Tests used entity_id matching to find the player, but game_state now finds the player by kind.variant == "Player". Update test fixture to include a Player entity and remove stale player_entity_id assignments. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
88 lines
3.4 KiB
GDScript
88 lines
3.4 KiB
GDScript
## D-030 Layer 1: Fixture-based tests for snapshot parsing
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## Validates that GameState correctly parses Protocol-format ObserverSnapshot data
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class_name TestSnapshotParsing
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extends GdUnitTestSuite
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# Valid snapshot in Protocol format (matches Protocol.decode_snapshot output)
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var _valid_snapshot: Dictionary = {
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 10.0, "y": 15.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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{"entity_id": 2, "x": 5.0, "y": 20.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
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],
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}
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func test_apply_valid_snapshot() -> void:
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GameState.apply_snapshot(_valid_snapshot)
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assert_that(GameState.current_tick).is_equal(1)
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assert_that(GameState.player_position).is_equal(Vector2(10, 15))
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assert_that(GameState.visible_entities.size()).is_equal(2)
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func test_empty_snapshot_no_crash() -> void:
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# Reset state
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GameState.player_position = Vector2.ZERO
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GameState.visible_entities = []
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GameState.apply_snapshot({})
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# State should remain at defaults
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assert_that(GameState.player_position).is_equal(Vector2.ZERO)
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assert_that(GameState.visible_entities.size()).is_equal(0)
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func test_no_player_entity_position_unchanged() -> void:
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GameState.player_position = Vector2(5, 5)
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# Snapshot with only NPCs — no Player entity, so position should not change
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var npc_only_snapshot := {
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"tick": 1,
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"entities": [
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{"entity_id": 1, "x": 10.0, "y": 15.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
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],
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}
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GameState.apply_snapshot(npc_only_snapshot)
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# Position stays at previous value since no Player entity found
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assert_that(GameState.player_position).is_equal(Vector2(5, 5))
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func test_missing_fields_partial_update() -> void:
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# First apply valid snapshot (contains Player entity at 10,15)
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GameState.apply_snapshot(_valid_snapshot)
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assert_that(GameState.player_position).is_equal(Vector2(10, 15))
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# Apply snapshot with no entities — player position unchanged (no matching entity)
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GameState.apply_snapshot({"tick": 2})
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assert_that(GameState.player_position).is_equal(Vector2(10, 15))
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assert_that(GameState.current_tick).is_equal(2)
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func test_sim_bridge_los_clear_path() -> void:
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# No wall between (10,10) and (10,8) — clear LOS
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assert_that(SimBridge._test_has_los(Vector2i(10, 10), Vector2i(10, 8))).is_true()
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func test_sim_bridge_los_blocked_by_wall() -> void:
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# Wall at (12,10) blocks LOS from (10,10) to (12,9) via east path
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# Direct line from (10,10) → (12,9) passes through (11,10) then (12,10) — wall
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assert_that(SimBridge._test_has_los(Vector2i(10, 10), Vector2i(14, 10))).is_false()
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func test_sim_bridge_los_diagonal() -> void:
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# Diagonal LOS from (10,10) to (11,9) — no wall in path
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assert_that(SimBridge._test_has_los(Vector2i(10, 10), Vector2i(11, 9))).is_true()
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func test_sim_bridge_los_same_position() -> void:
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# LOS to self is always true
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assert_that(SimBridge._test_has_los(Vector2i(10, 10), Vector2i(10, 10))).is_true()
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func test_sim_bridge_test_snapshot_deterministic() -> void:
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SimBridge.reset_test_state()
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var snap1 = SimBridge._test_snapshot()
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var snap2 = SimBridge._test_snapshot()
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assert_that(snap1.tick).is_equal(1)
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assert_that(snap2.tick).is_equal(2)
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# Snapshot matches Protocol format
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assert_that(snap1.has("tick")).is_true()
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assert_that(snap1.has("entities")).is_true()
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assert_that(snap1.entities.size()).is_greater(0)
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assert_that(snap1.entities[0].has("entity_id")).is_true()
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assert_that(snap1.entities[0].has("kind")).is_true()
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