#345: entity_renderer.gd already used entity_id; added regression tests confirming old "id" field is rejected and "entity_id" is accepted. #447 (OQ-29): DIALOGUE_MAX_WIDTH = 1920 added to constants.gd. Full viewport width at target resolution (60 × TILE_SIZE), per D-061 Lead directive "max-width". Recorded as D-076 in decisions/perception.md. #126: SoundIndicatorRenderer — fog-edge directional arrows for medium-range sound events (D-018). Node2D at z:951 in World scene. Color-coded per D-018/D-069 (neutral/voice/danger). GameState.medium_sound_events partitions Medium events from snapshot sound_events field. Tests added to test_rendering.gd; Hoshe's test_sound_indicators.gd stubs updated. #125: Close-range stereo audio pipeline wired. AudioManager.play_sound_event() maps event_type to D-038 asset key (Footstep/FootstepSprint → sfx_footstep_*). GameState.close_sound_events partitions Close events. main.gd calls _play_close_sound_events() each snapshot tick. test_audio_bus_routing.gd Layer 4 stubs upgraded to real tests. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
201 lines
7.9 KiB
GDScript
201 lines
7.9 KiB
GDScript
extends Node
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# Updated each frame from ObserverSnapshot data (Protocol format: {tick, entities, tiles}).
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# Entities use Protocol decoded format: {entity_id, x, y, z, kind: {variant, data}}.
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# Tiles use format: [{x, y, z, type}].
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var current_snapshot: Dictionary = {}
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var current_tick: int = 0
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var player_position: Vector2 = Vector2.ZERO
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var visible_entities: Array = []
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var visible_tiles: Array = []
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var visible_positions: Dictionary = {} # Vector2i -> true, for fast fog lookups
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# v2 fields (D-015, D-031)
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var game_time: Dictionary = {} # {day, time_of_day, day_phase, tick_rate} or empty
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var player_facing: String = "North" # 8-directional facing direction
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var visibility_sectors: Dictionary = {} # Vector2i -> "Forward"/"Peripheral"
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# Player entity ID — the first entity is assumed to be the player (will be
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# refined when the server assigns explicit player entity IDs).
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var player_entity_id: int = 1
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# v4 fields (#404/#405)
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var nearby_interactions: Array = [] # [{entity_id, entity_type, distance, verbs: [{kind, label, priority, available}]}]
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# v5 fields (#414)
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var current_monologue: Variant = null # {id, text, duration_seconds} or null
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# v6 fields (#449, D-053, D-065)
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var player_stance: String = "Walk" # Sprint/Walk/Careful/Crouch
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var player_inventory: Array = [] # [{item_id, name, slot}]
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# v7 fields (#435, D-061/D-062)
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var current_dialogue: Variant = null # {npc_name, npc_entity_id, speech, options: [{text, response_id, priority}]} or null
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# D-064: true while dialogue box is visible or fading out (300ms).
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# InputMapper suppresses movement when this is true.
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var dialogue_active: bool = false
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# v8 fields (#496): Gauntlet mode — room timer + personal bests
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var room_id: Variant = null # String room_id from snapshot, null in non-gauntlet mode
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var gauntlet_mode: bool = false # true when snapshot includes gauntlet_mode flag
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# OQ-07 (#522): Insert active state — false suppresses verb labels (z-layer 6).
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# Cursor shape changes still fire when false (D-056 option a).
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# v0.1 assumption: always true — both playable characters (detective and smuggler)
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# have neural inserts. Future characters without inserts would receive false from
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# the server's "insert_active" snapshot field, disabling all z-layer-6 UI.
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var insert_active: bool = true
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# #507: RNG seed for replay determinism — populated from snapshot "rng_seed" field.
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# Null in v0.1 (server does not yet send this field; protocol change required).
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var rng_seed: Variant = null
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# v7 fields (#431, D-059/D-060)
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var pending_recognitions: Array = [] # [{entity_id, x, y, z, remaining_ticks, total_delay_ticks}]
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# #126, D-018: Medium-range sound events for fog-edge directional indicators.
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# Format: [{x, y, event_type, range_category}] — server sends current medium events per tick.
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var medium_sound_events: Array = []
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# #125, D-018: Close-range sound events for positional 2D audio.
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# Format: [{x, y, event_type, range_category}] — consumed once per tick in main.gd.
