- 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>
83 lines
2.1 KiB
GDScript
83 lines
2.1 KiB
GDScript
extends Node
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# Connection states
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enum ConnectionState { DISCONNECTED, CONNECTING, CONNECTED, ERROR }
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var state: ConnectionState = ConnectionState.DISCONNECTED
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var test_mode: bool = true # Enable test mode for development without Rust server
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var _test_tick: int = 0
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# Signals
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signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
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signal snapshot_received(snapshot: Dictionary)
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func _ready() -> void:
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if test_mode:
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print("SimBridge: Running in test mode (hardcoded snapshot)")
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# Change connection state and emit signal
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func _set_state(new_state: ConnectionState) -> void:
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if state != new_state:
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var old_state = state
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state = new_state
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connection_state_changed.emit(old_state, new_state)
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# Connect to simulation server (real implementation comes later)
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func connect_to_sim() -> void:
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_set_state(ConnectionState.CONNECTING)
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# TODO: Actual connection logic when IPC/MessagePack is implemented
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if test_mode:
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_set_state(ConnectionState.CONNECTED)
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else:
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_set_state(ConnectionState.ERROR)
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# Disconnect from simulation server
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func disconnect_from_sim() -> void:
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_set_state(ConnectionState.DISCONNECTED)
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# Send input to simulation (real implementation comes later)
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func send_input(player_input: Dictionary) -> void:
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if state != ConnectionState.CONNECTED:
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return
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# TODO: Serialize and send via MessagePack when IPC is implemented
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pass
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# Poll for snapshot from simulation
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func poll_snapshot() -> Variant:
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if state != ConnectionState.CONNECTED:
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return null
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if test_mode:
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var snapshot = _test_snapshot()
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snapshot_received.emit(snapshot)
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return snapshot
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# TODO: Actual polling logic when IPC/MessagePack is implemented
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return null
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# Hardcoded test snapshot for development (deterministic per D-010 principle 4)
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func _test_snapshot() -> Dictionary:
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_test_tick += 1
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return {
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"tick": _test_tick,
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"player": {
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"position": [10, 10],
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"health": 100
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},
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"entities": [
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{
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"id": 1,
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"type": "npc",
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"position": [12, 8],
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"name": "Test NPC"
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},
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],
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"fog": {
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"radius": 8
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},
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"hud": {
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"perception_mode": "baseline",
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"time": "08:00"
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}
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}
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