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Add day/night cycle with sine-curve brightness overlay and craftable light sources#350

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Apr 20, 2026
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Add day/night cycle with sine-curve brightness overlay and craftable light sources#350
dmccoystephenson merged 15 commits into
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copilot/add-day-night-cycle

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Copilot AI commented Apr 20, 2026

Adds a configurable day/night cycle that dims and brightens the game world by blitting a semi-transparent black overlay onto the game area rect, driven by tick count and a cosine curve. Includes craftable Torch light sources and Campfire light emission to illuminate areas during darkness.

Cycle logic — src/world/dayNightCycle.py

  • @component class deriving opacity (0–200) from tick % cycleLengthTicks via cosine curve
  • getOverlayOpacity(tick): 0 at midday (tick 0), 200 at midnight (halfway), smooth in between
  • getPhase(tick): returns day/dusk/night/dawn based on quarter divisions
  • getLightMask(radiusPx): returns cached per-pixel distance-field radial gradient masks for light source halos (background alpha=255, center alpha=0)
  • clearLightMaskCache(): clears cached mask surfaces on window resize to prevent unbounded cache growth

Config

  • dayNightCycleEnabled (default true), dayNightCycleLengthTicks (default 54000 — 30 min at 30 tps, derived from ticksPerSecond * 30 * 60) added to config.yml and Config

Rendering — WorldScreen.draw()

  • Per-pixel alpha overlay (pygame.SRCALPHA) filled with (0, 0, 0, opacity) each frame, blitted after rooms draw while set_clip(gameArea) is active so letterbox bars are unaffected
  • Light-emitting entities (Torch, Campfire) punch radial gradient holes in the overlay via opacity-scaled BLEND_RGBA_MIN — light masks are scaled by the current overlay opacity using BLEND_RGBA_MULT before application, ensuring smooth radial falloff during dusk/dawn instead of harsh banding
  • Scaled masks cached per (radiusPx, opacity) pair and persisted across frames (only invalidated when opacity changes), avoiding redundant copy()+fill() on most frames
  • Overlay surface only reallocated when game area dimensions change; light-mask cache cleared on resize
  • Light source collection merged into drawFollowMode() room iteration pass — eliminates the duplicate _collectLightSources() traversal over all visible rooms, reducing per-frame cost
  • Light source collection iterates all entities per location to ensure stacked light-emitting entities are not missed
  • Shared _iterateVisibleRoomOffsets(gameArea) generator eliminates duplicated room iteration and offset math between drawFollowMode() and light source collection
  • Optimized mask generation uses squared-distance comparison and pre-computed invRadius multiplier instead of math.hypot() per pixel

Minimap rendering fix

  • Minimap room PNG capture now renders rooms onto a clean off-screen surface instead of reading pixels from the main display, preventing day/night overlay darkness from contaminating minimap tiles and causing black rectangles or discontinuous map content

Light sources

  • Torch (src/entity/torch.py): new placeable entity with lightRadius=6 tiles, craftable from 1× OakWood + 1× CoalOre (yields 2× Torch)
  • Campfire (src/entity/campfire.py): updated with lightRadius=8 tiles to emit light when placed
  • Any entity with a getLightRadius() method automatically emits light during the day/night cycle
  • Torch registered in roomJsonReaderWriter, inventoryJsonReaderWriter, canBePickedUp, and recipeRegistry

Settings

  • "Day/Night Cycle" toggle in ConfigScreen, consistent with existing toggles

Debug

  • Phase name and opacity shown in top-right debug text when config.debug is enabled

Tests

  • 21 unit tests for DayNightCycle covering midday, midnight, dusk, dawn, wrapping, range bounds, zero-length edge case, light mask caching, light mask cache clearing, and light mask alpha profile (center transparency, corner opacity, edge opacity)
  • Tests for Torch entity, Campfire light radius, and Torch crafting recipe
  • Config defaults test updated

Copilot AI linked an issue Apr 20, 2026 that may be closed by this pull request
7 tasks
Copilot AI and others added 2 commits April 20, 2026 03:53
… debug info

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Copilot AI changed the title [WIP] Add day/night cycle functionality Add day/night cycle with sine-curve brightness overlay Apr 20, 2026
Copilot AI requested a review from dmccoystephenson April 20, 2026 03:54
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Pull request overview

Adds a configurable day/night lighting effect to Roam by computing an opacity value from the global tick counter and blitting a clipped black overlay over the game area, with a settings toggle and debug readout.

Changes:

  • Introduces DayNightCycle (@component) to compute overlay opacity and a named cycle phase from ticks.
  • Adds config knobs (dayNightCycleEnabled, dayNightCycleLengthTicks) and a toggle button in the settings screen.
  • Integrates rendering + debug display into WorldScreen.draw() and adds unit tests for the cycle logic.

