## D-030 Layer 1: Fixture-based tests for snapshot parsing ## Validates that GameState correctly parses Protocol-format ObserverSnapshot data class_name TestSnapshotParsing extends GdUnitTestSuite # Valid snapshot in Protocol format (matches Protocol.decode_snapshot output) var _valid_snapshot: Dictionary = { "tick": 1, "entities": [ {"entity_id": 1, "x": 10.0, "y": 15.0, "z": 0, "kind": {"variant": "Player", "data": null}}, {"entity_id": 2, "x": 5.0, "y": 20.0, "z": 0, "kind": {"variant": "Npc", "data": null}}, ], } func test_apply_valid_snapshot() -> void: GameState.apply_snapshot(_valid_snapshot) assert_that(GameState.current_tick).is_equal(1) assert_that(GameState.player_position).is_equal(Vector2(10, 15)) assert_that(GameState.visible_entities.size()).is_equal(2) func test_empty_snapshot_no_crash() -> void: # Reset state GameState.player_position = Vector2.ZERO GameState.visible_entities = [] GameState.apply_snapshot({}) # State should remain at defaults assert_that(GameState.player_position).is_equal(Vector2.ZERO) assert_that(GameState.visible_entities.size()).is_equal(0) func test_no_player_entity_position_unchanged() -> void: GameState.player_position = Vector2(5, 5) # Snapshot with only NPCs — no Player entity, so position should not change var npc_only_snapshot := { "tick": 1, "entities": [ {"entity_id": 1, "x": 10.0, "y": 15.0, "z": 0, "kind": {"variant": "Npc", "data": null}}, ], } GameState.apply_snapshot(npc_only_snapshot) # Position stays at previous value since no Player entity found assert_that(GameState.player_position).is_equal(Vector2(5, 5)) func test_missing_fields_partial_update() -> void: # First apply valid snapshot (contains Player entity at 10,15) GameState.apply_snapshot(_valid_snapshot) assert_that(GameState.player_position).is_equal(Vector2(10, 15)) # Apply snapshot with no entities — player position unchanged (no matching entity) GameState.apply_snapshot({"tick": 2}) assert_that(GameState.player_position).is_equal(Vector2(10, 15)) assert_that(GameState.current_tick).is_equal(2) func test_sim_bridge_los_clear_path() -> void: # No wall between (10,10) and (10,8) — clear LOS assert_that(SimBridge._test_has_los(Vector2i(10, 10), Vector2i(10, 8))).is_true() func test_sim_bridge_los_blocked_by_wall() -> void: # Wall at (12,10) blocks LOS from (10,10) to (12,9) via east path # Direct line from (10,10) → (12,9) passes through (11,10) then (12,10) — wall assert_that(SimBridge._test_has_los(Vector2i(10, 10), Vector2i(14, 10))).is_false() func test_sim_bridge_los_diagonal() -> void: # Diagonal LOS from (10,10) to (11,9) — no wall in path assert_that(SimBridge._test_has_los(Vector2i(10, 10), Vector2i(11, 9))).is_true() func test_sim_bridge_los_same_position() -> void: # LOS to self is always true assert_that(SimBridge._test_has_los(Vector2i(10, 10), Vector2i(10, 10))).is_true() func test_sim_bridge_test_snapshot_deterministic() -> void: SimBridge.reset_test_state() var snap1 = SimBridge._test_snapshot() var snap2 = SimBridge._test_snapshot() assert_that(snap1.tick).is_equal(1) assert_that(snap2.tick).is_equal(2) # Snapshot matches Protocol format assert_that(snap1.has("tick")).is_true() assert_that(snap1.has("entities")).is_true() assert_that(snap1.entities.size()).is_greater(0) assert_that(snap1.entities[0].has("entity_id")).is_true() assert_that(snap1.entities[0].has("kind")).is_true()