Server proof room now has 3 NPCs instead of 1. Find player entity by kind instead of assuming entities[0]. Wall-hides test checks specific NPC position (16.5, 13.5) rather than asserting zero NPC count. Corner-reveal test searches for NPC1 by position. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
192 lines
6.2 KiB
GDScript
192 lines
6.2 KiB
GDScript
## Sprint 2 Proof: Fog of Perception (#357)
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## Verifies all 7 acceptance criteria through the full server pipeline:
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## AC1: Player moves, AC2: Camera follows (via player_position),
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## AC3: Tiles render (visible_tiles non-empty), AC4: Entities via LOS,
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## AC5: Fog (not all tiles visible), AC6: Walls hide, AC7: Corner reveal.
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## Requires: server binary built (cargo build in server/)
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##
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## Server proof room layout:
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## (16,13) = NPC1 (16,14) = WALL (16,16) = Player start
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## (14,18) = NPC2 (18,14) = NPC3
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## Player facing North → NPC1 blocked by wall.
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## Move East+North around the wall → NPC1 becomes visible.
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class_name TestSprint2Proof
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extends GdUnitTestSuite
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const CONNECT_TIMEOUT: float = 3.0
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const RESPONSE_TIMEOUT: float = 5.0
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const MAX_PORT_ATTEMPTS: int = 5
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var _server_pid: int = -1
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var _bridge: LocalBridge = null
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var _test_port: int = 0
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func _server_binary_path() -> String:
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var project_dir := ProjectSettings.globalize_path("res://")
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return project_dir.path_join("../server/target/debug/settled-reach-server")
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static func _random_test_port() -> int:
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return 49152 + (randi() % (65535 - 49152 + 1))
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func _spawn_server(server_path: String) -> bool:
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for attempt in range(MAX_PORT_ATTEMPTS):
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_test_port = _random_test_port()
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var addr := "127.0.0.1:%d" % _test_port
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_server_pid = OS.create_process(server_path, [addr])
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if _server_pid <= 0:
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continue
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await get_tree().create_timer(0.15).timeout
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if OS.is_process_running(_server_pid):
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return true
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_server_pid = -1
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return false
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func after_test() -> void:
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if _bridge != null:
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_bridge.disconnect_from_server()
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_bridge = null
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if _server_pid > 0 and OS.is_process_running(_server_pid):
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OS.kill(_server_pid)
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_server_pid = -1
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## Send a batch input and receive the snapshot response.
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func _send_and_receive(action_name: String, tick: int = 0) -> Variant:
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var inputs: Array = [{"tick": tick, "action_name": action_name}]
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var encoded := Protocol.encode_player_inputs(inputs)
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assert_that(encoded.size()).is_greater(0)
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var send_err := _bridge.send_message(encoded)
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assert_that(send_err).is_equal(OK)
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var snapshot_bytes := PackedByteArray()
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var elapsed := 0.0
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while elapsed < RESPONSE_TIMEOUT:
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_bridge.poll()
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snapshot_bytes = _bridge.poll_message()
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if snapshot_bytes.size() > 0:
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break
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await get_tree().create_timer(0.05).timeout
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elapsed += 0.05
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assert_that(snapshot_bytes.size()).is_greater(0)
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var snapshot: Variant = Protocol.decode_snapshot(snapshot_bytes)
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assert_that(snapshot).is_not_null()
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return snapshot
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## Connect to server, returning true on success.
