Files
settled-reach/client/scripts/autoloads/game_state.gd
T
jpmschweitzerandClaude Opus 4.6 64897a40b3 fix(client): address PR #11 review — type safety, perf, tests
Add Dictionary validation in game_state visible_tiles loop to prevent
crash on malformed data (Hoshe critical). Skip redundant modulate.a
writes (Hoshe suggestion). Add 3 tests: malformed visible_tiles,
facing rotation accuracy, v1 backward compatibility. Clarify D-033
Phase 1/Phase 2 comments.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 01:07:02 +01:00

72 lines
2.7 KiB
GDScript

extends Node
# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities, tiles}).
# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
# Tiles use format: [{x, y, z, type}].
var current_snapshot: Dictionary = {}
var current_tick: int = 0
var player_position: Vector2 = Vector2.ZERO
var visible_entities: Array = []
var visible_tiles: Array = []
var visible_positions: Dictionary = {} # Vector2i -> true, for fast fog lookups
# v2 fields (D-015, D-031)
var game_time: Dictionary = {} # {day, time_of_day, day_phase, paused} or empty
var player_facing: String = "North" # 8-directional facing direction
var visibility_sectors: Dictionary = {} # Vector2i -> "Forward"/"Peripheral"
# Player entity ID — the first entity is assumed to be the player (will be
# refined when the server assigns explicit player entity IDs).
var player_entity_id: int = 1
func apply_snapshot(snapshot: Dictionary) -> void:
current_snapshot = snapshot
if snapshot.has("tick"):
current_tick = snapshot.tick
if snapshot.has("entities"):
visible_entities = snapshot.entities
# Derive player position from the player entity
var found_player := false
for entity in visible_entities:
if entity.has("entity_id") and entity.entity_id == player_entity_id:
player_position = Vector2(entity.x, entity.y)
found_player = true
break
if not found_player and visible_entities.size() > 0:
push_warning("GameState: player entity_id %d not found in %d entities" % [
player_entity_id, visible_entities.size()])
if snapshot.has("tiles"):
visible_tiles = snapshot.tiles
if snapshot.has("visible_positions"):
visible_positions.clear()
for pos in snapshot.visible_positions:
visible_positions[Vector2i(pos.x, pos.y)] = true
# v2: game_time (D-031)
if snapshot.has("game_time") and snapshot.game_time is Dictionary:
game_time = snapshot.game_time
# v2: player_facing (D-015)
if snapshot.has("player_facing") and snapshot.player_facing is String:
player_facing = snapshot.player_facing
# v2: visible_tiles with visibility sectors
# Derives visible_positions when not explicitly provided (real server mode)
if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
visibility_sectors.clear()
var has_explicit_positions := snapshot.has("visible_positions")
if not has_explicit_positions:
visible_positions.clear()
for vtile in snapshot.visible_tiles:
if not vtile is Dictionary or not vtile.has("x") or not vtile.has("y"):
continue
var pos := Vector2i(vtile.x, vtile.y)
if vtile.has("visibility"):
visibility_sectors[pos] = vtile.visibility
if not has_explicit_positions:
visible_positions[pos] = true