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fix(engine): C-545 ambient parity for props/actors + Emberwatch baseline - #386
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C-545: terrain received the day/night/interior ambient through the tilemap uTint, but standalone props, LPC actors and static enemies rendered at full source brightness. Introduce one documented ambient policy (environment/ambient_policy.ts) consumed by both paths, applied per frame via game_world/scene_ambient.ts, plus an explicit per-prop `emissive` opt-out (hearth + two braziers) so genuine light sources keep their authored colour. Also records the 71678c0 baseline and diagnoses review findings 1.2 (flat building shells) and 1.3 (per-tile bridge rails/water gaps) with file:line evidence; bridge/building layer-model proposal documented, not implemented.
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WalkthroughThe change adds a shared scene ambient multiplier for terrain and entity containers. It introduces an optional emissive prop flag and marks three Emberwatch fire props to skip entity tinting. New tests cover ambient states, exemptions, late-loaded textures, and transitions. ChangesScene ambient parity
Priority: ⬇️ Low Estimated code review effort: 3 (Moderate) | ~20 minutes Change: Bug fix Sequence Diagram(s)sequenceDiagram
participant GameWorld
participant SceneAmbientController
participant AmbientPolicy
participant TerrainUniforms
participant RenderEntries
GameWorld->>SceneAmbientController: Update with interior state and environment UBO
SceneAmbientController->>AmbientPolicy: Resolve scene ambient
AmbientPolicy-->>SceneAmbientController: Return RGB factors and hex tint
SceneAmbientController->>TerrainUniforms: Set terrain uTint
GameWorld->>SceneAmbientController: Apply ambient to render entries
SceneAmbientController->>RenderEntries: Tint containers except emissive entries
Merge Risk: 🔵 Low · up to Screenshot captures may show stale lighting, while two important rendering connections lack test coverage. The change is mergeable with owner awareness and follow-up on those gaps and the contract citations. 🚥 Pre-merge checks | ✅ 3 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (3 passed)
✨ Finishing Touches 💡 1🛠️ Fix failing CI checks 💡
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✅ PR Checks passedLint, format, typecheck and unit tests are green for everything affected by this PR. Reproduce locally: |
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Inline comments:
In `@docs/contracts/C-545-emberwatch-baseline-and-ambient-parity.md`:
- Around line 131-132: Update the stale post-fix ambient citations in sections B
and C to reference the controller call in game_world.ts and the terrain/entity
tint logic in scene_ambient.ts, as appropriate for each row. Keep section A’s
baseline citations unchanged.
In `@packages/frontend/engine/src/__tests__/ambient_parity.test.ts`:
- Around line 43-48: Update terrainTint in the ambient parity tests to exercise
SceneAmbientController.update instead of calling resolveSceneAmbient directly.
Initialize tilemapUniforms with a nonmatching uTint, pass it to the controller
with the test options, and return the written tint channels so the parity
assertions verify the controller’s terrain tint write.
In `@packages/frontend/engine/src/game_world.ts`:
- Around line 1364-1378: Add a caller-level GameWorld test covering
_handleEntityCreated: create an entity with emissive frame metadata, apply
ambient tint, and assert its render entry remains untinted. This should verify
the handoff to createEntityDisplay via ambientExempt rather than testing the
metadata or exemption helper in isolation.
In `@packages/frontend/engine/src/game_world/scene_ambient.ts`:
- Around line 42-43: Update the ambient controller’s update flow so frozen
sampling does not latch or apply ambient until uTint is available and, for
outdoor scenes, environmentUbo is ready; preserve the existing latched-sample
early return once inputs are ready. In _installScene, invalidate the ambient
sample so a same-hour scene transition writes the new terrain uniform and
updates entities.
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📒 Files selected for processing (14)
content/packs/emberwatch/manifest.jsondocs/contracts/C-545-emberwatch-baseline-and-ambient-parity.mdpackages/frontend/engine/src/__tests__/ambient_parity.test.tspackages/frontend/engine/src/environment/ambient_policy.tspackages/frontend/engine/src/environment/index.tspackages/frontend/engine/src/game_world.tspackages/frontend/engine/src/game_world/entity_display.tspackages/frontend/engine/src/game_world/render_entry.tspackages/frontend/engine/src/game_world/scene_ambient.tspackages/frontend/engine/src/game_world/scene_transition.test.tspackages/frontend/engine/src/game_world/scene_transition.tspackages/shared/schemas/src/lib/game/content_pack.test.tspackages/shared/schemas/src/lib/game/content_pack.tsscripts/src/lib/ops/sync_emberwatch_props.ts
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🤖 Completed: Fix CodeRabbit issues in PR #386 — View commit |
… cover emissive handoff FIX 3/FIX 4 for the C-545 review: - the noon/dawn/night/interior parity cases now drive SceneAmbientController.update with a tilemap-uniform stub seeded at [0.1,0.2,0.3] and read the written channels back, then tint a prop through the SAME controller, so terrain and entity are proven to share one factor end to end; - the emissive handoff case now goes through GameWorld._handleEntityCreated with an emissive frame and a non-emissive sibling, asserting the emissive container stays 0xffffff while the sibling receives the night ambient.
The worker was 2497 lines against a 2488-line size waiver (issue #342), a pre-existing overage from 71678c0 that failed CI. Move _resolveSpawnInStaging into worker/spawn_resolution.ts as resolveSpawnInStaging — a pure move, the call site and logging are unchanged — bringing ecs_worker.ts to 2461 lines (27 lines of headroom) without touching the guard or the waiver. The C-138 portal_move_reset_regression test still passes.