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func _connect_to_server() -> bool:
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var server_path := _server_binary_path()
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if not FileAccess.file_exists(server_path):
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push_warning("Sprint 2 proof skipped: server binary not found at %s" % server_path)
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return false
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var spawned := await _spawn_server(server_path)
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if not spawned:
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return false
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_bridge = LocalBridge.new()
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var elapsed := 0.0
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while elapsed < CONNECT_TIMEOUT:
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if _server_pid > 0 and not OS.is_process_running(_server_pid):
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push_warning("Server process died during connection")
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return false
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if _bridge.get_status() == StreamPeerTCP.STATUS_NONE:
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_bridge.connect_to_server("127.0.0.1", _test_port)
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_bridge.poll()
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if _bridge.get_status() == StreamPeerTCP.STATUS_CONNECTED:
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return true
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if _bridge.get_status() == StreamPeerTCP.STATUS_ERROR:
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_bridge.disconnect_from_server()
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_bridge.reset()
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await get_tree().create_timer(0.1).timeout
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elapsed += 0.1
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return false
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# -- AC#1, AC#2, AC#3, AC#5: Movement, camera, tiles, fog -------------------------
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func test_proof_player_moves_and_v2_snapshot() -> void:
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var ok := await _connect_to_server()
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if not ok:
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return
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var snapshot: Dictionary = await _send_and_receive("MoveNorth")
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# AC#1: Player moved from (16,16) to (16,15)
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var player: Dictionary = {}
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for entity in snapshot.entities:
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if entity.kind.variant == "Player":
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player = entity
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break
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assert_that(player.size()).is_greater(0)
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assert_float(player.x).is_equal_approx(16.5, 0.001)
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assert_float(player.y).is_equal_approx(15.5, 0.001)
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# v4 protocol fields present
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assert_that(snapshot.version).is_equal(Protocol.PROTOCOL_VERSION)
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assert_that(snapshot.player_facing).is_equal("North")
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assert_that(snapshot.game_time).is_not_null()
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# AC#3: Tiles flowing through bridge (visible_tiles non-empty)
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assert_that(snapshot.visible_tiles.size()).is_greater(0)
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# AC#5: Not all 1024 tiles visible — blind spot behind player
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assert_that(snapshot.visible_tiles.size()).is_less(1024)
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# -- AC#6: Wall hides entity -------------------------------------------------------
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func test_proof_wall_hides_entity() -> void:
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var ok := await _connect_to_server()
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if not ok:
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return
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# After MoveNorth: player at (16,15) facing North.
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# Wall at (16,14) blocks LOS to NPC1 at (16,13).
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var snapshot: Dictionary = await _send_and_receive("MoveNorth")
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# NPC1 at (16,13) should be hidden — wall at (16,14) blocks LOS.
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# Other NPCs (NPC2 at (14,18), NPC3 at (18,14)) may be visible.
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var hidden_npc_visible := false
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for entity in snapshot.entities:
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if entity.kind.variant == "Npc":
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if is_equal_approx(entity.x, 16.5) and is_equal_approx(entity.y, 13.5):
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hidden_npc_visible = true
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break
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assert_that(hidden_npc_visible).is_false()
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# -- AC#4, AC#7: Entity appears via LOS / corner reveal ----------------------------
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func test_proof_corner_reveal() -> void:
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var ok := await _connect_to_server()
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if not ok:
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return
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# Step 1: Move East twice to get beside the wall
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# (16,16) → MoveEast → (17,16) → MoveEast → (18,16)
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await _send_and_receive("MoveEast", 0)
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await _send_and_receive("MoveEast", 1)
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# Step 2: Move North past the wall line (y=14)
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# (18,16) → MoveNorth → (18,15) → MoveNorth → (18,14) → MoveNorth → (18,13)
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await _send_and_receive("MoveNorth", 2)
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await _send_and_receive("MoveNorth", 3)
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var snapshot: Dictionary = await _send_and_receive("MoveNorth", 4)
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# Player at (18,13) facing North. NPC1 at (16,13) is 2 tiles west —
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# within peripheral cone, no wall between. NPC1 should be visible.
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var npc1_found := false
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for entity in snapshot.entities:
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if entity.kind.variant == "Npc":
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if is_equal_approx(entity.x, 16.5) and is_equal_approx(entity.y, 13.5):
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npc1_found = true
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break
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assert_that(npc1_found).is_true()
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