Reviewed changes

Copilot reviewed 8 out of 8 changed files in this pull request and generated 2 comments.

Show a summary per file
File Description
src/world/dayNightCycle.py New DI component providing opacity/phase calculations from ticks.
src/screen/worldScreen.py Applies a cached, clipped overlay during world rendering; shows cycle debug text.
src/screen/configScreen.py Adds a “Day/Night Cycle” toggle button wired to config.
src/config/config.py Adds new config fields with defaults.
config.yml Adds new config keys with default values.
tests/world/test_dayNightCycle.py New unit tests for opacity/phase behavior and edge cases.
tests/config/test_config.py Updates defaults test assertions for new config fields.
CHANGELOG.md Documents the feature addition and AI session notes.

Comment thread config.yml Outdated
cameraFollowPlayer: true
limitTps: true
dayNightCycleEnabled: true
dayNightCycleLengthTicks: 43200
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dayNightCycleLengthTicks: 43200 does not correspond to “30 min at 30 tps” (it’s 24 min at 30 tps). Please align this value with the intended duration (e.g., 54000 for 30 minutes at 30 tps) or update the documentation/comment/tests to match the intended cycle length.

Suggested change
dayNightCycleLengthTicks: 43200
dayNightCycleLengthTicks: 54000

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Comment thread src/config/config.py Outdated
Comment on lines +226 to +227
configValues, "dayNightCycleLengthTicks", 43200
) # 30 minutes at 30 tps
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dayNightCycleLengthTicks default is set to 43200, but the inline comment says this represents “30 minutes at 30 tps”. At 30 ticks/sec, 43200 ticks is 24 minutes (43200 / 30 = 1440s). Please either change the default to 306030 (= 54000) / derive it from ticksPerSecond, or update the comment + any docs/tests to match the intended duration.

Suggested change
configValues, "dayNightCycleLengthTicks", 43200
) # 30 minutes at 30 tps
configValues,
"dayNightCycleLengthTicks",
self.ticksPerSecond * 30 * 60,
) # 30 minutes at the configured ticksPerSecond

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Map rendering appears to be messed up, resolve:

image

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Trying to play in the dark can be disorienting, introduce craftable light sources that can be placed. Make the campfire emit light also.

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on this pull request. Work through every comment systematically and apply the
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…ith light sources (Torch + Campfire)

Agent-Logs-Url: https://github.com/Preponderous-Software/roam/sessions/65403f3c-baa5-447b-a852-564d5c871cd7

Co-authored-by: dmccoystephenson <21204351+dmccoystephenson@users.noreply.github.com>
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Copilot AI commented Apr 20, 2026

Map rendering appears to be messed up, resolve:

image

Fixed in 973e365. The overlay rendering has been rewritten to use per-pixel alpha (pygame.SRCALPHA) with fill((0, 0, 0, opacity)) each frame instead of per-surface alpha (set_alpha). This ensures the overlay is rebuilt cleanly every frame and applied uniformly. Additionally, light-emitting entities (Torch, Campfire) now punch radial gradient holes in the overlay, providing illumination during darker phases.

Trying to play in the dark can be disorienting, introduce craftable light sources that can be placed. Make the campfire emit light also.

Added in 973e365.

Torch entity (src/entity/torch.py): Craftable from 1× OakWood + 1× CoalOre (yields 2). Has lightRadius=3 tiles. Can be picked up and placed like other items.

Campfire light: Updated with lightRadius=4 tiles — campfires now also emit light.

Light system: During the day/night cycle overlay rendering, placed Torch and Campfire entities create radial gradient halos that reduce the darkness in their vicinity. The light masks are cached per radius for performance. Any entity with a getLightRadius() method will automatically emit light.

@copilot You are a coding agent tasked with resolving all open comments and review threads
on this pull request. Work through every comment systematically and apply the
appropriate code changes....

All open comments addressed in 973e365:

  • Tick calculation: Fixed from 43200 → 54000, now derived from ticksPerSecond * 30 * 60
  • Map rendering: Switched to per-pixel alpha overlay (pygame.SRCALPHA)
  • Light sources: Added craftable Torch (OakWood + CoalOre → 2× Torch) and Campfire light emission
  • Entity registries: Torch registered in all save/load readers and canBePickedUp
  • Tests: 6 new tests added, 403 total passing

Copilot AI changed the title Add day/night cycle with sine-curve brightness overlay Add day/night cycle with sine-curve brightness overlay and craftable light sources Apr 20, 2026
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@copilot Ran into the following on my existing save file, please resolve:

