Review feedback from Hoshe + Tyre on PR #8: - Extract shared TILE_SIZE to Constants class_name (Tyre #5, Hoshe #7) - Fix tile invalidation: detect tile/visibility count changes instead of one-shot dirty flag, supports chunk loading (Tyre #3, #4) - Fog dirty tracking: only re-render when visible_positions changes - Add bounds warning for unknown tile types (Hoshe #1) - Add player-not-found warning in GameState (Hoshe #5) - Use Image.fill_rect() instead of pixel loops (Tyre #10) - Document _player_pos as reserved for fog decay #113 (Tyre #6) - Add TODO(#130) for D-033 relationship colors (Hoshe #3, Tyre #8) - Add class_name to EntityRenderer, FogRenderer, TileRenderer - 20 new rendering tests (D-030 Layer 1): entity lifecycle, fog registration, tile type mapping, snapshot completeness, constants - 65 total tests passing, 0 failures Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
217 lines
7.6 KiB
GDScript
217 lines
7.6 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 FogRendererScript = load("res://scripts/rendering/fog_renderer.gd")
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var TileRendererScript = load("res://scripts/rendering/tile_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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# -- 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_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_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._test_tick = 0
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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._test_tick = 0
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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._test_tick = 0
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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._test_tick = 0
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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._test_tick = 0
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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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# -- 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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var offset: float = (Constants.TILE_SIZE - 24) / 2.0
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var expected_x: float = 5.0 * Constants.TILE_SIZE + offset
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var expected_y: float = 5.0 * Constants.TILE_SIZE + offset
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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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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 ColorRect
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var npc_node = renderer.entity_nodes[2] as ColorRect
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assert_that(player_node.color != npc_node.color).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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# -- FogRenderer: position registration --
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func _make_fog_renderer() -> TileMapLayer:
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var fog = TileMapLayer.new()
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fog.set_script(FogRendererScript)
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return fog
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func test_fog_renderer_registers_positions() -> void:
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var fog := _make_fog_renderer()
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fog.register_tile_positions(_test_tiles)
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assert_that(fog._all_tile_positions.size()).is_equal(5)
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assert_that(fog._all_tile_positions.has(Vector2i(0, 0))).is_true()
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assert_that(fog._all_tile_positions.has(Vector2i(3, 0))).is_true()
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assert_that(fog._all_tile_positions.has(Vector2i(0, 1))).is_true()
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fog.free()
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func test_fog_renderer_clears_on_re_register() -> void:
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var fog := _make_fog_renderer()
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fog.register_tile_positions(_test_tiles)
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assert_that(fog._all_tile_positions.size()).is_equal(5)
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fog.register_tile_positions([{"x": 10, "y": 10, "z": 0, "type": "floor"}])
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assert_that(fog._all_tile_positions.size()).is_equal(1)
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assert_that(fog._all_tile_positions.has(Vector2i(0, 0))).is_false()
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fog.free()
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func test_fog_renderer_handles_empty_data() -> void:
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var fog := _make_fog_renderer()
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fog._initialized = true
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fog.update_fog({}, Vector2.ZERO)
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fog.register_tile_positions([])
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assert_that(fog._all_tile_positions.size()).is_equal(0)
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fog.free()
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# -- TileRenderer: tile type constants --
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func test_tile_type_map_covers_required_types() -> void:
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var tile_script = TileRendererScript
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var required := ["floor", "wall", "door", "object"]
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for tile_type in required:
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assert_that(tile_script.TILE_TYPE_MAP.has(tile_type)).is_true()
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