- Fix input_mapper double-check bug (redundant InputEventKey + pressed filter) - Add bounds checking for position arrays in entity_renderer and game_state - Make test snapshot deterministic (incrementing counter, not wall clock) - Fix tween overlap in monologue_display (cancel active tween before new one) - Extract TILE_SIZE constant from magic number 32 - Add 5 D-030 Layer 1 fixture tests for snapshot parsing (7/7 total passing) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
73 lines
2.4 KiB
GDScript
73 lines
2.4 KiB
GDScript
## D-030 Layer 1: Fixture-based tests for snapshot parsing
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## Validates that GameState correctly parses ObserverSnapshot data
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class_name TestSnapshotParsing
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extends GdUnitTestSuite
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# Valid snapshot fixture
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var _valid_snapshot: Dictionary = {
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"tick": 1,
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"player": {
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"position": [10, 15],
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"health": 85
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},
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"entities": [
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{"id": 1, "type": "npc", "position": [12, 8], "name": "Test NPC"},
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{"id": 2, "type": "npc", "position": [5, 20], "name": "Second NPC"},
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],
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"fog": {"radius": 8},
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"hud": {"perception_mode": "baseline", "time": "14:30"}
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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.player_position).is_equal(Vector2(10, 15))
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assert_that(GameState.visible_entities.size()).is_equal(2)
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assert_that(GameState.fog_state).is_equal({"radius": 8})
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assert_that(GameState.hud_data).is_equal({"perception_mode": "baseline", "time": "14:30"})
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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_malformed_position_no_crash() -> void:
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var bad_snapshot: Dictionary = {
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"player": {"position": "not_an_array"},
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}
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# Reset
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GameState.player_position = Vector2.ZERO
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# Should not crash — logs warning instead
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GameState.apply_snapshot(bad_snapshot)
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assert_that(GameState.player_position).is_equal(Vector2.ZERO)
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func test_missing_fields_partial_update() -> void:
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# First apply valid snapshot
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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 only HUD data — player position unchanged
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GameState.apply_snapshot({"hud": {"perception_mode": "thermal", "time": "22:00"}})
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assert_that(GameState.player_position).is_equal(Vector2(10, 15))
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assert_that(GameState.hud_data.perception_mode).is_equal("thermal")
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func test_sim_bridge_test_snapshot_deterministic() -> void:
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SimBridge._test_tick = 0
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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 structure is stable
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assert_that(snap1.has("player")).is_true()
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assert_that(snap1.has("entities")).is_true()
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assert_that(snap1.has("fog")).is_true()
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assert_that(snap1.has("hud")).is_true()
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