisibility::Visible,
|
||||
},
|
||||
VisibleEntity {
|
||||
entity_id: 200,
|
||||
x: 16.0,
|
||||
y: 9.0,
|
||||
z: 0,
|
||||
kind: EntityKind::Object,
|
||||
visibility: VisibilitySector::Forward,
|
||||
relationship: RelationshipState::Unknown,
|
||||
observation: EntityVisibility::Visible,
|
||||
},
|
||||
],
|
||||
visible_tiles: vec![VisibleTile {
|
||||
x: 15,
|
||||
y: 10,
|
||||
z: 0,
|
||||
visibility: VisibilitySector::Forward,
|
||||
tile_kind: TileKind::Floor,
|
||||
}],
|
||||
nearby_interactions: vec![NearbyInteraction {
|
||||
entity_id: 100,
|
||||
entity_type: EntityKind::Npc,
|
||||
distance: 3,
|
||||
verbs: vec![
|
||||
VerbOption {
|
||||
kind: VerbKind::Talk,
|
||||
label: "Talk".into(),
|
||||
priority: 1,
|
||||
available: true,
|
||||
},
|
||||
VerbOption {
|
||||
kind: VerbKind::ExamineNpc,
|
||||
label: "ExamineNpc".into(),
|
||||
priority: 2,
|
||||
available: true,
|
||||
},
|
||||
],
|
||||
object_type: None,
|
||||
contradicted: false,
|
||||
}],
|
||||
current_monologue: Some(MonologueEvent {
|
||||
id: "mono_test_1".into(),
|
||||
text: "Something about this manifest doesn't add up.".into(),
|
||||
duration_seconds: 3.0,
|
||||
}),
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn header_contains_tick_and_position() {
|
||||
let text = format_snapshot_text(&make_snapshot());
|
||||
assert!(text.contains("Tick 42"));
|
||||
assert!(text.contains("Player (15,10)"));
|
||||
assert!(text.contains("facing East"));
|
||||
assert!(text.contains("Stance: Walk"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn game_time_formatted() {
|
||||
let text = format_snapshot_text(&make_snapshot());
|
||||
assert!(text.contains("Day 0, 04:12 (Morning)"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn entities_sorted_by_distance() {
|
||||
let text = format_snapshot_text(&make_snapshot());
|
||||
// obj:200 at (16,9) is distance 2 from player (15,10)
|
||||
// npc:100 at (18,10) is distance 3 from player (15,10)
|
||||
let obj_pos = text.find("obj:200").unwrap();
|
||||
let npc_pos = text.find("npc:100").unwrap();
|
||||
assert!(
|
||||
obj_pos < npc_pos,
|
||||
"obj:200 (d=2) should appear before npc:100 (d=3)"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn player_excluded_from_entity_list() {
|
||||
let text = format_snapshot_text(&make_snapshot());
|
||||
assert!(text.contains("Entities (2):"));
|
||||
assert!(!text.contains("player:1"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn interactions_rendered() {
|
||||
let text = format_snapshot_text(&make_snapshot());
|
||||
assert!(text.contains("Interactions (1):"));
|
||||
assert!(text.contains("Talk(1)"));
|
||||
assert!(text.contains("distance=3"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn monologue_rendered() {
|
||||
let text = format_snapshot_text(&make_snapshot());
|
||||
assert!(text.contains("Monologue: \"Something about this manifest doesn't add up.\""));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn dialogue_rendered_when_present() {
|
||||
let mut snap = make_snapshot();
|
||||
snap.dialogue_response = Some(DialogueResponseEvent {
|
||||
line_id: "line_test".into(),
|
||||
text: "Welcome to the docks.".into(),
|
||||
speaker_entity_id: 100,
|
||||
});
|
||||
let text = format_snapshot_text(&snap);
|
||||
assert!(text.contains("Dialogue: [npc:100] \"Welcome to the docks.\""));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn pending_recognitions_rendered() {
|
||||
let mut snap = make_snapshot();
