Files
settled-reach/client/tests/test_client_p2.gd
T
jpmschweitzerandClaude Opus 4.6 88202ad679 test(client): triage 3 chronically broken test suites (Task #21)
Clean the regression signal for the remaining MetaScreen workstreams
by either fixing or surgically skipping tests that had been failing
for design reasons or against stale APIs.

test_sprint2_proof.gd — all 3 tests prefixed skip_test_. Root cause:
hardcoded Sprint 2 room coordinates + protocol v1 assumptions; not
adaptable to current protocol v23 or Gauntlet layout. Suite now reports
0 tests rather than 14 failures / 3 errors.

test_dialogue_sprint18.gd — 40 tests pass (was 48 errors / 3 failures).
Root cause of the errors: GameState.has() calls hitting Node.has()
which does not exist. Fixed by removing guards and accessing
GameState.current_examine_result directly (present since v14 / #174).
Two real bugs surfaced after the error noise cleared; skipped with
ticket references:
- #866 (high): dialogue_box._escape_bbcode chains .replace('[','[lb]')
  .replace(']','[rb]') which turns [lb] into [lb[rb]. BBCode injection
  guard broken.
- #867: confrontation_monologue signal doesn't fire in headless; the
  create_tween call in _start_confrontation_beat likely aborts before
  the emit.

test_client_p2.gd — 26 tests pass (was 2 failures). Three #117-fallout
camera-smoothing tests skipped (main.gd disables
position_smoothing_enabled permanently by design since #117 manual
lerp). One MonologueDisplay API test skipped pending #864 (asserts
mono.is_visible, but the display was refactored to _visible:
Array[Dictionary]).

No production code changes. Every skipped test carries a skip_test_
prefix + inline TODO pointing at the owning ticket. Bug tickets #864,
#866, #867 filed to the backlog.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-20 19:33:57 +02:00

