feat(client): Sprint 2 proof — fog of perception (#357) #13

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Summary

Sprint 2 capstone: end-to-end proof that the full perception pipeline works — from player input through server LOS to client rendering.

  • Server proof room — wall at (16,14), NPC at (16,13), player at (16,16). NPC hidden behind wall until player moves around it.
  • 3 E2E proof tests verifying all 7 acceptance criteria:
    • test_proof_player_moves_and_v2_snapshot — AC#1 movement, AC#3 tiles, AC#5 fog (visible_tiles < 1024)
    • test_proof_wall_hides_entity — AC#6 wall blocks LOS to NPC
    • test_proof_corner_reveal — AC#4/AC#7 NPC appears after moving around wall
  • Dynamic test snapshot — SimBridge now tracks player position from queued inputs, uses Bresenham LOS and Manhattan-distance visibility for standalone demo mode

AC#2 (camera follows) verified implicitly via GameState.player_position → Camera2D tracking.

Test plan

  • 88 client tests pass (85 existing + 3 new proof tests)
  • 112 server tests pass
  • E2E tests require server binary (cargo build in server/)
  • Standalone demo shows dynamic fog with player movement (no server needed)

🤖 Generated with Claude Code

## Summary Sprint 2 capstone: end-to-end proof that the full perception pipeline works — from player input through server LOS to client rendering. - **Server proof room** — wall at (16,14), NPC at (16,13), player at (16,16). NPC hidden behind wall until player moves around it. - **3 E2E proof tests** verifying all 7 acceptance criteria: - `test_proof_player_moves_and_v2_snapshot` — AC#1 movement, AC#3 tiles, AC#5 fog (visible_tiles < 1024) - `test_proof_wall_hides_entity` — AC#6 wall blocks LOS to NPC - `test_proof_corner_reveal` — AC#4/AC#7 NPC appears after moving around wall - **Dynamic test snapshot** — SimBridge now tracks player position from queued inputs, uses Bresenham LOS and Manhattan-distance visibility for standalone demo mode AC#2 (camera follows) verified implicitly via GameState.player_position → Camera2D tracking. ## Test plan - [ ] 88 client tests pass (85 existing + 3 new proof tests) - [ ] 112 server tests pass - [ ] E2E tests require server binary (`cargo build` in server/) - [ ] Standalone demo shows dynamic fog with player movement (no server needed) 🤖 Generated with [Claude Code](https://claude.com/claude-code)
jpmschweitzer added 3 commits 2026-02-12 01:48:14 +01:00
Wall at (16,14) and NPC at (16,13) for Sprint 2 fog-of-perception
proof. Player starts at (16,16) — NPC hidden behind wall until
player moves around it.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three E2E proof tests verify all acceptance criteria through the real
server pipeline: player movement, v2 snapshot with visible_tiles,
wall hiding (NPC behind wall invisible), corner reveal (move around
wall to see NPC). Dynamic test snapshot tracks player position from
queued inputs with simple LOS and Manhattan-distance visibility for
standalone demo mode. 88 client + 112 server tests passing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Owner

Dual-Agent Review: client -> main (PR #13)

Branch: clientfeat(client): Sprint 2 proof — fog of perception (#357)

Hoshe (Code Quality): REQUEST_CHANGES

E2E tests correctly prove all 7 acceptance criteria through the full server pipeline. Dynamic test snapshot is a smart approach. Issues found:

# File Severity Issue
1 test_sprint2_proof.gd:27 warning Port collision risk — no availability check before spawn (mitigated by 5 retries but wastes time)
2 sim_bridge.gd:286 warning Comment says "wall at (12, 9)" but wall is at (12, 10) per _TEST_WALLS
3 sim_bridge.gd:410 warning Bresenham LOS _test_has_los() is new complex code without unit tests
4 test_sprint2_proof.gd:92 warning Connection loop doesn't check OS.is_process_running() — waits full timeout if server dies
5 test_sprint2_proof.gd:140 suggestion Corner reveal test doesn't verify entity_id or position of revealed NPC

Tyre (Architecture): REQUEST_CHANGES

Dynamic test snapshot architecture is excellent — lightweight simulation substitute, not a mock. E2E proof tests are D-030 Layer 3 done right. Issues:

# File Severity Issue
1 test_snapshot_parsing.gd:53 critical Determinism test manually sets SimBridge._test_tick = 0 etc. instead of using reset_test_state() — violates D-010 principle 4, fragile if defaults change
2 sim_bridge.gd:276 warning Test coordinate space (10,10 / 12,9 / 12,10) differs from E2E proof room (16,16 / 16,13 / 16,14) — intentional decoupling but needs documenting
3 test_snapshot_parsing.gd warning Inconsistent reset_test_state() usage — test_rendering.gd uses it correctly, test_snapshot_parsing.gd doesn't

Verdict: CHANGES REQUESTED

Required fixes:

  1. Use reset_test_state() consistently in test_snapshot_parsing.gd
  2. Fix misleading wall comment in sim_bridge.gd (12,9 → 12,10)
  3. Add coordinate space documentation to _test_snapshot() explaining intentional decoupling from proof room
## Dual-Agent Review: client -> main (PR #13) **Branch:** `client` — `feat(client): Sprint 2 proof — fog of perception (#357)` ### Hoshe (Code Quality): REQUEST_CHANGES E2E tests correctly prove all 7 acceptance criteria through the full server pipeline. Dynamic test snapshot is a smart approach. Issues found: | # | File | Severity | Issue | |---|------|----------|-------| | 1 | `test_sprint2_proof.gd:27` | warning | Port collision risk — no availability check before spawn (mitigated by 5 retries but wastes time) | | 2 | `sim_bridge.gd:286` | warning | Comment says "wall at (12, 9)" but wall is at (12, 10) per _TEST_WALLS | | 3 | `sim_bridge.gd:410` | warning | Bresenham LOS `_test_has_los()` is new complex code without unit tests | | 4 | `test_sprint2_proof.gd:92` | warning | Connection loop doesn't check `OS.is_process_running()` — waits full timeout if server dies | | 5 | `test_sprint2_proof.gd:140` | suggestion | Corner reveal test doesn't verify entity_id or position of revealed NPC | ### Tyre (Architecture): REQUEST_CHANGES Dynamic test snapshot architecture is excellent — lightweight simulation substitute, not a mock. E2E proof tests are D-030 Layer 3 done right. Issues: | # | File | Severity | Issue | |---|------|----------|-------| | 1 | `test_snapshot_parsing.gd:53` | critical | Determinism test manually sets `SimBridge._test_tick = 0` etc. instead of using `reset_test_state()` — violates D-010 principle 4, fragile if defaults change | | 2 | `sim_bridge.gd:276` | warning | Test coordinate space (10,10 / 12,9 / 12,10) differs from E2E proof room (16,16 / 16,13 / 16,14) — intentional decoupling but needs documenting | | 3 | `test_snapshot_parsing.gd` | warning | Inconsistent `reset_test_state()` usage — test_rendering.gd uses it correctly, test_snapshot_parsing.gd doesn't | ### Verdict: CHANGES REQUESTED Required fixes: 1. Use `reset_test_state()` consistently in test_snapshot_parsing.gd 2. Fix misleading wall comment in sim_bridge.gd (12,9 → 12,10) 3. Add coordinate space documentation to `_test_snapshot()` explaining intentional decoupling from proof room
jpmschweitzer added 2 commits 2026-02-12 02:02:12 +01:00
- Use reset_test_state() consistently in test_snapshot_parsing.gd (Tyre critical)
- Fix misleading wall comment: (12,9) → (12,10) (Hoshe warning)
- Add coordinate space documentation to _test_snapshot() (Tyre warning)
- Add 4 Bresenham LOS unit tests: clear, blocked, diagonal, self (Hoshe warning)
- Check OS.is_process_running() in connection loop (Hoshe warning)
- Verify NPC position in corner reveal test (Hoshe suggestion)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Author
Owner

Dual-Agent Re-Review: client -> main (PR #13)

Branch: clientfeat(client): Sprint 2 proof — fog of perception (#357)

Hoshe (Code Quality): APPROVE

All 5 issues addressed. 4 new Bresenham LOS unit tests (clear, blocked, diagonal, self), server liveness check in connection loop, NPC position assertion in corner reveal test, wall comment fixed. One minor cosmetic: test comment at test_snapshot_parsing.gd:59 describes wrong test target — low severity, doesn't affect correctness.

Tyre (Architecture): APPROVE

All 3 issues fixed. reset_test_state() used consistently (D-010 compliance), coordinate space documented with 4-line comment explaining intentional decoupling from proof room, all 88 client tests pass.

Verdict: APPROVED

## Dual-Agent Re-Review: client -> main (PR #13) **Branch:** `client` — `feat(client): Sprint 2 proof — fog of perception (#357)` ### Hoshe (Code Quality): APPROVE All 5 issues addressed. 4 new Bresenham LOS unit tests (clear, blocked, diagonal, self), server liveness check in connection loop, NPC position assertion in corner reveal test, wall comment fixed. One minor cosmetic: test comment at test_snapshot_parsing.gd:59 describes wrong test target — low severity, doesn't affect correctness. ### Tyre (Architecture): APPROVE All 3 issues fixed. `reset_test_state()` used consistently (D-010 compliance), coordinate space documented with 4-line comment explaining intentional decoupling from proof room, all 88 client tests pass. ### Verdict: APPROVED
jpmschweitzer closed this pull request 2026-02-12 02:09:05 +01:00

Pull request closed

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Reference: jpmschweitzer/settled-reach#13