diff --git a/src/game/engine/tests/integration/test_fog_renderer_consumes_vision.gd b/src/game/engine/tests/integration/test_fog_renderer_consumes_vision.gd index 8af5964a..afa1b2c7 100644 --- a/src/game/engine/tests/integration/test_fog_renderer_consumes_vision.gd +++ b/src/game/engine/tests/integration/test_fog_renderer_consumes_vision.gd @@ -137,12 +137,16 @@ func test_unseen_tiles_polygon_is_visible_and_unexplored_color() -> void: assert_not_null(node, "missing fog polygon for UNSEEN tile %s" % str(unseen_pos)) assert_true(node.visible, "VIS_UNSEEN tile %s must have fog polygon visible" % str(unseen_pos)) + # Unexplored tiles render the procedural dwarven-vellum texture with a white + # modulate so the texture's own tones show (commit 0cfd60124). + # UNEXPLORED_COLOR is only the flat fallback when texture generation fails. + assert_not_null(node.texture, "interior UNSEEN tile must paint the vellum fog texture") var colors: PackedColorArray = node.vertex_colors assert_eq(colors.size(), 6, "fog polygon must have 6 vertex colors") for i: int in 6: var c: Color = colors[i] - assert_eq(c, FogRendererScript.UNEXPLORED_COLOR, - "interior UNSEEN tile vertex %d must be UNEXPLORED_COLOR (no neighbor softening)" % i) + assert_eq(c, Color(1, 1, 1, 1), + "textured UNSEEN vertex %d uses white modulate (texture supplies the colour)" % i) # --------------------------------------------------------------------------- diff --git a/src/game/engine/tests/unit/test_fog_of_war_vision.gd b/src/game/engine/tests/unit/test_fog_of_war_vision.gd index d843e7b9..c3fbe24e 100644 --- a/src/game/engine/tests/unit/test_fog_of_war_vision.gd +++ b/src/game/engine/tests/unit/test_fog_of_war_vision.gd @@ -146,9 +146,11 @@ func test_vision_memory_layer_persists() -> void: func test_resource_visible_to_requires_seen_tile() -> void: ## is_resource_visible_to must return false for VIS_UNSEEN tiles, - ## true for VIS_SEEN_STALE and VIS_VISIBLE (assuming no tech gate). + ## true for VIS_SEEN_STALE and VIS_VISIBLE. Use a NON-tech-gated resource + ## (deer) so this isolates the visibility gate; iron_ore is yield_gate= + ## "bronze_working" (visibility: tech_gated) and would also require the tech. var tile: Tile = TileScript.new() - tile.resource_id = "iron_ore" + tile.resource_id = "deer" tile.biome_id = "plains" # Unseen — should not be visible.