Unit suite: pin facing to North via the T-1088 facing_angle_provider seam.
D-054 makes movement facing-relative, and _update_facing_from_mouse() derives
facing from engine/session globals (viewport mouse position vs the
GameState.player_position anchor) — in full-suite order 'press W' resolved to
MOVE_NORTHWEST (the gate failure at line 187).
Live suite, three independent leaks from the shared autoloads, each of which
passed in isolation and failed in gate order:
- snapshot starvation: poll_snapshot() is consume-and-clear; a node leaked
into the gdUnit tree by an earlier suite steals every snapshot during our
awaits. Capture snapshot_received (fires on every consume, ours or theirs)
alongside a direct poll + explicit SimBridge._process pump.
- tick poisoning: SimBridge left test_mode=true + CONNECTED lets the leaked
poller apply TestHarness mock snapshots (~tick 15+) into
GameState.current_tick during our spawn awaits; the fresh server's own
ticks (1..5) then stamp backward and its InputQueue panics ('tick ordering
violated', last=16 new=3). Neutralize SimBridge before the first await,
zero current_tick, clear _last_snapshot/_outbound_buffer both directions.
- crash-on-assert-failure: gdUnit asserts don't halt; guard the player-entity
dereferences so a missing Player reports cleanly instead of a runtime error.
Full suite: 3368/3368.
356 lines
15 KiB
GDScript
356 lines
15 KiB
GDScript
## T-1146: implant-occlusion gate — InputMapper must not queue gameplay-sim-bound
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## actions (movement, SET_FACING, and every gated _unhandled_input entry) while
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## HudGroups.gameplay_occluded is true (a FULLSCREEN implant screen is open).
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## Implant/app-level keys (OPEN_MENU/BUG_REPORT/OPEN_JOURNAL) are the explicit
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## exception — they must keep working regardless of occlusion, since OPEN_MENU
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## is how the implant closes.
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##
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## Unit/state tier (this file): drives InputMapper._process()/_unhandled_input()
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## directly with real HudGroups.open_app()/close_app() transitions and real
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## Input.action_press()/action_release() engine-global state — no live server,
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## no scene tree beyond the autoloads. The LIVE tier (test_input_gate_live.gd,
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## sibling file) proves the same behavior end-to-end against a spawned server.
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class_name TestInputMapperOcclusionGate
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extends GdUnitTestSuite
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const TEST_APP := "implant/t1146_occlusion_test"
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func before_test() -> void:
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GameState.player_stance = "Walk"
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GameState.dialogue_active = false
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GameState.free_camera_mode = false
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GameState.gauntlet_mode = false
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InputMapper.input_queue.clear()
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InputMapper._gameplay_occluded = false
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InputMapper._suppress_move_until_release = false
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InputMapper._last_move_msec = 0
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# D-054 movement is facing-relative, and _update_facing_from_mouse() derives
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# facing from engine/session globals (viewport mouse position vs the
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# GameState.player_position screen anchor under the live canvas transform) at
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# the top of every _process. Earlier suites move all three, so in full-suite
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# order "press W" can resolve to a diagonal (gate run: MOVE_NORTHWEST).
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# Pin facing to North through the T-1088 provider seam so poll assertions
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# are order-independent.
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InputMapper.facing_angle_provider = func() -> float: return -PI / 2.0
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InputMapper.facing_angle = -PI / 2.0
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InputMapper.facing_octant = "North"
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InputMapper._last_sent_octant = "North"
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_release_all_movement_keys()
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func after_test() -> void:
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InputMapper.input_queue.clear()
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InputMapper._gameplay_occluded = false
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InputMapper._suppress_move_until_release = false
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InputMapper.facing_angle_provider = Callable()
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_release_all_movement_keys()
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# Restore HudGroups to a clean gameplay state regardless of what a test left
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# behind — mirrors test_implant_app_lifecycle.gd's after_test convention.
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HudGroups._active_app = ""
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HudGroups._active_mode = HudGroups.Mode.GAMEPLAY
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HudGroups._groups.erase(TEST_APP)
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func _release_all_movement_keys() -> void:
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Input.action_release("move_north")
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Input.action_release("move_south")
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Input.action_release("move_east")
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Input.action_release("move_west")
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# A throttle-safe "now" — MOVE_INTERVAL_MS["Walk"] is 400ms; setting
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# _last_move_msec far enough in the past guarantees the next poll's interval
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# check passes regardless of real wall-clock time elapsed during the test.
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func _prime_throttle_ready() -> void:
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InputMapper._last_move_msec = Time.get_ticks_msec() - 1000
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# =============================================================================
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# Occluded -> poll produces nothing (movement)
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# =============================================================================
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func test_occluded_movement_poll_queues_nothing() -> void:
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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assert_bool(InputMapper._gameplay_occluded).override_failure_message(
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"HudGroups.open_app(FULLSCREEN) must occlude — gate precondition not met"
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).is_true()
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_prime_throttle_ready()
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Input.action_press("move_north")
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"InputMapper must not enqueue MoveNorth while gameplay is occluded"
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).is_equal(0)
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func test_occluded_set_facing_poll_queues_nothing() -> void:
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# Force a facing_octant change so the (ungated in isolation) SET_FACING send
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# branch would fire if the occlusion gate were not in place.
