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>
89 lines
2.9 KiB
GDScript
89 lines
2.9 KiB
GDScript
class_name FogRenderer
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extends TileMapLayer
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# Fog renderer — draws fog overlay on non-visible tiles (D-011)
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# Three visibility states per tile:
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# visible = no fog tile (clear)
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# fog-edge = semi-transparent dark overlay (adjacent to visible)
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# hidden = opaque black overlay
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#
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# Atlas layout:
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# (0,0) = full fog (opaque black)
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# (1,0) = fog edge (semi-transparent)
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#
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# Note: fog-edge uses 8-directional neighbors for visual smoothness.
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# Actual visibility boundaries come from the server's shadowcasting (D-011).
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# Fog-returns-over-time (D-011 decay) is tracked in #113, not here.
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const TILE_SIZE: int = Constants.TILE_SIZE
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var _initialized: bool = false
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var _all_tile_positions: Dictionary = {} # Vector2i -> true, all known map tiles
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func _ready() -> void:
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_setup_tileset()
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_initialized = true
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print("FogRenderer: Initialized")
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func _setup_tileset() -> void:
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var ts := TileSet.new()
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ts.tile_size = Vector2i(TILE_SIZE, TILE_SIZE)
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var source := TileSetAtlasSource.new()
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var img := Image.create(TILE_SIZE * 2, TILE_SIZE, false, Image.FORMAT_RGBA8)
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# Full fog (0,0) — opaque black
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img.fill_rect(Rect2i(0, 0, TILE_SIZE, TILE_SIZE), Color(0.02, 0.02, 0.05, 1.0))
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# Fog edge (1,0) — semi-transparent dark
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img.fill_rect(Rect2i(TILE_SIZE, 0, TILE_SIZE, TILE_SIZE), Color(0.02, 0.02, 0.05, 0.6))
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var tex := ImageTexture.create_from_image(img)
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source.texture = tex
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source.texture_region_size = Vector2i(TILE_SIZE, TILE_SIZE)
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source.create_tile(Vector2i(0, 0))
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source.create_tile(Vector2i(1, 0))
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ts.add_source(source)
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tile_set = ts
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# Register all known tile positions (called when tile data arrives)
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func register_tile_positions(tiles: Array) -> void:
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_all_tile_positions.clear()
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for tile_data in tiles:
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if tile_data.has("x") and tile_data.has("y"):
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_all_tile_positions[Vector2i(tile_data.x, tile_data.y)] = true
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# Update fog based on visible positions.
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# player_pos reserved for future fog-decay tracking (#113).
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func update_fog(visible_positions: Dictionary, _player_pos: Vector2) -> void:
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if not _initialized:
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return
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clear()
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if _all_tile_positions.is_empty() or visible_positions.is_empty():
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return
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# Build set of fog-edge positions (8-directional neighbors of visible tiles)
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var fog_edge: Dictionary = {}
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var neighbors := [
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Vector2i(-1, 0), Vector2i(1, 0), Vector2i(0, -1), Vector2i(0, 1),
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Vector2i(-1, -1), Vector2i(1, -1), Vector2i(-1, 1), Vector2i(1, 1),
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]
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for pos in visible_positions:
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for offset in neighbors:
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var neighbor_pos: Vector2i = pos + offset
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if not visible_positions.has(neighbor_pos) and _all_tile_positions.has(neighbor_pos):
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fog_edge[neighbor_pos] = true
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# Place fog tiles on all known positions that aren't visible
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for pos in _all_tile_positions:
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if visible_positions.has(pos):
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continue # Visible — no fog
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elif fog_edge.has(pos):
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set_cell(pos, 0, Vector2i(1, 0)) # Fog edge — semi-transparent
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else:
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set_cell(pos, 0, Vector2i(0, 0)) # Full fog — opaque
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