Fix 354 gdlint warnings across 65 files: 194 class-definitions-order (reorder declarations), 138 max-line-length (split long lines), 22 code issues (unused args, no-else-return, naming). Update .gdlintrc to exclude addons/ and raise max-public-methods for test files. No logic changes — declaration order, whitespace, and naming only. Ticket: #783 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
154 lines
5.4 KiB
GDScript
154 lines
5.4 KiB
GDScript
extends RefCounted
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## Setup hooks for visual test scenarios.
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## Config (tests/visual.json) controls WHAT to run; this file controls HOW to
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## set up each scenario in-engine. Called by visual_capture.gd after main.tscn
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## is loaded and settled.
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##
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## Autoload globals (FogState, SimBridge, GameState) are NOT available as
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## compile-time identifiers in -s mode. All methods receive tree_root and
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## look up autoloads via get_node("/root/...").
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## Apply scenario-specific setup before tick advancement.
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## Returns true if the scenario is recognized, false otherwise.
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func apply_setup(scenario_name: String, tree_root: Node) -> bool:
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var sim_bridge := tree_root.get_node("/root/SimBridge")
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var fog_state := tree_root.get_node("/root/FogState")
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var game_state := tree_root.get_node("/root/GameState")
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match scenario_name:
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"fog_3state":
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# Default TestHarness state — player at (10,10), 8x8 room.
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# All 3 fog states naturally visible: clear (cone), explored (out of cone), unexplored.
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pass
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"fog_diagonal":
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# Diagonal LOS boundary — staircase regression target.
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# Default room works: the diamond-shaped visibility radius creates diagonal edges.
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# 10 ticks builds enough explored tiles to show the boundary.
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pass
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"fog_boundary":
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# Explored/unexplored transition centered.
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# Move player south so the northern explored boundary is center-frame.
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if sim_bridge.harness:
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sim_bridge.harness.player_pos = Vector2i(10, 12)
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"fog_zone_tint":
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# Bar zone warm amber tint (D-046).
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# Inject zone_id into visible_tiles so fog_state.gd writes bar tint.
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# TestHarness tiles don't include zone_id by default — patch them.
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if sim_bridge.harness:
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sim_bridge.harness.player_pos = Vector2i(10, 10)
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# Zone tint is written from visible_tiles with zone_id field.
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# We patch GameState.visible_tiles after the first snapshot in post_setup().
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"fog_debug":
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# Raw exploration overlay (green/blue/red).
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fog_state.debug_exploration = true
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"npc_in_fog":
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# NPC sprite visible above fog (D-033).
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# Position player so NPC at (12,9) is at the fog edge.
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if sim_bridge.harness:
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sim_bridge.harness.player_pos = Vector2i(10, 10)
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"hud_default":
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# Full HUD: time, Careful stance, minimap, monologue.
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# Tick 1 triggers monologue from TestHarness.
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# Inject Careful stance for visible green indicator.
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game_state.player_stance = "Careful"
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"dialogue_open":
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# Dialogue box + interaction prompt + key bar.
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# Move adjacent to NPC and interact.
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if sim_bridge.harness:
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sim_bridge.harness.player_pos = Vector2i(11, 9)
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sim_bridge.harness.process_input("Interact")
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"dialogue_with_monologue":
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# Confrontation beat: dialogue + monologue overlap.
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if sim_bridge.harness:
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sim_bridge.harness.player_pos = Vector2i(11, 9)
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sim_bridge.harness.process_input("Interact")
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# Monologue will be injected in post_setup after dialogue is active.
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"minimap_stance":
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# Minimap + Sprint stance indicator overlap (top-right).
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game_state.player_stance = "Sprint"
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"cursor_menu":
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# Cursor rendering over dialogue option area.
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if sim_bridge.harness:
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sim_bridge.harness.player_pos = Vector2i(11, 9)
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sim_bridge.harness.process_input("Interact")
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"fog_live_replay", "fog_theater_replay", "fog_boundary_replay":
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# Replay real server snapshots via MessagePack → Protocol.decode_snapshot().
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# Setup handled by visual_capture.gd (reads replay_snapshot from config).
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pass
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"fog_live_hub":
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# Live server connection — Hub spawn position.
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# No setup needed: server starts in --test-mode with Gauntlet,
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# player spawns at Hub (50,58). Captures real fog pipeline output.
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pass
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_:
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push_warning("VisualScenarios: unknown scenario '%s'" % scenario_name)
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return false
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return true
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## Post-tick setup — called after N ticks have been advanced.
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## Use for state that depends on tick processing (e.g. zone tint patching).
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func post_setup(scenario_name: String, tree_root: Node) -> void:
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var fog_state := tree_root.get_node("/root/FogState")
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var game_state := tree_root.get_node("/root/GameState")
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match scenario_name:
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"fog_zone_tint":
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# Patch visible_tiles with zone_id for fog_state.gd zone tint pipeline.
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var patched: Array = []
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for tile in game_state.visible_tiles:
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if tile is Dictionary:
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var t: Dictionary = tile.duplicate()
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t["zone_id"] = "bar"
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patched.append(t)
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game_state.visible_tiles = patched
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# Force fog_state to re-process with zone tint data
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fog_state.update_from_state()
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"dialogue_with_monologue":
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# Inject monologue to create the overlap condition.
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game_state.current_monologue = {
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"id": "test_confrontation",
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"text": "Something about that answer doesn't add up.",
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"duration_seconds": 5.0,
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"priority": "high",
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"is_urgent": true,
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}
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"hud_default":
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# Ensure stance is still Careful after ticks (TestHarness may override).
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game_state.player_stance = "Careful"
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## Apply flow action — called for each step in a movie flow.
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func apply_flow_action(action: String, tree_root: Node) -> void:
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var sim_bridge := tree_root.get_node("/root/SimBridge")
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match action:
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"wait":
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pass # No-op — just captures current state
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"select_option_1":
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# Simulate selecting the first dialogue option
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if sim_bridge.harness:
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sim_bridge.harness.process_input("DialogueOption1")
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_:
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# Movement actions and Interact pass through to TestHarness
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if sim_bridge.harness:
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sim_bridge.harness.process_input(action)
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