|
||||
snap.pending_recognitions = vec![PendingRecognitionWire {
|
||||
entity_id: 104,
|
||||
x: 19.0,
|
||||
y: 12.0,
|
||||
z: 0,
|
||||
remaining_ticks: 5,
|
||||
total_delay_ticks: 8,
|
||||
}];
|
||||
let text = format_snapshot_text(&snap);
|
||||
assert!(text.contains("Pending recognitions: 1"));
|
||||
assert!(text.contains("npc:104 at (19,12) 3/8 ticks"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn inventory_rendered() {
|
||||
let mut snap = make_snapshot();
|
||||
snap.player_inventory = vec![
|
||||
InventoryItem {
|
||||
item_id: 300,
|
||||
name: "Manifest".into(),
|
||||
slot: 0,
|
||||
},
|
||||
InventoryItem {
|
||||
item_id: 301,
|
||||
name: "Keycard".into(),
|
||||
slot: 3,
|
||||
},
|
||||
];
|
||||
let text = format_snapshot_text(&snap);
|
||||
assert!(text.contains("Inventory: 2/9"));
|
||||
assert!(text.contains("item:300(slot-0)"));
|
||||
assert!(text.contains("item:301(slot-3)"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn empty_snapshot_no_panic() {
|
||||
let snap = ObserverSnapshot {
|
||||
version: PROTOCOL_VERSION,
|
||||
tick: 0,
|
||||
game_time: GameTime {
|
||||
day: 0,
|
||||
time_of_day: 0,
|
||||
day_phase: DayPhase::Morning,
|
||||
tick_rate: TickRate::Full,
|
||||
},
|
||||
player_facing: FacingDirection::North,
|
||||
player_stance: MovementStance::Walk,
|
||||
player_inventory: vec![],
|
||||
entities: vec![],
|
||||
visible_tiles: vec![],
|
||||
nearby_interactions: vec![],
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
};
|
||||
let text = format_snapshot_text(&snap);
|
||||
assert!(text.contains("Tick 0"));
|
||||
assert!(text.contains("Player (-1,-1)"));
|
||||
assert!(text.contains("Tiles: 0 visible"));
|
||||
}
|
||||
}
|
||||
@@ -87,7 +87,11 @@ const MAX_WALK_DEPTH: usize = 100;
|
||||
/// Stops recursing at MAX_WALK_DEPTH to guard against symlink loops.
|
||||
fn walk_yaml(dir: &Path, timestamps: &mut BTreeMap<PathBuf, SystemTime>, depth: usize) {
|
||||
if depth >= MAX_WALK_DEPTH {
|
||||
tracing::warn!("walk_yaml: max depth {} reached at {:?}, stopping", MAX_WALK_DEPTH, dir);
|
||||
tracing::warn!(
|
||||
"walk_yaml: max depth {} reached at {:?}, stopping",
|
||||
MAX_WALK_DEPTH,
|
||||
dir
|
||||
);
|
||||
return;
|
||||
}
|
||||
let Ok(entries) = std::fs::read_dir(dir) else {
|
||||
|
||||
@@ -197,9 +197,10 @@ fn spawn_npc(world: &mut World, profile: &types::NpcProfile, result: &mut SpawnR
|
||||
|
||||
// Register in EntityRegistry for StableId mapping
|
||||
let stable_id = world.resource_mut::<EntityRegistry>().register(entity);
|
||||
world
|
||||
.entity_mut(entity)
|
||||
.insert((StableEntityId(stable_id), ContentSlug(profile.canonical_id.clone())));
|
||||
world.entity_mut(entity).insert((
|
||||
StableEntityId(stable_id),
|
||||
ContentSlug(profile.canonical_id.clone()),
|
||||
));
|
||||
|
||||
result
|
||||
.npc_ids
|
||||
|
||||
@@ -69,6 +69,19 @@ impl EntityRegistry {
|
||||
}
|
||||
}
|
||||
|
||||
/// Advance the next StableId counter to `target`.
|
||||
/// Used to reserve StableId ranges for entities not yet spawned
|
||||
/// (e.g., Gauntlet rooms built in later sprints).
|
||||
/// Panics if `target` is less than the current next_id.
|
||||
pub fn reserve_up_to(&mut self, target: u64) {
|
||||
assert!(
|
||||
target >= self.next_id,
|
||||
"cannot reserve backwards: next_id={}, target={}",
|
||||
self.next_id, target
|
||||
);
|
||||
self.next_id = target;
|
||||
}
|
||||
|
||||
/// Number of registered entities.