322 lines
12 KiB
GDScript

## P2 client tests: camera (5), entity alpha/color (4), UI (7).
## Validates camera tracking, entity visual state, and UI component lifecycle.
## Spec ref: sprint-9/client.md #492.
class_name TestClientP2
extends GdUnitTestSuite
var EntityRendererScript = load("res://scripts/rendering/entity_renderer.gd")
var FogEntitiesScript = load("res://scripts/rendering/fog_entities.gd")
var _instance: Node = null
func before_test() -> void:
SimBridge.reset_test_state()
SimBridge._last_snapshot = null
GameState.current_tick = 0
GameState.player_position = Vector2.ZERO
GameState.visible_entities = []
GameState.visible_tiles = []
GameState.visible_positions = {}
GameState.current_monologue = null
GameState.current_dialogue = null
GameState.game_time = {}
GameState.pending_recognitions = []
GameState.nearby_interactions = []
GameState.player_inventory = []
GameState.player_stance = "Walk"
GameState.dialogue_active = false
func after_test() -> void:
if _instance and is_instance_valid(_instance):
_instance.queue_free()
_instance = null
# -- Helpers -------------------------------------------------------------------
func _make_scene() -> Node:
var scene := load("res://scenes/main.tscn")
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
return _instance
func _make_entity_renderer() -> Node2D:
var renderer = Node2D.new()
renderer.set_script(EntityRendererScript)
add_child(renderer)
return renderer
func _make_fog_entities() -> Node2D:
var node = Node2D.new()
node.set_script(FogEntitiesScript)
add_child(node)
return node
# -- Camera (5) ----------------------------------------------------------------
func test_camera_zoom_default_2x() -> void:
# P2-C01: Camera zoom should be 2x as set in main.tscn.
var inst := _make_scene()
var camera: Camera2D = inst.get_node("Camera2D")
assert_that(camera.zoom).is_equal(Vector2(2, 2))
func skip_test_camera_smoothing_convergence() -> void:
# P2-C02: STALE — #117 permanently disables Camera2D.position_smoothing_enabled
# in main.gd _ready() (manual lerp approach). Assertion is_true() no longer valid.
# TODO: rewrite against manual lerp behaviour once lerp test API is available.
var inst := _make_scene()
var camera: Camera2D = inst.get_node("Camera2D")
# First frame re-enables smoothing
inst._process(0.016)
assert_that(camera.position_smoothing_enabled).is_true()
# Several more frames — stationary player, camera converges
for i in 5:
inst._process(0.016)
var expected := GameState.player_position * Constants.TILE_SIZE
var dist := camera.global_position.distance_to(expected)
assert_that(dist < 0.1).override_failure_message(
"Camera should converge to player position (dist: %.4f)" % dist
).is_true()
func test_camera_viewport_tracks_player_position() -> void:
# P2-C03: Camera position always equals player_position * TILE_SIZE.
# No offset, no viewport clamping beyond player tracking.
var inst := _make_scene()
var camera: Camera2D = inst.get_node("Camera2D")
var expected := GameState.player_position * Constants.TILE_SIZE
assert_that(camera.global_position).override_failure_message(
"Camera must track player position exactly"
).is_equal(expected)
func skip_test_camera_follows_player_after_movement() -> void:
# P2-C04: STALE — #117 switched camera to manual lerp; after 1 frame the camera
# has not converged to player_position * TILE_SIZE. Exact equality assertion fails.
# TODO: rewrite to assert directional movement only (y > initial_pos.y) OR
# run enough frames for lerp convergence before asserting exact position.
var inst := _make_scene()
var camera: Camera2D = inst.get_node("Camera2D")
var initial_pos := camera.global_position
# Move player south via SimBridge test mode
SimBridge._test_input_queue.append("MoveSouth")
inst._process(0.016)
# Camera should have moved with player
assert_that(camera.global_position.y > initial_pos.y).override_failure_message(
"Camera Y should increase after moving south"
).is_true()
assert_that(camera.global_position).is_equal(
GameState.player_position * Constants.TILE_SIZE)
func test_camera_no_panning_locked_to_player() -> void:
# P2-C05 (D-014): Camera is locked to player — no panning.
# Camera position equals player_position * TILE_SIZE every frame.
var inst := _make_scene()
var camera: Camera2D = inst.get_node("Camera2D")
# Process multiple frames
for i in 10:
inst._process(0.016)
var expected := GameState.player_position * Constants.TILE_SIZE
assert_that(camera.global_position).override_failure_message(
"Frame %d: camera must be locked to player" % i
).is_equal(expected)
# -- Entity alpha/color (4) ---------------------------------------------------
func test_entity_null_visibility_defaults_full_alpha() -> void:
# P2-E01: Entity with no visibility field (v1 backward compat) → alpha 1.0.
var renderer := _make_entity_renderer()
var entity := [{"entity_id": 50, "x": 3.0, "y": 3.0, "z": 0,
"kind": {"variant": "Npc", "data": null}}]
renderer.update_entities(entity)
var node = renderer.entity_nodes[50]
assert_that(node.modulate.a).override_failure_message(
"Null visibility should default to full alpha"
).is_equal_approx(1.0, 0.01)
renderer.queue_free()
func test_entity_peripheral_to_forward_alpha_transition() -> void:
# P2-E02: Updating entity from Peripheral to Forward changes alpha.
var renderer := _make_entity_renderer()
# First: Peripheral
var entity_p := [{"entity_id": 60, "x": 4.0, "y": 4.0, "z": 0,
"kind": {"variant": "Npc", "data": null}, "visibility": "Peripheral"}]
renderer.update_entities(entity_p)
var node = renderer.entity_nodes[60]
assert_that(node.modulate.a).is_equal_approx(Constants.PERIPHERAL_ALPHA, 0.01)
# Update to Forward
var entity_f := [{"entity_id": 60, "x": 4.0, "y": 4.0, "z": 0,
"kind": {"variant": "Npc", "data": null}, "visibility": "Forward"}]
renderer.update_entities(entity_f)
assert_that(node.modulate.a).override_failure_message(
"Forward visibility should set alpha to 1.0"
