## D-030 Layer 1: Tests for rendering components (tile, fog, entity renderers) ## Validates renderers handle snapshot data correctly. class_name TestRendering extends GdUnitTestSuite var EntityRendererScript = load("res://scripts/rendering/entity_renderer.gd") var FogRendererScript = load("res://scripts/rendering/fog_renderer.gd") var TileRendererScript = load("res://scripts/rendering/tile_renderer.gd") # -- Test data matching Protocol decoded format -- var _test_tiles: Array = [ {"x": 0, "y": 0, "z": 0, "type": "floor"}, {"x": 1, "y": 0, "z": 0, "type": "wall"}, {"x": 2, "y": 0, "z": 0, "type": "door"}, {"x": 3, "y": 0, "z": 0, "type": "object"}, {"x": 0, "y": 1, "z": 0, "type": "floor"}, ] var _test_entities: Array = [ {"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}}, {"entity_id": 2, "x": 7.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}}, ] var _test_entities_v2: Array = [ {"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}, "visibility": "Forward"}, {"entity_id": 2, "x": 7.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}, "visibility": "Peripheral"}, ] # -- Constants -- func test_tile_size_constant() -> void: assert_that(Constants.TILE_SIZE).is_equal(32) # -- GameState: tile and visibility data -- func test_game_state_tick_advances() -> void: GameState.apply_snapshot({"tick": 1, "tiles": _test_tiles}) assert_that(GameState.current_tick).is_equal(1) GameState.apply_snapshot({"tick": 2, "tiles": _test_tiles}) assert_that(GameState.current_tick).is_equal(2) func test_game_state_stores_tiles() -> void: GameState.apply_snapshot({"tick": 1, "tiles": _test_tiles}) assert_that(GameState.visible_tiles.size()).is_equal(5) func test_game_state_stores_visible_positions() -> void: var positions := [{"x": 5, "y": 5}, {"x": 6, "y": 5}] GameState.apply_snapshot({"tick": 1, "visible_positions": positions}) assert_that(GameState.visible_positions.size()).is_equal(2) assert_that(GameState.visible_positions.has(Vector2i(5, 5))).is_true() assert_that(GameState.visible_positions.has(Vector2i(6, 5))).is_true() func test_game_state_clears_old_visible_positions() -> void: GameState.apply_snapshot({"tick": 1, "visible_positions": [{"x": 1, "y": 1}]}) assert_that(GameState.visible_positions.size()).is_equal(1) GameState.apply_snapshot({"tick": 2, "visible_positions": [{"x": 2, "y": 2}, {"x": 3, "y": 3}]}) assert_that(GameState.visible_positions.size()).is_equal(2) assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false() func test_game_state_same_count_different_tiles_new_tick() -> void: var tiles_a := [{"x": 0, "y": 0, "z": 0, "type": "floor"}] var tiles_b := [{"x": 0, "y": 0, "z": 0, "type": "door"}] GameState.apply_snapshot({"tick": 1, "tiles": tiles_a}) assert_that(GameState.visible_tiles[0].type).is_equal("floor") GameState.apply_snapshot({"tick": 2, "tiles": tiles_b}) assert_that(GameState.current_tick).is_equal(2) assert_that(GameState.visible_tiles[0].type).is_equal("door") func test_game_state_same_count_different_visibility_new_tick() -> void: GameState.apply_snapshot({"tick": 1, "visible_positions": [{"x": 1, "y": 1}]}) assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_true() GameState.apply_snapshot({"tick": 2, "visible_positions": [{"x": 2, "y": 2}]}) assert_that(GameState.current_tick).is_equal(2) assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false() assert_that(GameState.visible_positions.has(Vector2i(2, 2))).is_true() func test_game_state_stores_game_time() -> void: var gt := {"day": 1, "time_of_day": 720, "day_phase": "Evening", "paused": false} GameState.apply_snapshot({"tick": 