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InputMapper.facing_angle = 0.0 # East
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InputMapper.facing_octant = "East"
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InputMapper._last_sent_octant = "North"
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"InputMapper must not enqueue SetFacing while gameplay is occluded"
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).is_equal(0)
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# =============================================================================
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# Occluded -> _unhandled_input produces nothing for gameplay-sim-bound actions
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# =============================================================================
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func test_occluded_interact_press_queues_nothing() -> void:
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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var fake_event := InputEventAction.new()
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fake_event.action = "interact"
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fake_event.pressed = true
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InputMapper._unhandled_input(fake_event)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"InputMapper must not enqueue Interact while gameplay is occluded"
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).is_equal(0)
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func test_occluded_stance_up_press_queues_nothing() -> void:
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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var fake_event := InputEventAction.new()
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fake_event.action = "stance_up"
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fake_event.pressed = true
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InputMapper._unhandled_input(fake_event)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"InputMapper must not enqueue TOGGLE_STANCE_UP while gameplay is occluded"
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).is_equal(0)
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func test_occluded_quicksave_press_queues_nothing() -> void:
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GameState.current_game_id = "t1146-test-session"
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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var fake_event := InputEventAction.new()
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fake_event.action = "quicksave"
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fake_event.pressed = true
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InputMapper._unhandled_input(fake_event)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"InputMapper must not enqueue SaveGame while gameplay is occluded"
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).is_equal(0)
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GameState.current_game_id = ""
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# =============================================================================
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# Exempt actions — never gated, regardless of occlusion
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# =============================================================================
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func test_occluded_open_menu_press_still_queues() -> void:
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# OPEN_MENU is how the implant CLOSES (Esc). Gating it would make the
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# implant impossible to close with the keyboard.
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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var fake_event := InputEventAction.new()
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fake_event.action = "open_menu"
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fake_event.pressed = true
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InputMapper._unhandled_input(fake_event)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"OPEN_MENU must still queue while gameplay is occluded — it's how the implant closes"
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).is_equal(1)
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assert_int(InputMapper.input_queue[0]["action"]).is_equal(InputMapper.Action.OPEN_MENU)
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func test_occluded_bug_report_press_still_queues() -> void:
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# #495: client-only, never reaches send_input — no reason to gate it.
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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var fake_event := InputEventAction.new()
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fake_event.action = "bug_report"
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fake_event.pressed = true
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InputMapper._unhandled_input(fake_event)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"BUG_REPORT must still queue while gameplay is occluded — it's client-only"
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).is_equal(1)
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assert_int(InputMapper.input_queue[0]["action"]).is_equal(InputMapper.Action.BUG_REPORT)
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func test_occluded_open_journal_press_still_queues() -> void:
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# #264: client-only, never reaches send_input — no reason to gate it.
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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var fake_event := InputEventAction.new()
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fake_event.action = "open_journal"
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fake_event.pressed = true
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InputMapper._unhandled_input(fake_event)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"OPEN_JOURNAL must still queue while gameplay is occluded — it's client-only"
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).is_equal(1)
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assert_int(InputMapper.input_queue[0]["action"]).is_equal(InputMapper.Action.OPEN_JOURNAL)
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# =============================================================================
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# Unoccluded -> poll produces normally
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# =============================================================================
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func test_unoccluded_movement_poll_queues_normally() -> void:
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assert_bool(InputMapper._gameplay_occluded).is_false()
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_prime_throttle_ready()
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Input.action_press("move_north")
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"InputMapper must enqueue MoveNorth normally while gameplay is not occluded"
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).is_equal(1)
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assert_int(InputMapper.input_queue[0]["action"]).is_equal(InputMapper.Action.MOVE_NORTH)
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func test_unoccluded_interact_press_queues_normally() -> void:
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var fake_event := InputEventAction.new()
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fake_event.action = "interact"
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fake_event.pressed = true
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InputMapper._unhandled_input(fake_event)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"InputMapper must enqueue Interact normally while gameplay is not occluded"
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).is_equal(1)
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assert_int(InputMapper.input_queue[0]["action"]).is_equal(InputMapper.Action.INTERACT)
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# =============================================================================
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# INSERT mode must NOT occlude/gate — e.g. main.gd's "implant/economics" panel
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# (D-181/#824) renders alongside still-playable gameplay.