).is_equal_approx(1.0, 0.01)
renderer.queue_free()
func test_entity_terrain_uses_object_color() -> void:
# P2-E03: Terrain entity kind maps to ENTITY_COLOR_OBJECT.
var renderer := _make_entity_renderer()
var entity := [{"entity_id": 70, "x": 2.0, "y": 2.0, "z": 0,
"kind": {"variant": "Terrain", "data": null}, "visibility": "Forward"}]
renderer.update_entities(entity)
var node = renderer.entity_nodes[70] as Sprite2D
assert_that(node.self_modulate).override_failure_message(
"Terrain kind should use ENTITY_COLOR_OBJECT"
).is_equal(Constants.ENTITY_COLOR_OBJECT)
renderer.queue_free()
func test_entity_player_color_regardless_of_sector() -> void:
# P2-E04: Player uses ENTITY_COLOR_PLAYER even in Peripheral sector.
GameState.player_entity_id = 80
var renderer := _make_entity_renderer()
var entity := [{"entity_id": 80, "x": 5.0, "y": 5.0, "z": 0,
"kind": {"variant": "Player", "data": null}, "visibility": "Peripheral"}]
renderer.update_entities(entity)
var node = renderer.entity_nodes[80] as Sprite2D
assert_that(node.self_modulate).override_failure_message(
"Player color must be constant regardless of visibility sector"
).is_equal(Constants.ENTITY_COLOR_PLAYER)
# Alpha should still be dimmed for Peripheral
assert_that(node.modulate.a).is_equal_approx(Constants.PERIPHERAL_ALPHA, 0.01)
renderer.queue_free()
# -- UI (7) --------------------------------------------------------------------
func skip_test_monologue_display_visible_hidden() -> void:
# P2-U01: BROKEN — MonologueDisplay no longer has an `is_visible` bool property.
# Current API uses `_visible: Array[Dictionary]` (monologue_display.gd).
# TODO: rewrite against _visible array and/or a public visibility accessor.
var inst := _make_scene()
var mono = inst.get_node("UILayer/MonologueDisplay")
assert_that(mono.is_visible).override_failure_message(
"Monologue should start hidden"
).is_false()
mono.show_monologue("Test thought.", 3.0)
assert_that(mono.is_visible).override_failure_message(
"Monologue should be visible after show_monologue"
).is_true()
assert_that(mono.text_label.text).is_equal("Test thought.")
func test_interaction_list_shows_nearest_verb() -> void:
# P2-U02: When nearby_interactions are present, interaction list shows verbs.
var inst := _make_scene()
var ilist = inst.get_node("InsertOverlay/InteractionList")
GameState.nearby_interactions = [{
"entity_id": 2,
"entity_type": "Npc",
"distance": 1,
"verbs": [
{"kind": "Talk", "label": "Talk", "priority": 1, "available": true},
{"kind": "Observe", "label": "Observe", "priority": 2, "available": true},
],
}]
ilist.update_from_state()
assert_that(ilist.get_visible_verb_count()).override_failure_message(
"Interaction list should show 2 verbs"
).is_equal(2)
assert_that(ilist.is_showing()).is_true()
# Cleanup
GameState.nearby_interactions = []
func test_inventory_grid_shows_carried_items() -> void:
# P2-U03: Inventory grid becomes visible when player has items.
var inst := _make_scene()
var inv = inst.get_node("UILayer/InventoryGrid")
# Initially empty — hidden
GameState.player_inventory = []
inv.update_from_state()
assert_that(inv.visible).override_failure_message(
"Inventory should be hidden when empty"
).is_false()
# Add items
GameState.player_inventory = [
{"item_id": 1, "name": "Keycard", "slot": 0},
{"item_id": 2, "name": "Datapad", "slot": 1},
]
inv.update_from_state()
assert_that(inv.visible).override_failure_message(
"Inventory should be visible with items"
).is_true()
assert_that(inv.get_slot_count()).is_equal(2)
# Cleanup
GameState.player_inventory = []
func test_dialogue_overlay_active_on_show() -> void:
# P2-U04: Dialogue box reports active after show_dialogue.
var inst := _make_scene()
var dlg = inst.get_node("InsertOverlay/DialogueBox")
assert_that(dlg.is_dialogue_active()).override_failure_message(
"Dialogue should start inactive"
).is_false()
dlg.show_dialogue("Kael", "How's it going?", [
{"text": "Fine.", "response_id": "r1", "priority": 1, "confrontation": false},
])
assert_that(dlg.is_dialogue_active()).override_failure_message(
"Dialogue should be active after show_dialogue"
).is_true()
func test_game_state_tick_rate_paused() -> void:
# P2-U05: TickRate::Paused is stored in game_time and queryable.
GameState.apply_snapshot({
"tick": 1,
"game_time": {
"day": 0,
"time_of_day": 100,
"day_phase": "Morning",
"tick_rate": "Paused",
},
})
assert_that(GameState.game_time.tick_rate).override_failure_message(
"Paused tick rate must be stored in game_time"
).is_equal("Paused")
func test_fog_entities_blob_count_matches_recognitions() -> void:
# P2-U06: FogEntities tracks one blob per pending recognition.
var fog_entities := _make_fog_entities()
var saved := GameState.pending_recognitions
GameState.pending_recognitions = [
{"entity_id": 101, "x": 5.0, "y": 5.0, "z": 0, "remaining_ticks": 3, "total_delay_ticks": 6},
{"entity_id": 102, "x": 8.0, "y": 8.0, "z": 0, "remaining_ticks": 1, "total_delay_ticks": 6},
]
fog_entities.update_from_state()
assert_that(fog_entities._entities.size()).override_failure_message(
"FogEntities should track 2 blob entities"
).is_equal(2)
assert_that(fog_entities._entities.has(101)).is_true()
assert_that(fog_entities._entities.has(102)).is_true()
GameState.pending_recognitions = saved
fog_entities.queue_free()
func test_fog_overlay_z_index_covers_world() -> void:
# P2-U07: FogOverlay renders above world content (z:900), ensuring
# occluded tiles are visually covered.
var inst := _make_scene()
var fog_overlay = inst.get_node("World/FogOverlay")
assert_that(fog_overlay.z_index).override_failure_message(
"FogOverlay z_index must be %d (Z_FOG)" % Constants.Z_FOG
).is_equal(Constants.Z_FOG)
# FogEntities at z:950 — above fog, below insert overlay
var fog_entities = inst.get_node("World/FogEntities")
assert_that(fog_entities.z_index).override_failure_message(
"FogEntities z_index must be %d (Z_FOG_ENTITIES)" % Constants.Z_FOG_ENTITIES
).is_equal(Constants.Z_FOG_ENTITIES)