Same Sprite2D correction applied to test_client_p2.gd entity color tests (Terrain, Player) — ColorRect was replaced with Sprite2D in entity_renderer.gd. Minor comment clarification in test_rendering.gd rotation test. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
543 lines
23 KiB
GDScript
543 lines
23 KiB
GDScript
## D-030 Layer 1: Tests for rendering components (tile, fog, entity renderers)
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## Validates renderers handle snapshot data correctly.
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class_name TestRendering
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extends GdUnitTestSuite
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var EntityRendererScript = load("res://scripts/rendering/entity_renderer.gd")
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var TileRendererScript = load("res://scripts/rendering/tile_renderer.gd")
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var SoundIndicatorScript = load("res://scripts/rendering/sound_indicator_renderer.gd")
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# -- Test data matching Protocol decoded format --
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var _test_tiles: Array = [
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{"x": 0, "y": 0, "z": 0, "type": "floor"},
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{"x": 1, "y": 0, "z": 0, "type": "wall"},
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{"x": 2, "y": 0, "z": 0, "type": "door"},
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{"x": 3, "y": 0, "z": 0, "type": "object"},
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{"x": 0, "y": 1, "z": 0, "type": "floor"},
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]
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var _test_entities: Array = [
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{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}},
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{"entity_id": 2, "x": 7.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
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]
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var _test_entities_v2: Array = [
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{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}, "visibility": "Forward"},
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{"entity_id": 2, "x": 7.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}, "visibility": "Peripheral"},
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]
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# -- Constants --
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func test_tile_size_constant() -> void:
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assert_that(Constants.TILE_SIZE).is_equal(32)
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# -- GameState: tile and visibility data --
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func test_game_state_tick_advances() -> void:
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GameState.apply_snapshot({"tick": 1, "tiles": _test_tiles})
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assert_that(GameState.current_tick).is_equal(1)
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GameState.apply_snapshot({"tick": 2, "tiles": _test_tiles})
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assert_that(GameState.current_tick).is_equal(2)
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func test_game_state_stores_tiles() -> void:
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GameState.apply_snapshot({"tick": 1, "tiles": _test_tiles})
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assert_that(GameState.visible_tiles.size()).is_equal(5)
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func test_game_state_stores_visible_positions() -> void:
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var positions := [{"x": 5, "y": 5}, {"x": 6, "y": 5}]
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GameState.apply_snapshot({"tick": 1, "visible_positions": positions})
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assert_that(GameState.visible_positions.size()).is_equal(2)
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assert_that(GameState.visible_positions.has(Vector2i(5, 5))).is_true()
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assert_that(GameState.visible_positions.has(Vector2i(6, 5))).is_true()
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func test_game_state_clears_old_visible_positions() -> void:
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GameState.apply_snapshot({"tick": 1, "visible_positions": [{"x": 1, "y": 1}]})
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assert_that(GameState.visible_positions.size()).is_equal(1)
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GameState.apply_snapshot({"tick": 2, "visible_positions": [{"x": 2, "y": 2}, {"x": 3, "y": 3}]})
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assert_that(GameState.visible_positions.size()).is_equal(2)
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assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false()
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func test_game_state_same_count_different_tiles_new_tick() -> void:
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var tiles_a := [{"x": 0, "y": 0, "z": 0, "type": "floor"}]
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var tiles_b := [{"x": 0, "y": 0, "z": 0, "type": "door"}]
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GameState.apply_snapshot({"tick": 1, "tiles": tiles_a})
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assert_that(GameState.visible_tiles[0].type).is_equal("floor")
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GameState.apply_snapshot({"tick": 2, "tiles": tiles_b})
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assert_that(GameState.current_tick).is_equal(2)
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assert_that(GameState.visible_tiles[0].type).is_equal("door")
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func test_game_state_same_count_different_visibility_new_tick() -> void:
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GameState.apply_snapshot({"tick": 1, "visible_positions": [{"x": 1, "y": 1}]})
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assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_true()
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GameState.apply_snapshot({"tick": 2, "visible_positions": [{"x": 2, "y": 2}]})
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assert_that(GameState.current_tick).is_equal(2)
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assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false()
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assert_that(GameState.visible_positions.has(Vector2i(2, 2))).is_true()
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func test_game_state_stores_game_time() -> void:
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var gt := {"day": 1, "time_of_day": 720, "day_phase": "Evening", "paused": false}
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GameState.apply_snapshot({"tick": 1, "game_time": gt})
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assert_that(GameState.game_time.day).is_equal(1)
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assert_that(GameState.game_time.time_of_day).is_equal(720)
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func test_game_state_stores_player_facing() -> void:
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GameState.apply_snapshot({"tick": 1, "player_facing": "Southeast"})
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assert_that(GameState.player_facing).is_equal("Southeast")
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func test_game_state_derives_visible_positions_from_visible_tiles() -> void:
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var vtiles := [
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{"x": 5, "y": 5, "z": 0, "visibility": "Forward"},
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{"x": 6, "y": 5, "z": 0, "visibility": "Peripheral"},