Sections B and C now cite the post-fix controller call in game_world.ts and the resolution/apply logic in scene_ambient.ts and ambient_policy.ts by current line number. Section A (baseline citations) is unchanged. Adds a Known follow-ups list: tile-level emissive for window/fireplace, weather FX and sky fallback not ambient-tinted, emissive is per-frame not per-placement, and the boot-frame interior pin change.
Summary
Contract C-545 — Emberwatch baseline + ambient parity (plan P0/P1).
The review (
docs/reference/emberwatch-polish-review-and-plan.md§1.4) said terrain gets the day/night/interior ambient but props might not. B confirmed it: the tilemap shader multiplies every ground texel byuTint, whilecomposePropDisplay()created sprites with size/anchor only, and the LPC/static actor paths sliced frames with no tint at all. This PR applies one documented ambient policy to terrain, props, actors and enemies, with an explicit emissive opt-out, and records the baseline diagnosis for findings 1.2 / 1.3 (diagnosed only — no builder/atlas edits, per the non-goals).Baseline SHA:
71678c0b828150439e3c34f9e88deae01390fddb(review baselineee5478cee; only one commit between them — none of the ambient/builder files changed).Ambient consumer table
uTintgame_world.ts→SceneAmbientController.update→tilemap_chunk_renderer.ts:69,78scene_ambient.tsapplyToEntries/ambient_policy.tsapplyAmbientToEntityemissive: trueentity_appearance.ts:427-443sprites underRenderEntry.displayObjectactor_visual_transport.ts→entity_appearance.ts:162-208entity_display.ts:49-55Graphicsof the tinted container)prop_presentation.ts:87-106_renderEntries/world container)weather_fx_controller.ts,scene_background.ts:226_isInteriorMap(frompackConfig.interior) feeds the single resolver, so terrain and entities pin toCOLOR_INTERIORtogether and ignore the clock.Findings (see
docs/contracts/C-545-...mdfor file:line)emberwatch_map_village.ts:269-299paintShell/paintInteriorplace wall/roof ground tiles only;:347-361building()adds door + landing. No building sprite is placed.generate_emberwatch_atlas.ts:679-691paintBridgepaints water + rails into every cell;emberwatch_map_village.ts:241-248(3×2) andgenerate_emberwatch_maps_extra.ts:109-114(4×3) repeat it.game_world.ts(baseline) +tilemap_chunk_renderer.ts:69,78;prop_presentation.ts:125-148no tint;entity_appearance.ts:427-443no tint.What changed
environment/ambient_policy.ts—resolveSceneAmbient({isInterior, environmentUbo})→{r,g,b,hex}(interior pinsCOLOR_INTERIOR, outdoors follows the worker UBO, neutral before the first UBO) +applyAmbientToEntity.game_world/scene_ambient.ts— per-frame controller: resolve → terrainuTint→ every entity container. Extracted sogame_world.tsstays inside its size waiver (2193 / 2214).r/g/basuTint; no double tint (world container/stage never tinted); no HUD tint.hexas container tint each frame → covers hour change, map transition, interior enter/exit, late texture load.emissive?: booleanonContentPackPropSchema(one line, default false) →PropFrameAnchor.emissive→RenderEntry.ambientExempt. Marked only clear light sources:inn_hearth(prop_hearth.png),inn_brazier+shrine_brazier(prop_brazier.png).window/fireplaceare tiles, not props, and were left alone.Tests
packages/frontend/engine/src/__tests__/ambient_parity.test.ts(new, behavioural): neutral-grey terrain tile and prop/actor share one multiplier at noon/dawn/night/interior; interior ignores the clock; neutral before the first UBO; emissive prop untouched; late-load prop gets the current tint; interior transition re-tints; re-apply is a no-op.game_world/scene_transition.test.ts— emissive propagates per frame.schemas content_pack.test.ts— emissive schema accept/default.Verification
bun moon run frontend-engine:test→ 1820 pass / 0 fail (after seeding the gitignored generated atlas from the matching root checkout; without it 3 pre-existingemberwatch_content_audittexture-existence tests fail for environment reasons).bun moon run schemas:test→ 905 pass / 0 fail; typecheck + lint + format clean forfrontend-engine,schemas,types,scripts.bun moon ci --base=origin/main→ 50 pass, 2 fail:scripts:guard-source-file-size(see below) andclient:test-browser(Chromium not installed locally).bun moon run scripts:test→ 2011 pass / 9 fail, identical with this PR's changes stashed — pre-existing environment failures (candidate-plane-incompleteetc.);scripts:testisrunInCI: false.What was NOT verified
cd apps/e2e && bun run src/visual/runner.ts --suite=map --capture-only→[runner] ❌ Client dev server unreachable at http://localhost:5274(and a fresh worktree lacks the gitignored candidate plane; assets are out of scope). No scene was mocked.scripts:guard-source-file-sizeflagspackages/frontend/engine/src/worker/ecs_worker.ts(2497 vs 2488 waiver ceiling). That file is untouched here and is already over its ceiling atorigin/main; raising a ceiling is forbidden.client:test-browserfails locally on missing Playwright Chromium (CI installs it).Scope discipline
No asset generation, no map/builder/atlas edits, no UI changes, no guard threshold / golden / evaluator-prompt changes, no deploy/publish, no new scene model. 14 files changed (+786 −52).
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