2026-04-20T04:18:01.166344Z [info     ] loading room                   path=saves\defaultsavefile/rooms/room_-1_1.json
2026-04-20T04:18:01.172345Z [info     ] room loaded from file          path=saves\defaultsavefile/rooms/room_-1_1.json roomX=-1 roomY=1        
2026-04-20T04:18:01.186344Z [info     ] loading room                   path=saves\defaultsavefile/rooms/room_1_-1.json
2026-04-20T04:18:01.193345Z [info     ] room loaded from file          path=saves\defaultsavefile/rooms/room_1_-1.json roomX=1 roomY=-1
2026-04-20T04:18:01.195345Z [info     ] loading room                   path=saves\defaultsavefile/rooms/room_1_1.json
2026-04-20T04:18:01.202345Z [info     ] room loaded from file          path=saves\defaultsavefile/rooms/room_1_1.json roomX=1 roomY=1
Traceback (most recent call last):
  File "C:\walter-files\projects\roam-1-16-2026\src\roam.py", line 160, in <module>
    result = roam.run()
  File "C:\walter-files\projects\roam-1-16-2026\src\roam.py", line 114, in run
    result = self.currentScreen.run()
  File "C:\walter-files\projects\roam-1-16-2026\src\screen\worldScreen.py", line 2135, in run
    self.draw()
  File "C:\walter-files\projects\roam-1-16-2026\src\screen\worldScreen.py", line 1388, in draw
    lightPositions = self._collectLightSources(gameArea)
  File "C:\walter-files\projects\roam-1-16-2026\src\screen\worldScreen.py", line 1192, in _collectLightSources
    self._collectLightSourcesFromRoom(
  File "C:\walter-files\projects\roam-1-16-2026\src\screen\worldScreen.py", line 1204, in _collectLightSourcesFromRoom
    for entityId in list(location.getEntities().keys()):
AttributeError: 'str' object has no attribute 'getEntities'

…cationId pattern

Agent-Logs-Url: https://github.com/Preponderous-Software/roam/sessions/26b25af6-8e8f-4a79-88c6-6cdaa49da3ed

Co-authored-by: dmccoystephenson <21204351+dmccoystephenson@users.noreply.github.com>
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Copilot AI commented Apr 20, 2026

@copilot Ran into the following on my existing save file, please resolve:

...

Fixed in daf569b. The crash was caused by _collectLightSourcesFromRoom iterating grid.getLocations() directly — this returns a dict keyed by UUID, so the loop was yielding UUID keys instead of Location objects, causing an AttributeError when calling .getEntities(). Fixed to use the codebase convention: for locationId in grid.getLocations()grid.getLocation(locationId).

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dmccoystephenson commented Apr 20, 2026

Light sources aren't behaving as expected. The circle around the light source is dark, whereas the corners of a 'square' near the light source are lit. Please resolve.

image

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Pull request overview

Copilot reviewed 16 out of 17 changed files in this pull request and generated 3 comments.

Comment thread src/world/dayNightCycle.py Outdated
Comment on lines +53 to +57
mask.fill((0, 0, 0, 0))
center = radiusPx
for r in range(radiusPx, 0, -1):
alpha = int(255 * (r / radiusPx))
pygame.draw.circle(mask, (0, 0, 0, alpha), (center, center), r)
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getLightMask() builds a mask with an alpha=0 background and draws filled circles with varying alpha. When this mask is blitted with BLEND_RGBA_MIN, the zero-alpha background will force the overlay alpha to 0 across the entire square bounding box (producing square light areas). Also, because the first drawn circle uses alpha=255, later draws with lower alpha cannot reduce existing per-pixel alpha via normal alpha blending, so the intended radial gradient/hole will not be produced. Consider generating the mask alpha values directly (e.g., per-pixel distance field / surfarray) or drawing only 1px rings while ensuring the mask background alpha is 255 and the center approaches 0.

Suggested change
mask.fill((0, 0, 0, 0))
center = radiusPx
for r in range(radiusPx, 0, -1):
alpha = int(255 * (r / radiusPx))
pygame.draw.circle(mask, (0, 0, 0, alpha), (center, center), r)
mask.fill((0, 0, 0, 255))
center = radiusPx
for y in range(size):
dy = y - center
for x in range(size):
dx = x - center
distance = math.hypot(dx, dy)
if distance >= radiusPx:
alpha = 255
else:
alpha = int(round(255 * (distance / radiusPx)))
mask.set_at((x, y), (0, 0, 0, alpha))

Copilot uses AI. Check for mistakes.
Comment thread src/screen/worldScreen.py Outdated
Comment on lines +1205 to +1219
for entityId in list(location.getEntities().keys()):
entity = location.getEntity(entityId)
if hasattr(entity, "getLightRadius"):
screenX = (
offsetX
+ location.getX() * self.locationWidth
+ self.locationWidth / 2
)
screenY = (
offsetY
+ location.getY() * self.locationHeight
+ self.locationHeight / 2
)
sources.append((screenX, screenY, entity.getLightRadius()))

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_collectLightSourcesFromRoom() iterates every location and every entity in each visible room every frame, which duplicates the full-grid scan already done by Room.drawWithOffset() and will add a noticeable per-frame cost as the number of visible rooms scales up. Consider tracking light-emitting entities as they’re placed/removed (or collecting them during the existing draw traversal / only checking the top entity per location) so the overlay doesn’t require a second full pass over all locations each frame.