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]
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GameState.apply_snapshot({"tick": 1, "visible_tiles": vtiles})
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assert_that(GameState.visible_positions.has(Vector2i(5, 5))).is_true()
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assert_that(GameState.visible_positions.has(Vector2i(6, 5))).is_true()
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assert_that(GameState.visibility_sectors[Vector2i(5, 5)]).is_equal("Forward")
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assert_that(GameState.visibility_sectors[Vector2i(6, 5)]).is_equal("Peripheral")
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func test_game_state_skips_malformed_visible_tiles() -> void:
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var vtiles := [
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{"x": 5, "y": 5, "z": 0, "visibility": "Forward"},
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null,
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"not_a_dict",
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{"z": 0}, # missing x, y
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{"x": 6, "y": 6, "z": 0, "visibility": "Peripheral"},
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]
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GameState.apply_snapshot({"tick": 1, "visible_tiles": vtiles})
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# Only the 2 valid entries should be stored
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assert_that(GameState.visible_positions.size()).is_equal(2)
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assert_that(GameState.visible_positions.has(Vector2i(5, 5))).is_true()
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assert_that(GameState.visible_positions.has(Vector2i(6, 6))).is_true()
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assert_that(GameState.visibility_sectors.size()).is_equal(2)
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func test_game_state_warns_on_missing_player() -> void:
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GameState.player_entity_id = 999
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GameState.player_position = Vector2(5, 5)
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GameState.apply_snapshot({"tick": 1, "entities": _test_entities})
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assert_that(GameState.player_position).is_equal(Vector2(5, 5))
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# -- SimBridge: test data completeness --
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func test_sim_bridge_test_snapshot_has_tiles() -> void:
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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assert_that(snap.has("tiles")).is_true()
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assert_that(snap.tiles.size()).is_greater(0)
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var tile = snap.tiles[0]
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assert_that(tile.has("x")).is_true()
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assert_that(tile.has("y")).is_true()
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assert_that(tile.has("type")).is_true()
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func test_sim_bridge_test_snapshot_has_visible_positions() -> void:
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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assert_that(snap.has("visible_positions")).is_true()
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assert_that(snap.visible_positions.size()).is_greater(0)
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var pos = snap.visible_positions[0]
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assert_that(pos.has("x")).is_true()
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assert_that(pos.has("y")).is_true()
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func test_sim_bridge_test_snapshot_has_player_entity() -> void:
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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var has_player := false
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for entity in snap.entities:
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if entity.kind.variant == "Player":
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has_player = true
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break
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assert_that(has_player).is_true()
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func test_sim_bridge_test_snapshot_has_npc() -> void:
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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var has_npc := false
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for entity in snap.entities:
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if entity.kind.variant == "Npc":
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has_npc = true
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break
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assert_that(has_npc).is_true()
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func test_sim_bridge_test_tiles_contain_all_types() -> void:
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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var types: Dictionary = {}
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for tile in snap.tiles:
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types[tile.type] = true
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assert_that(types.has("floor")).is_true()
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assert_that(types.has("wall")).is_true()
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assert_that(types.has("door")).is_true()
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func test_sim_bridge_test_snapshot_has_v2_fields() -> void:
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SimBridge.reset_test_state()
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var snap = SimBridge._test_snapshot()
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assert_that(snap.has("version")).is_true()
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assert_that(snap.version).is_equal(Protocol.PROTOCOL_VERSION)
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assert_that(snap.has("game_time")).is_true()
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assert_that(snap.has("player_facing")).is_true()
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assert_that(snap.has("visible_tiles")).is_true()
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assert_that(snap.visible_tiles.size()).is_greater(0)
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var vtile = snap.visible_tiles[0]
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assert_that(vtile.has("visibility")).is_true()
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# Entities should have visibility
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assert_that(snap.entities[0].has("visibility")).is_true()
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# -- EntityRenderer: lifecycle --
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func _make_entity_renderer() -> Node2D:
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var renderer = Node2D.new()
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renderer.set_script(EntityRendererScript)
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add_child(renderer)
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return renderer
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func test_entity_renderer_creates_nodes() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities)
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assert_that(renderer.entity_nodes.size()).is_equal(2)
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assert_that(renderer.entity_nodes.has(1)).is_true()
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assert_that(renderer.entity_nodes.has(2)).is_true()