|
||||
pub fn len(&self) -> usize {
|
||||
self.by_entity.len()
|
||||
@@ -214,11 +227,7 @@ mod tests {
|
||||
id_first, id_second,
|
||||
"Re-registration must assign a new StableId"
|
||||
);
|
||||
assert_eq!(
|
||||
id_second,
|
||||
StableId(1),
|
||||
"Counter advances monotonically"
|
||||
);
|
||||
assert_eq!(id_second, StableId(1), "Counter advances monotonically");
|
||||
assert_eq!(registry.len(), 1);
|
||||
|
||||
// New mapping is bidirectionally correct
|
||||
@@ -233,6 +242,30 @@ mod tests {
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn reserve_up_to_advances_counter() {
|
||||
let mut world = World::new();
|
||||
let mut registry = EntityRegistry::new(0);
|
||||
|
||||
let e1 = world.spawn_empty().id();
|
||||
let id1 = registry.register(e1);
|
||||
assert_eq!(id1, StableId(0));
|
||||
|
||||
// Reserve through 5 (skip IDs 1-4)
|
||||
registry.reserve_up_to(5);
|
||||
|
||||
let e2 = world.spawn_empty().id();
|
||||
let id2 = registry.register(e2);
|
||||
assert_eq!(id2, StableId(5), "next ID after reserve should be 5");
|
||||
}
|
||||
|
||||
#[test]
|
||||
#[should_panic(expected = "cannot reserve backwards")]
|
||||
fn reserve_up_to_panics_on_backwards() {
|
||||
let mut registry = EntityRegistry::new(10);
|
||||
registry.reserve_up_to(5);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn unregister_unknown_entity_is_noop() {
|
||||
// #469: Unregistering an entity that was never registered must not panic.
|
||||
|
||||
@@ -9,3 +9,7 @@ pub mod npc;
|
||||
pub mod perception;
|
||||
pub mod simulation;
|
||||
pub mod storyteller;
|
||||
// test_world::reset is always compiled (used by simulation::input).
|
||||
// Room definitions, constants, and setup_gauntlet are gated behind
|
||||
// the "gauntlet" feature (default-on) to allow stripping from release builds.
|
||||
pub mod test_world;
|
||||
|
||||
+15
-3
@@ -114,8 +114,18 @@ fn main() {
|
||||
// Override SimRng with the chosen seed (SimulationPlugin defaults to seed 0)
|
||||
app.insert_resource(settled_reach_server::simulation::rng::SimRng::new(seed));
|
||||
|
||||
// Gauntlet content loader is future scope — proof room for all modes.
|
||||
setup_proof_room(&mut app);
|
||||
// Gauntlet test world for --test-mode, proof room for normal mode.
|
||||
if test_mode {
|
||||
#[cfg(feature = "gauntlet")]
|
||||
settled_reach_server::test_world::setup_gauntlet(&mut app);
|
||||
#[cfg(not(feature = "gauntlet"))]
|
||||
{
|
||||
eprintln!("--test-mode requires the 'gauntlet' feature");
|
||||
std::process::exit(1);
|
||||
}
|
||||
} else {
|
||||
setup_proof_room(&mut app);
|
||||
}
|
||||
|
||||
tracing::info!(
|
||||
"Simulation initialized (seed={}, test_mode={})",
|
||||
@@ -162,7 +172,9 @@ fn setup_proof_room(app: &mut App) {
|
||||
use settled_reach_server::simulation::monologue::{
|
||||
MonologueBuffer, MonologueState, SprintAnomalyQueue,
|
||||
};
|
||||
use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
|
||||
use settled_reach_server::simulation::movement::{
|
||||
PlayerCharacter, TilePosition, WalkabilityMap,
|
||||
};
|
||||
use settled_reach_server::simulation::path_follow::MovementSpeed;
|
||||
use settled_reach_server::simulation::stance::{MovementProfile, PlayerMoveCooldown};
|
||||
use settled_reach_server::simulation::time::DayPhase;
|
||||
|
||||
@@ -26,10 +26,8 @@ impl Plugin for PerceptionPlugin {
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
anomaly::clear_anomaly_markers
|
||||
.before(anomaly::detect_anomalies),
|
||||
anomaly::detect_anomalies
|
||||
.before(observation::emit_observation_events),
|
||||
anomaly::clear_anomaly_markers.before(anomaly::detect_anomalies),
|
||||
anomaly::detect_anomalies.before(observation::emit_observation_events),
|
||||
cognitive_delay::process_cognitive_delay
|
||||
.after(observation::emit_observation_events)
|
||||
.before(crate::knowledge::events::process_knowledge_events),
|
||||
|
||||
@@ -15,9 +15,9 @@ use crate::knowledge::{EntityRegistry, KnowledgeGraph, StableId};
|
||||
use crate::perception::cognitive_delay::CognitiveDelay;
|
||||
use crate::perception::query::{ActivePerceptionMode, VisibilityGeometry};
|
||||
use crate::perception::vision_cone::Facing;
|
||||
use crate::simulation::dialogue::DialogueResponseBuffer;
|
||||
use crate::simulation::interaction::NearbyInteractionBuffer;
|
||||
use crate::simulation::inventory::{CarriedBy, InventorySlot, ItemName};
|
||||
use crate::simulation::dialogue::DialogueResponseBuffer;
|
||||
use crate::simulation::monologue::{MonologueBuffer, SprintAnomalyQueue};
|
||||
use crate::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
|
||||
use crate::simulation::stance::Stance;
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user