1, "game_time": gt}) assert_that(GameState.game_time.day).is_equal(1) assert_that(GameState.game_time.time_of_day).is_equal(720) func test_game_state_stores_player_facing() -> void: GameState.apply_snapshot({"tick": 1, "player_facing": "Southeast"}) assert_that(GameState.player_facing).is_equal("Southeast") func test_game_state_derives_visible_positions_from_visible_tiles() -> void: var vtiles := [ {"x": 5, "y": 5, "z": 0, "visibility": "Forward"}, {"x": 6, "y": 5, "z": 0, "visibility": "Peripheral"}, ] GameState.apply_snapshot({"tick": 1, "visible_tiles": vtiles}) assert_that(GameState.visible_positions.has(Vector2i(5, 5))).is_true() assert_that(GameState.visible_positions.has(Vector2i(6, 5))).is_true() assert_that(GameState.visibility_sectors[Vector2i(5, 5)]).is_equal("Forward") assert_that(GameState.visibility_sectors[Vector2i(6, 5)]).is_equal("Peripheral") func test_game_state_skips_malformed_visible_tiles() -> void: var vtiles := [ {"x": 5, "y": 5, "z": 0, "visibility": "Forward"}, null, "not_a_dict", {"z": 0}, # missing x, y {"x": 6, "y": 6, "z": 0, "visibility": "Peripheral"}, ] GameState.apply_snapshot({"tick": 1, "visible_tiles": vtiles}) # Only the 2 valid entries should be stored assert_that(GameState.visible_positions.size()).is_equal(2) assert_that(GameState.visible_positions.has(Vector2i(5, 5))).is_true() assert_that(GameState.visible_positions.has(Vector2i(6, 6))).is_true() assert_that(GameState.visibility_sectors.size()).is_equal(2) func test_game_state_warns_on_missing_player() -> void: GameState.player_entity_id = 999 GameState.player_position = Vector2(5, 5) GameState.apply_snapshot({"tick": 1, "entities": _test_entities}) assert_that(GameState.player_position).is_equal(Vector2(5, 5)) # -- SimBridge: test data completeness -- func test_sim_bridge_test_snapshot_has_tiles() -> void: SimBridge.reset_test_state() var snap = SimBridge._test_snapshot() assert_that(snap.has("tiles")).is_true() assert_that(snap.tiles.size()).is_greater(0) var tile = snap.tiles[0] assert_that(tile.has("x")).is_true() assert_that(tile.has("y")).is_true() assert_that(tile.has("type")).is_true() func test_sim_bridge_test_snapshot_has_visible_positions() -> void: SimBridge.reset_test_state() var snap = SimBridge._test_snapshot() assert_that(snap.has("visible_positions")).is_true() assert_that(snap.visible_positions.size()).is_greater(0) var pos = snap.visible_positions[0] assert_that(pos.has("x")).is_true() assert_that(pos.has("y")).is_true() func test_sim_bridge_test_snapshot_has_player_entity() -> void: SimBridge.reset_test_state() var snap = SimBridge._test_snapshot() var has_player := false for entity in snap.entities: if entity.kind.variant == "Player": has_player = true break assert_that(has_player).is_true() func test_sim_bridge_test_snapshot_has_npc() -> void: SimBridge.reset_test_state() var snap = SimBridge._test_snapshot() var has_npc := false for entity in snap.entities: if entity.kind.variant == "Npc": has_npc = true break assert_that(has_npc).is_true() func test_sim_bridge_test_tiles_contain_all_types() -> void: SimBridge.reset_test_state() var snap = SimBridge._test_snapshot() var types: Dictionary = {} for tile in snap.tiles: types[tile.type] = true assert_that(types.has("floor")).is_true() assert_that(types.has("wall")).is_true() assert_that(types.has("door")).is_true() func test_sim_bridge_test_snapshot_has_v2_fields() -> void: SimBridge.reset_test_state() var snap = SimBridge._test_snapshot() assert_that(snap.has("version")).is_true() assert_that(snap.version).is_equal(2) assert_that(snap.has("game_time")).is_true() assert_that(snap.has("player_facing")).is_true() assert_that(snap.has("visible_tiles")).is_true() assert_that(snap.visible_tiles.size()).is_greater(0) var vtile = snap.visible_tiles[0] assert_that(vtile.has("visibility")).is_true() # Entities should have visibility assert_that(snap.entities[0].has("visibility")).is_true() # -- EntityRenderer: lifecycle -- func _make_entity_renderer() -> Node2D: var renderer = Node2D.new() renderer.set_script(EntityRendererScript) add_child(renderer) return renderer func test_entity_renderer_creates_nodes() -> void: var renderer := _make_entity_renderer() renderer.update_entities(_test_entities) assert_that(renderer.entity_nodes.size()).is_equal(2) assert_that(renderer.entity_nodes.has(1)).is_true() assert_that(renderer.entity_nodes.has(2)).is_true() renderer.queue_free() func test_entity_renderer_removes_stale_entities() -> void: var renderer := _make_entity_renderer() renderer.update_entities(_test_entities) assert_that(renderer.entity_nodes.size()).is_equal(2) renderer.update_entities([_test_entities[0]]) assert_that(renderer.entity_nodes.size()).is_equal(1) assert_that(renderer.entity_nodes.has(1)).is_true() renderer.queue_free() func test_entity_renderer_positions_centered() -> void: var renderer := _make_entity_renderer() renderer.update_entities([_test_entities[0]]) var node = renderer.entity_nodes[1] var offset: float = (Constants.TILE_SIZE - 24) / 2.0 var expected_x: float = 5.0 * Constants.TILE_SIZE + offset var expected_y: float = 5.0 * Constants.TILE_SIZE + offset assert_that(node.position.x).is_equal_approx(expected_x, 0.01) assert_that(node.position.y).is_equal_approx(expected_y, 0.01) renderer.queue_free() func test_entity_renderer_skips_missing_entity_id() -> void: var renderer := _make_entity_renderer() renderer.update_entities([{"x": 1.0, "y": 1.0, "z": 0, "kind": {"variant": "Npc", "data": null}}]) assert_that(renderer.entity_nodes.size()).is_equal(0) renderer.queue_free() func test_entity_renderer_player_color_differs_from_npc() -> void: var renderer := _make_entity_renderer() renderer.update_entities(_test_entities) var player_node = renderer.entity_nodes[1] as ColorRect var npc_node = renderer.entity_nodes[2] as ColorRect assert_that(player_node.color != npc_node.color).is_true() renderer.queue_free() func test_entity_renderer_empty_entities_clears_all() -> void: var renderer := _make_entity_renderer() renderer.update_entities(_test_entities) assert_that(renderer.entity_nodes.size()).is_equal(2) renderer.update_entities([]) assert_that(renderer.entity_nodes.size()).is_equal(0) renderer.queue_free() # -- EntityRenderer: D-033 colors and v2 features -- func test_entity_renderer_player_uses_d033_color() -> void: var renderer := _make_entity_renderer() renderer.update_entities(_test_entities_v2) var player_node = renderer.entity_nodes[1] as ColorRect assert_that(player_node.color).is_equal(Constants.ENTITY_COLOR_PLAYER) renderer.queue_free() func test_entity_renderer_npc_uses_unknown_teal() -> void: var renderer := _make_entity_renderer() renderer.update_entities(_test_entities_v2) var npc_node = renderer.entity_nodes[2] as ColorRect assert_that(npc_node.color).is_equal(Constants.ENTITY_COLOR_UNKNOWN) renderer.queue_free() func test_entity_renderer_object_uses_grey() -> void: var renderer := _make_entity_renderer() var obj := [{"entity_id": 3, "x": 1.0, "y": 1.0, "z": 0, "kind": {"variant": "Object", "data": null}, "visibility": "Forward"}] renderer.update_entities(obj) var node = renderer.entity_nodes[3] as