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renderer.queue_free()
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func test_entity_renderer_removes_stale_entities() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities)
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assert_that(renderer.entity_nodes.size()).is_equal(2)
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renderer.update_entities([_test_entities[0]])
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assert_that(renderer.entity_nodes.size()).is_equal(1)
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assert_that(renderer.entity_nodes.has(1)).is_true()
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renderer.queue_free()
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func test_entity_renderer_positions_centered() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities([_test_entities[0]])
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var node = renderer.entity_nodes[1]
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# Sprite2D renderer: ENTITY_OFFSET_X=0.0, ENTITY_OFFSET_Y=TILE_SIZE-ENTITY_HEIGHT=0.0
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var expected_x: float = 5.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X
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var expected_y: float = 5.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y
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assert_that(node.position.x).is_equal_approx(expected_x, 0.01)
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assert_that(node.position.y).is_equal_approx(expected_y, 0.01)
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renderer.queue_free()
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func test_entity_renderer_skips_missing_entity_id() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities([{"x": 1.0, "y": 1.0, "z": 0, "kind": {"variant": "Npc", "data": null}}])
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assert_that(renderer.entity_nodes.size()).is_equal(0)
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renderer.queue_free()
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# Regression test for #345: protocol uses entity_id (not id).
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# An entity dict keyed with "id" (old/wrong format) must be silently dropped.
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func test_entity_renderer_rejects_old_id_field_format() -> void:
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var renderer := _make_entity_renderer()
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# Old (wrong) format: "id" instead of "entity_id"
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renderer.update_entities([{"id": 99, "x": 3.0, "y": 3.0, "z": 0, "kind": {"variant": "Npc", "data": null}}])
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assert_that(renderer.entity_nodes.size()).is_equal(0)
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# Correct format: "entity_id" — should be accepted
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renderer.update_entities([{"entity_id": 99, "x": 3.0, "y": 3.0, "z": 0, "kind": {"variant": "Npc", "data": null}}])
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assert_that(renderer.entity_nodes.size()).is_equal(1)
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assert_that(renderer.entity_nodes.has(99)).is_true()
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renderer.queue_free()
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func test_entity_renderer_player_color_differs_from_npc() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities)
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var player_node = renderer.entity_nodes[1] as Sprite2D
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var npc_node = renderer.entity_nodes[2] as Sprite2D
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assert_that(player_node.self_modulate != npc_node.self_modulate).is_true()
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renderer.queue_free()
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func test_entity_renderer_empty_entities_clears_all() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities)
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assert_that(renderer.entity_nodes.size()).is_equal(2)
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renderer.update_entities([])
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assert_that(renderer.entity_nodes.size()).is_equal(0)
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renderer.queue_free()
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# -- EntityRenderer: D-033 colors and v2 features --
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func test_entity_renderer_player_uses_d033_color() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var player_node = renderer.entity_nodes[1] as Sprite2D
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assert_that(player_node.self_modulate).is_equal(Constants.ENTITY_COLOR_PLAYER)
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renderer.queue_free()
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func test_entity_renderer_npc_uses_unknown_teal() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var npc_node = renderer.entity_nodes[2] as Sprite2D
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assert_that(npc_node.self_modulate).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
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renderer.queue_free()
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func test_entity_renderer_object_uses_grey() -> void:
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var renderer := _make_entity_renderer()
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var obj := [{"entity_id": 3, "x": 1.0, "y": 1.0, "z": 0, "kind": {"variant": "Object", "data": null}, "visibility": "Forward"}]
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renderer.update_entities(obj)
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var node = renderer.entity_nodes[3] as Sprite2D
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assert_that(node.self_modulate).is_equal(Constants.ENTITY_COLOR_OBJECT)
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renderer.queue_free()
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func test_entity_renderer_peripheral_entity_dimmed() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var npc_node = renderer.entity_nodes[2]
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assert_that(npc_node.modulate.a).is_equal_approx(Constants.PERIPHERAL_ALPHA, 0.01)
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renderer.queue_free()
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func test_entity_renderer_forward_entity_full_alpha() -> void:
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var player_node = renderer.entity_nodes[1]
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assert_that(player_node.modulate.a).is_equal_approx(1.0, 0.01)
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renderer.queue_free()
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func test_entity_renderer_player_has_facing_indicator() -> void:
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GameState.player_entity_id = 1
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var player_node = renderer.entity_nodes[1]
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var indicator = player_node.get_node_or_null("FacingIndicator")
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assert_that(indicator != null).is_true()
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assert_that(indicator is Polygon2D).is_true()
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renderer.queue_free()
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func test_entity_renderer_facing_indicator_rotation_accuracy() -> void:
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# D-054: Facing indicator now reads InputMapper.facing_angle (float), not
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# GameState.player_facing (string). Indicator rotation = facing_angle + PI/2.