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var close_sound_events: Array = []
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func apply_snapshot(snapshot: Dictionary) -> void:
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current_snapshot = snapshot
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if snapshot.has("tick"):
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current_tick = snapshot.tick
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if snapshot.has("entities"):
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visible_entities = snapshot.entities
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# Derive player position from the entity with kind.variant == "Player"
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var found_player := false
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for entity in visible_entities:
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if entity.has("kind") and entity.kind is Dictionary and entity.kind.get("variant") == "Player":
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player_position = Vector2(entity.x, entity.y)
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if entity.has("entity_id"):
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player_entity_id = entity.entity_id
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found_player = true
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break
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if not found_player and visible_entities.size() > 0:
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push_warning("GameState: no Player entity found in %d entities" % [
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visible_entities.size()])
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# Tiles for rendering: test mode sends "tiles", live server sends tile data in "visible_tiles"
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if snapshot.has("tiles"):
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visible_tiles = snapshot.tiles
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elif snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
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# Live server: visible_tiles now includes type from tile_kind field
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var has_type := false
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if snapshot.visible_tiles.size() > 0 and snapshot.visible_tiles[0] is Dictionary:
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has_type = snapshot.visible_tiles[0].has("type")
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if has_type:
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visible_tiles = snapshot.visible_tiles
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if snapshot.has("visible_positions"):
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visible_positions.clear()
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for pos in snapshot.visible_positions:
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visible_positions[Vector2i(pos.x, pos.y)] = true
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# v2: game_time (D-031)
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if snapshot.has("game_time") and snapshot.game_time is Dictionary:
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game_time = snapshot.game_time
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# v2: player_facing (D-015)
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if snapshot.has("player_facing") and snapshot.player_facing is String:
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player_facing = snapshot.player_facing
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# v4: nearby_interactions (#404/#405)
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if snapshot.has("nearby_interactions") and snapshot.nearby_interactions is Array:
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nearby_interactions = snapshot.nearby_interactions
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else:
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nearby_interactions = []
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# v5: current_monologue (#414)
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if snapshot.has("current_monologue") and snapshot.current_monologue is Dictionary:
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current_monologue = snapshot.current_monologue
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else:
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current_monologue = null
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# v6: player_stance (#449, D-053)
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if snapshot.has("player_stance") and snapshot.player_stance is String:
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player_stance = snapshot.player_stance
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# v6: player_inventory (#449, D-065)
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if snapshot.has("player_inventory") and snapshot.player_inventory is Array:
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player_inventory = snapshot.player_inventory
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else:
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player_inventory = []
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# v7: current_dialogue (#434, D-061)
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if snapshot.has("current_dialogue") and snapshot.current_dialogue is Dictionary:
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current_dialogue = snapshot.current_dialogue
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else:
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current_dialogue = null
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# v7: pending_recognitions (#431, D-059/D-060)
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if snapshot.has("pending_recognitions") and snapshot.pending_recognitions is Array:
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pending_recognitions = snapshot.pending_recognitions
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else:
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pending_recognitions = []
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# v8: gauntlet mode (#496) — room_id and gauntlet_mode
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if snapshot.has("gauntlet_mode") and snapshot.gauntlet_mode == true:
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gauntlet_mode = true
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else:
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gauntlet_mode = false
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if snapshot.has("room_id") and snapshot.room_id is String:
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room_id = snapshot.room_id
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else:
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room_id = null
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# OQ-07 (#522): insert_active — defaults true (v0.1 always has insert).
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# Server may send false for characters without an insert in future sprints.
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if snapshot.has("insert_active") and snapshot.insert_active is bool:
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insert_active = snapshot.insert_active
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else:
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insert_active = true
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# #507: rng_seed — server sends current RNG seed for replay determinism.
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# Field: "rng_seed" (u64 as integer). Null if server does not include it.
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if snapshot.has("rng_seed"):
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rng_seed = snapshot.rng_seed
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else:
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rng_seed = null
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# D-018: Sound events from server — partition by range_category.
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# #126: Medium → fog-edge directional indicators.
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# #125: Close → positional 2D audio via AudioManager.
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if snapshot.has("sound_events") and snapshot.sound_events is Array:
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medium_sound_events = []
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close_sound_events = []
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for se in snapshot.sound_events:
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if not se is Dictionary:
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continue
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var rc: String = se.get("range_category", "")
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if rc == "Medium":
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medium_sound_events.append(se)
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elif rc == "Close":
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close_sound_events.append(se)
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else:
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medium_sound_events = []
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close_sound_events = []
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# v2: visible_tiles with visibility sectors
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# Derives visible_positions when not explicitly provided (real server mode)
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if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
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visibility_sectors.clear()
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var has_explicit_positions := snapshot.has("visible_positions")
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if not has_explicit_positions:
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visible_positions.clear()
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for vtile in snapshot.visible_tiles:
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if not vtile is Dictionary or not vtile.has("x") or not vtile.has("y"):
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continue
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var pos := Vector2i(vtile.x, vtile.y)
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if vtile.has("visibility"):
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visibility_sectors[pos] = vtile.visibility
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if not has_explicit_positions:
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visible_positions[pos] = true
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