ColorRect assert_that(node.color).is_equal(Constants.ENTITY_COLOR_OBJECT) renderer.queue_free() func test_entity_renderer_peripheral_entity_dimmed() -> void: var renderer := _make_entity_renderer() renderer.update_entities(_test_entities_v2) var npc_node = renderer.entity_nodes[2] assert_that(npc_node.modulate.a).is_equal_approx(Constants.PERIPHERAL_ALPHA, 0.01) renderer.queue_free() func test_entity_renderer_forward_entity_full_alpha() -> void: var renderer := _make_entity_renderer() renderer.update_entities(_test_entities_v2) var player_node = renderer.entity_nodes[1] assert_that(player_node.modulate.a).is_equal_approx(1.0, 0.01) renderer.queue_free() func test_entity_renderer_player_has_facing_indicator() -> void: GameState.player_entity_id = 1 var renderer := _make_entity_renderer() renderer.update_entities(_test_entities_v2) var player_node = renderer.entity_nodes[1] var indicator = player_node.get_node_or_null("FacingIndicator") assert_that(indicator != null).is_true() assert_that(indicator is Polygon2D).is_true() renderer.queue_free() func test_entity_renderer_facing_indicator_rotation_accuracy() -> void: GameState.player_entity_id = 1 var renderer := _make_entity_renderer() var directions := { "North": 0.0, "Northeast": PI / 4.0, "East": PI / 2.0, "Southeast": 3.0 * PI / 4.0, "South": PI, "Southwest": 5.0 * PI / 4.0, "West": 3.0 * PI / 2.0, "Northwest": 7.0 * PI / 4.0, } renderer.update_entities(_test_entities_v2) var player_node = renderer.entity_nodes[1] var indicator = player_node.get_node_or_null("FacingIndicator") for dir_name in directions: GameState.player_facing = dir_name renderer.update_entities(_test_entities_v2) assert_that(indicator.rotation).is_equal_approx(directions[dir_name], 0.001) renderer.queue_free() func test_entity_renderer_npc_has_no_facing_indicator() -> void: GameState.player_entity_id = 1 var renderer := _make_entity_renderer() renderer.update_entities(_test_entities_v2) var npc_node = renderer.entity_nodes[2] var indicator = npc_node.get_node_or_null("FacingIndicator") assert_that(indicator == null).is_true() renderer.queue_free() # -- FogRenderer: position registration -- func _make_fog_renderer() -> TileMapLayer: var fog = TileMapLayer.new() fog.set_script(FogRendererScript) return fog func test_fog_renderer_registers_positions() -> void: var fog := _make_fog_renderer() fog.register_tile_positions(_test_tiles) assert_that(fog._all_tile_positions.size()).is_equal(5) assert_that(fog._all_tile_positions.has(Vector2i(0, 0))).is_true() assert_that(fog._all_tile_positions.has(Vector2i(3, 0))).is_true() assert_that(fog._all_tile_positions.has(Vector2i(0, 1))).is_true() fog.free() func test_fog_renderer_clears_on_re_register() -> void: var fog := _make_fog_renderer() fog.register_tile_positions(_test_tiles) assert_that(fog._all_tile_positions.size()).is_equal(5) fog.register_tile_positions([{"x": 10, "y": 10, "z": 0, "type": "floor"}]) assert_that(fog._all_tile_positions.size()).is_equal(1) assert_that(fog._all_tile_positions.has(Vector2i(0, 0))).is_false() fog.free() func test_fog_renderer_handles_empty_data() -> void: var fog := _make_fog_renderer() fog._initialized = true fog.update_fog({}, Vector2.ZERO) fog.register_tile_positions([]) assert_that(fog._all_tile_positions.size()).is_equal(0) fog.free() # -- TileRenderer: tile type constants -- func test_tile_type_map_covers_required_types() -> void: var tile_script = TileRendererScript var required := ["floor", "wall", "door", "object"] for tile_type in required: assert_that(tile_script.TILE_TYPE_MAP.has(tile_type)).is_true()