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GameState.player_entity_id = 1
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var renderer := _make_entity_renderer()
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# {facing_angle → expected indicator rotation}
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# Indicator 0 = North (up). facing_angle 0 = East. So rotation = angle + PI/2.
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var angles := {
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-PI / 2.0: 0.0, # North
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-PI / 4.0: PI / 4.0, # Northeast
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0.0: PI / 2.0, # East
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PI / 4.0: 3.0 * PI / 4.0, # Southeast
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PI / 2.0: PI, # South
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3.0 * PI / 4.0: 5.0 * PI / 4.0, # Southwest (raw: 3PI/4 + PI/2 = 5PI/4)
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PI: 3.0 * PI / 2.0, # West (raw: PI + PI/2 = 3PI/2)
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-3.0 * PI / 4.0: -PI / 4.0, # Northwest: wraps negative — Godot returns raw un-normalised rotation
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}
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renderer.update_entities(_test_entities_v2)
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var player_node = renderer.entity_nodes[1]
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var indicator = player_node.get_node_or_null("FacingIndicator")
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for angle in angles:
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InputMapper.facing_angle = angle
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renderer.update_entities(_test_entities_v2)
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assert_that(indicator.rotation).is_equal_approx(angles[angle], 0.001)
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InputMapper.facing_angle = -PI / 2.0 # Reset to default (North)
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renderer.queue_free()
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func test_entity_renderer_npc_has_no_facing_indicator() -> void:
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GameState.player_entity_id = 1
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var renderer := _make_entity_renderer()
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renderer.update_entities(_test_entities_v2)
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var npc_node = renderer.entity_nodes[2]
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var indicator = npc_node.get_node_or_null("FacingIndicator")
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assert_that(indicator == null).is_true()
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renderer.queue_free()
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# -- EntityRenderer: regression #345 (entity_id field name bug) --
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# Bug: entity_renderer.gd checked entity_data.has("id") instead of
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# entity_data.has("entity_id"), causing all entities to be silently dropped.
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# Fix: use entity_id (Protocol v2 canonical field name).
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func test_regression_345_entity_id_field_renders() -> void:
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# Regression: entity with correct "entity_id" field MUST be rendered.
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var renderer := _make_entity_renderer()
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renderer.update_entities([
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{"entity_id": 99, "x": 4.0, "y": 4.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
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])
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assert_that(renderer.entity_nodes.size()).is_equal(1)
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assert_that(renderer.entity_nodes.has(99)).is_true()
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renderer.queue_free()
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func test_regression_345_old_id_field_not_rendered() -> void:
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# Negative regression: entity using OLD field name "id" (not "entity_id")
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# must be silently dropped. Pre-fix code accepted "id"; this verifies the fix.
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|
var renderer := _make_entity_renderer()
|
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renderer.update_entities([
|
|
{"id": 99, "x": 4.0, "y": 4.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
|
|
])
|
|
assert_that(renderer.entity_nodes.size()).is_equal(0)
|
|
renderer.queue_free()
|
|
|
|
func test_regression_345_mixed_batch_only_entity_id_renders() -> void:
|
|
# Mixed batch: one entity with correct "entity_id", one with old "id" only.
|
|
# Only the entity_id entity should appear — no cross-contamination.
|
|
var renderer := _make_entity_renderer()
|
|
renderer.update_entities([
|
|
{"entity_id": 1, "x": 1.0, "y": 1.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
|
|
{"id": 2, "x": 2.0, "y": 2.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
|
|
])
|
|
assert_that(renderer.entity_nodes.size()).is_equal(1)
|
|
assert_that(renderer.entity_nodes.has(1)).is_true()
|
|
assert_that(renderer.entity_nodes.has(2)).is_false()
|
|
renderer.queue_free()
|
|
|
|
func test_regression_345_entity_id_node_keyed_by_id_value() -> void:
|
|
# Regression: entity_nodes dict must be keyed by the entity_id VALUE,
|
|
# not by a string "entity_id" or by the old "id" value.
|
|
var renderer := _make_entity_renderer()
|
|
renderer.update_entities([
|
|
{"entity_id": 42, "x": 3.0, "y": 3.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
|
|
])
|
|
assert_that(renderer.entity_nodes.has(42)).is_true()
|
|
assert_that(renderer.entity_nodes.has("entity_id")).is_false()
|
|
assert_that(renderer.entity_nodes.has(0)).is_false()
|
|
renderer.queue_free()
|
|
|
|
func test_regression_345_entity_position_set_from_entity_id_entity() -> void:
|
|
# Regression: entity rendered via entity_id must have correct pixel position.
|
|
var renderer := _make_entity_renderer()
|
|
renderer.update_entities([
|
|
{"entity_id": 5, "x": 6.0, "y": 7.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
|
|
])
|
|
var node = renderer.entity_nodes[5]
|
|
# Sprite2D renderer: ENTITY_OFFSET_X=0.0, ENTITY_OFFSET_Y=TILE_SIZE-ENTITY_HEIGHT=0.0
|
|
assert_that(node.position.x).is_equal_approx(6.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_X, 0.01)
|
|
assert_that(node.position.y).is_equal_approx(7.0 * Constants.TILE_SIZE + EntityRenderer.ENTITY_OFFSET_Y, 0.01)
|
|
renderer.queue_free()
|
|
|
|
|
|
# -- SoundIndicatorRenderer: #126 D-018 medium-range fog-edge indicators --
|
|
|
|
func _make_sound_indicator_renderer() -> Node2D:
|
|
var renderer = Node2D.new()
|
|
renderer.set_script(SoundIndicatorScript)
|
|
add_child(renderer)
|
|
return renderer
|
|
|
|
func test_sound_indicator_accepts_medium_events() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
renderer.update_sound_events([
|
|
{"x": 10.0, "y": 10.0, "event_type": "Footstep"},
|
|
{"x": 15.0, "y": 15.0, "event_type": "Voice"},
|
|
])
|
|
assert_that(renderer._indicators.size()).is_equal(2)
|
|
renderer.queue_free()
|
|
|
|
func test_sound_indicator_drops_events_without_position() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
renderer.update_sound_events([
|
|
{"event_type": "Footstep"}, # missing x, y
|
|
{"x": 5.0, "event_type": "Voice"}, # missing y
|
|
{"x": 8.0, "y": 3.0, "event_type": "Footstep"}, # valid
|
|
])
|
|
assert_that(renderer._indicators.size()).is_equal(1)
|
|
renderer.queue_free()
|
|
|
|
func test_sound_indicator_appends_new_events() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
renderer.update_sound_events([
|
|
{"x": 1.0, "y": 1.0, "event_type": "Voice"},
|
|
{"x": 2.0, "y": 2.0, "event_type": "Footstep"},
|
|
])
|
|
assert_that(renderer._indicators.size()).is_equal(2)
|
|
# New update appends — existing indicators persist until they expire
|
|
renderer.update_sound_events([{"x": 5.0, "y": 5.0, "event_type": "Footstep"}])
|
|
assert_that(renderer._indicators.size()).is_equal(3)
|
|
renderer.queue_free()
|
|
|
|
func test_sound_indicator_empty_update_preserves_existing() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
renderer.update_sound_events([{"x": 3.0, "y": 3.0, "event_type": "Voice"}])
|
|
assert_that(renderer._indicators.size()).is_equal(1)
|
|
# Empty update does not clear existing indicators — they expire via _process
|
|
renderer.update_sound_events([])
|
|
assert_that(renderer._indicators.size()).is_equal(1)
|
|
renderer.queue_free()
|
|
|
|
func test_sound_indicator_color_voice() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
assert_that(renderer.color_for_type("voice")).is_equal(SoundIndicatorRenderer.COLOR_VOICE)
|
|
assert_that(renderer.color_for_type("Voice")).is_equal(SoundIndicatorRenderer.COLOR_VOICE)
|
|
assert_that(renderer.color_for_type("speech")).is_equal(SoundIndicatorRenderer.COLOR_VOICE)
|
|
renderer.queue_free()
|