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# =============================================================================
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func test_insert_mode_does_not_occlude() -> void:
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HudGroups.open_app(TEST_APP, HudGroups.Mode.INSERT)
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assert_bool(InputMapper._gameplay_occluded).override_failure_message(
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"INSERT mode must not set gameplay_occluded — it's a side panel, gameplay stays playable"
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).is_false()
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func test_insert_mode_movement_poll_queues_normally() -> void:
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HudGroups.open_app(TEST_APP, HudGroups.Mode.INSERT)
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_prime_throttle_ready()
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Input.action_press("move_east")
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"WASD must still move the character while an INSERT-mode panel (e.g. economics monitor) is open"
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).is_equal(1)
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# =============================================================================
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# Held-state transitions (T-1146 requirement #2)
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# =============================================================================
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## Open-while-held: a movement key already down when the implant opens must
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## stop producing on the very next poll — no separate latch needed, the
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## occlusion gate alone is sufficient since poll-site means nothing is ever
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## enqueued once occluded.
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func test_open_while_held_stops_movement_immediately() -> void:
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_prime_throttle_ready()
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Input.action_press("move_north")
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"sanity: movement must queue before occlusion begins"
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).is_equal(1)
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InputMapper.input_queue.clear()
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# Implant opens WHILE W is still held.
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"movement must stop the instant occlusion begins, even with the key still held"
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).is_equal(0)
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## Close-while-held: a movement key still down at the moment the implant
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## closes must NOT resume movement on the very next poll — a re-press is
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## required. This is the release-latch (_suppress_move_until_release).
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func test_close_while_held_does_not_resume_without_release() -> void:
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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_prime_throttle_ready()
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Input.action_press("move_north") # held throughout the whole close transition
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"sanity: nothing should queue yet — still occluded"
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).is_equal(0)
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HudGroups.close_app()
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assert_bool(InputMapper._suppress_move_until_release).override_failure_message(
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"the release-latch must arm the instant occlusion ends"
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).is_true()
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_prime_throttle_ready()
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InputMapper._process(0.016) # W is STILL held — must not resume
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"W held through the close transition must NOT resume movement without a re-press"
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).is_equal(0)
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# Still held on a second poll — latch must not self-clear from time alone.
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_prime_throttle_ready()
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"the latch must not clear on its own while the key stays held"
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).is_equal(0)
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# Release, then re-press — movement must resume normally.
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Input.action_release("move_north")
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InputMapper._process(0.016) # observes the release, clears the latch
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assert_bool(InputMapper._suppress_move_until_release).override_failure_message(
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"the latch must clear once the poll observes every movement key released"
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).is_false()
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_prime_throttle_ready()
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Input.action_press("move_north")
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"a fresh press after release must resume movement normally"
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).is_equal(1)
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## Facing is exempt from the release-latch — turning to look on the frame the
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## implant closes is expected (re-sync), not a "lurch". Installs the T-1088
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## facing_angle_provider seam so _update_facing_from_mouse() cannot silently
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## overwrite the test's facing_octant from the headless-runner's real (and
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## arbitrary) mouse/viewport state before the SET_FACING check runs.
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func test_close_while_held_still_allows_facing_update_after_movement_key_release() -> void:
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InputMapper.facing_angle_provider = func() -> float: return -PI / 2.0 # North
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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InputMapper._process(0.016) # settle facing_octant to North, consume any pending SET_FACING
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InputMapper.input_queue.clear()
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HudGroups.close_app()
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# No movement key held at all — latch arms but has nothing to suppress;
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# a facing change must still send normally on the very next poll.
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InputMapper.facing_angle_provider = func() -> float: return 0.0 # East
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InputMapper._process(0.016)
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"SET_FACING must send normally right after occlusion ends when no movement key is held"
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).is_equal(1)
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assert_int(InputMapper.input_queue[0]["action"]).is_equal(InputMapper.Action.SET_FACING)
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InputMapper.facing_angle_provider = Callable()
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## The latch is scoped to raw_dir == ZERO across ALL four movement keys, not
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## just the one that was held when occlusion began — releasing a DIFFERENT
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## key than the one held at close-time must not falsely clear the latch while
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## another movement key is still down.
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func test_close_while_held_latch_requires_every_movement_key_released() -> void:
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HudGroups.open_app(TEST_APP, HudGroups.Mode.FULLSCREEN)
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Input.action_press("move_north")
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Input.action_press("move_east")
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HudGroups.close_app()
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# Release only one of the two held keys.
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Input.action_release("move_north")
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_prime_throttle_ready()
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InputMapper._process(0.016)
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assert_bool(InputMapper._suppress_move_until_release).override_failure_message(
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"the latch must stay armed while ANY movement key is still held"
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).is_true()
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assert_int(InputMapper.input_queue.size()).override_failure_message(
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"movement must stay suppressed while any movement key is still held"
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).is_equal(0)
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# Release the second key — now all movement keys are up.
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Input.action_release("move_east")
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InputMapper._process(0.016)
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assert_bool(InputMapper._suppress_move_until_release).override_failure_message(
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"the latch must clear once every movement key has been released"
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).is_false()
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