Protocol decoder now reads tile_kind from VisibleTile and maps it to the client's tile type string (floor/wall/door/object). GameState falls back to visible_tiles when the test-mode tiles array is absent, enabling live server tile rendering. Fix entity-to-tile alignment: server sends tile-center render coords (tile 16 -> 16.5) but entity renderer was using raw floats, placing entities half a tile off. Now floors the coords to get the tile index. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
146 lines
5.1 KiB
GDScript
146 lines
5.1 KiB
GDScript
class_name EntityRenderer
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extends Node2D
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# Entity renderer — manages entity sprites under the Entities node
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# Creates/updates/removes ColorRect children based on entity data
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# Entity format (from Protocol v2): {entity_id, x, y, z, kind: {variant, data}, visibility}
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#
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# D-033 colors: Phase 1 defaults by entity kind. Phase 2 (#361) will derive
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# color from RelationshipState via the knowledge graph.
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const TILE_SIZE: int = Constants.TILE_SIZE
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const ENTITY_SIZE: int = 24
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const ENTITY_OFFSET: float = (TILE_SIZE - ENTITY_SIZE) / 2.0 # center within tile
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var entity_nodes: Dictionary = {} # entity_id -> Node2D mapping
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func _ready() -> void:
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print("EntityRenderer: Initialized")
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# Update entities from snapshot data
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func update_entities(entities: Array) -> void:
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var active_ids: Array = []
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# Create or update entities
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for entity_data in entities:
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if not entity_data.has("entity_id"):
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continue
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var entity_id = entity_data.entity_id
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active_ids.append(entity_id)
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# Create entity node if it doesn't exist
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if not entity_nodes.has(entity_id):
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_create_entity_node(entity_id, entity_data)
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else:
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_update_entity_node(entity_id, entity_data)
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# Remove entities that are no longer visible
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var ids_to_remove: Array = []
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for entity_id in entity_nodes.keys():
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if entity_id not in active_ids:
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ids_to_remove.append(entity_id)
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for entity_id in ids_to_remove:
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_remove_entity_node(entity_id)
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# Create a new entity node with D-033 color and optional facing indicator
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func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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var entity_node = ColorRect.new()
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entity_node.name = "Entity_" + str(entity_id)
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entity_node.size = Vector2(ENTITY_SIZE, ENTITY_SIZE)
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entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
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# D-033 color by entity kind (Phase 1 default)
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# TODO(#361): derive from RelationshipState via knowledge graph
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entity_node.color = _color_for_kind(entity_data)
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add_child(entity_node)
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entity_nodes[entity_id] = entity_node
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# Add facing indicator for the player entity
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if entity_id == GameState.player_entity_id:
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_add_facing_indicator(entity_node)
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_update_entity_node(entity_id, entity_data)
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# Update an existing entity node (position, visibility dimming, facing)
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func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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if not entity_nodes.has(entity_id):
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return
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var entity_node = entity_nodes[entity_id]
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# Update position from x, y fields (Protocol format), centered within tile.
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# Server sends tile-center coords (tile 16 → 16.5), floor to get tile index.
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if entity_data.has("x") and entity_data.has("y"):
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entity_node.position = Vector2(
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floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET,
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floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET
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)
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# v2: Peripheral vision dimming (D-015)
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# null visibility (v1 backward compat) defaults to full alpha
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var visibility: Variant = entity_data.get("visibility")
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var target_alpha := Constants.PERIPHERAL_ALPHA if visibility == "Peripheral" else 1.0
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if not is_equal_approx(entity_node.modulate.a, target_alpha):
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entity_node.modulate.a = target_alpha
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# v2: Update facing indicator rotation (player entity only)
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if entity_id == GameState.player_entity_id:
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var indicator = entity_node.get_node_or_null("FacingIndicator")
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if indicator != null:
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indicator.rotation = _facing_to_rotation(GameState.player_facing)
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# Remove an entity node
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func _remove_entity_node(entity_id: int) -> void:
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if not entity_nodes.has(entity_id):
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return
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var entity_node = entity_nodes[entity_id]
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entity_node.queue_free()
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entity_nodes.erase(entity_id)
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# D-033 color by entity kind (Phase 1: defaults by kind, not relationship)
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static func _color_for_kind(entity_data: Dictionary) -> Color:
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var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
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match kind_variant:
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"Player":
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return Constants.ENTITY_COLOR_PLAYER
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"Npc":
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return Constants.ENTITY_COLOR_UNKNOWN
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"Object", "Terrain":
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return Constants.ENTITY_COLOR_OBJECT
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_:
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return Constants.ENTITY_COLOR_OBJECT
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# Add a facing direction indicator triangle to the player entity
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func _add_facing_indicator(parent_node: Control) -> void:
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var indicator := Polygon2D.new()
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indicator.name = "FacingIndicator"
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var s := Constants.FACING_INDICATOR_SIZE
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var offset := Constants.FACING_INDICATOR_OFFSET
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# Triangle pointing up (North), offset from center. Rotates around (0,0).
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indicator.polygon = PackedVector2Array([
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Vector2(0, -offset - s),
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Vector2(-s * 0.6, -offset + s * 0.4),
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Vector2(s * 0.6, -offset + s * 0.4),
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])
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indicator.color = Constants.ENTITY_COLOR_PLAYER
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# Position at center of parent ColorRect — rotation around this point
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indicator.position = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
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parent_node.add_child(indicator)
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# Convert facing direction string to rotation in radians (0 = North/up)
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static func _facing_to_rotation(facing: String) -> float:
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match facing:
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"North": return 0.0
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"Northeast": return PI / 4.0
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"East": return PI / 2.0
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"Southeast": return 3.0 * PI / 4.0
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"South": return PI
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"Southwest": return 5.0 * PI / 4.0
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"West": return 3.0 * PI / 2.0
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"Northwest": return 7.0 * PI / 4.0
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_: return 0.0
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