|
|
|
func test_sound_indicator_color_danger() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
assert_that(renderer.color_for_type("Gunshot")).is_equal(SoundIndicatorRenderer.COLOR_DANGER)
|
|
assert_that(renderer.color_for_type("alert")).is_equal(SoundIndicatorRenderer.COLOR_DANGER)
|
|
assert_that(renderer.color_for_type("danger")).is_equal(SoundIndicatorRenderer.COLOR_DANGER)
|
|
renderer.queue_free()
|
|
|
|
func test_sound_indicator_color_neutral_for_unknown() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
assert_that(renderer.color_for_type("Footstep")).is_equal(SoundIndicatorRenderer.COLOR_NEUTRAL)
|
|
assert_that(renderer.color_for_type("")).is_equal(SoundIndicatorRenderer.COLOR_NEUTRAL)
|
|
assert_that(renderer.color_for_type("Unknown")).is_equal(SoundIndicatorRenderer.COLOR_NEUTRAL)
|
|
renderer.queue_free()
|
|
|
|
func test_sound_indicator_deduplicates_same_position() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
renderer.update_sound_events([{"x": 5.0, "y": 5.0, "event_type": "Voice"}])
|
|
assert_that(renderer._indicators.size()).is_equal(1)
|
|
# Same position again — should reset timer, not add a duplicate
|
|
renderer.update_sound_events([{"x": 5.0, "y": 5.0, "event_type": "Voice"}])
|
|
assert_that(renderer._indicators.size()).is_equal(1)
|
|
renderer.queue_free()
|
|
|
|
func test_sound_indicator_elapsed_starts_at_zero() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
renderer.update_sound_events([{"x": 10.0, "y": 5.0, "event_type": "Voice"}])
|
|
assert_that(renderer._indicators[0].elapsed).is_equal_approx(0.0, 0.001)
|
|
renderer.queue_free()
|
|
|
|
func test_sound_indicator_events_expire_after_lifetime() -> void:
|
|
var renderer := _make_sound_indicator_renderer()
|
|
renderer.update_sound_events([{"x": 10.0, "y": 5.0, "event_type": "Footstep"}])
|
|
# Manually age the indicator past its lifetime
|
|
renderer._indicators[0].elapsed = SoundIndicatorRenderer.INDICATOR_LIFETIME + 0.01
|
|
renderer._process(0.0) # zero delta so no additional aging
|
|
assert_that(renderer._indicators.size()).is_equal(0)
|
|
renderer.queue_free()
|
|
|
|
# -- GameState: medium_sound_events from snapshot --
|
|
|
|
func test_game_state_filters_medium_sound_events() -> void:
|
|
GameState.apply_snapshot({
|
|
"tick": 1,
|
|
"sound_events": [
|
|
{"x": 5.0, "y": 5.0, "event_type": "Footstep", "range_category": "Close"},
|
|
{"x": 8.0, "y": 8.0, "event_type": "Voice", "range_category": "Medium"},
|
|
{"x": 20.0, "y": 20.0, "event_type": "Footstep", "range_category": "Long"},
|
|
]
|
|
})
|
|
assert_that(GameState.medium_sound_events.size()).is_equal(1)
|
|
assert_that(GameState.medium_sound_events[0].event_type).is_equal("Voice")
|
|
|
|
func test_game_state_medium_sound_events_empty_when_no_field() -> void:
|
|
GameState.apply_snapshot({"tick": 1})
|
|
assert_that(GameState.medium_sound_events.size()).is_equal(0)
|
|
|
|
func test_game_state_medium_sound_events_cleared_between_ticks() -> void:
|
|
GameState.apply_snapshot({
|
|
"tick": 1,
|
|
"sound_events": [{"x": 5.0, "y": 5.0, "event_type": "Voice", "range_category": "Medium"}]
|
|
})
|
|
assert_that(GameState.medium_sound_events.size()).is_equal(1)
|
|
# Next tick without sound_events clears them
|
|
GameState.apply_snapshot({"tick": 2})
|
|
assert_that(GameState.medium_sound_events.size()).is_equal(0)
|
|
|
|
|
|
# -- TileRenderer: tile type constants --
|
|
|
|
func test_tile_type_map_covers_required_types() -> void:
|
|
var tile_script = TileRendererScript
|
|
var required := ["floor", "wall", "door", "object"]
|
|
for tile_type in required:
|
|
assert_that(tile_script.TILE_TYPE_MAP.has(tile_type)).is_true()
|