Suggested change
for entityId in list(location.getEntities().keys()):
entity = location.getEntity(entityId)
if hasattr(entity, "getLightRadius"):
screenX = (
offsetX
+ location.getX() * self.locationWidth
+ self.locationWidth / 2
)
screenY = (
offsetY
+ location.getY() * self.locationHeight
+ self.locationHeight / 2
)
sources.append((screenX, screenY, entity.getLightRadius()))
entityIds = list(location.getEntities().keys())
if len(entityIds) == 0:
continue
entity = location.getEntity(entityIds[-1])
if hasattr(entity, "getLightRadius"):
screenX = (
offsetX
+ location.getX() * self.locationWidth
+ self.locationWidth / 2
)
screenY = (
offsetY
+ location.getY() * self.locationHeight
+ self.locationHeight / 2
)
sources.append((screenX, screenY, entity.getLightRadius()))

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Comment thread tests/world/test_dayNightCycle.py Outdated
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Pull request overview

Copilot reviewed 16 out of 17 changed files in this pull request and generated 4 comments.

Comment thread src/screen/worldScreen.py Outdated
Comment on lines +1150 to +1157
def _collectLightSources(self, gameArea):
"""Return list of (screenX, screenY, radiusTiles) for light-emitting entities."""
sources = []
if self.config.cameraFollowPlayer:
playerLocation = self.getLocationOfPlayer()
playerGridX = playerLocation.getX()
playerGridY = playerLocation.getY()
gridSize = self.config.gridSize
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_collectLightSources() largely duplicates the visible-room iteration and offset math from drawFollowMode(). This creates a maintenance risk where rendering and lighting can drift (e.g., border checks, room visibility, room loading behavior). Consider refactoring the shared “iterate visible rooms with offsets” logic into a single helper that both methods call.

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Comment thread src/screen/worldScreen.py
Comment thread CHANGELOG.md Outdated
Comment on lines +91 to +93
- **Light sources:** New `Torch` entity (`src/entity/torch.py`) with `lightRadius=3`,
craftable from 1× OakWood + 1× CoalOre (yields 2). Campfire (`src/entity/campfire.py`)
updated with `lightRadius=4`. Both entities reduce day/night darkness in a
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The Day/Night section records Torch as lightRadius=3 and Campfire as lightRadius=4, but the implementation sets Torch.lightRadius = 6 and Campfire.lightRadius = 8. Please update this entry so the changelog matches the shipped behavior.

Suggested change
- **Light sources:** New `Torch` entity (`src/entity/torch.py`) with `lightRadius=3`,
craftable from 1× OakWood + 1× CoalOre (yields 2). Campfire (`src/entity/campfire.py`)
updated with `lightRadius=4`. Both entities reduce day/night darkness in a
- **Light sources:** New `Torch` entity (`src/entity/torch.py`) with `lightRadius=6`,
craftable from 1× OakWood + 1× CoalOre (yields 2). Campfire (`src/entity/campfire.py`)
updated with `lightRadius=8`. Both entities reduce day/night darkness in a

Copilot uses AI. Check for mistakes.
Comment thread CHANGELOG.md Outdated
Comment on lines +104 to +112
- **Tests:** 17 unit tests in `tests/world/test_dayNightCycle.py`, plus
`tests/entity/test_torch.py`, `tests/entity/test_campfire_light.py`,
`tests/crafting/test_torchRecipe.py`. Updated config defaults test.
- **Bug fix:** Fixed inverted light mask — `getLightMask()` was creating alpha=0
background with filled circles, causing square bright areas when blitted via
`BLEND_RGBA_MIN`. Rewrote to use per-pixel distance field: background alpha=255,
centre alpha=0, smooth radial gradient to edge.
- **Optimization:** `_collectLightSourcesFromRoom` now only checks the top entity
per location instead of iterating all entities, reducing per-frame cost.
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This changelog entry says there are 17 unit tests in tests/world/test_dayNightCycle.py and that _collectLightSourcesFromRoom “only checks the top entity per location”. In the current diff, test_dayNightCycle.py contains more than 17 tests, and _collectLightSourcesFromRoom iterates all entities at each location. Please correct these statements to avoid misleading future maintenance/debugging.

Suggested change
- **Tests:** 17 unit tests in `tests/world/test_dayNightCycle.py`, plus
`tests/entity/test_torch.py`, `tests/entity/test_campfire_light.py`,
`tests/crafting/test_torchRecipe.py`. Updated config defaults test.
- **Bug fix:** Fixed inverted light mask — `getLightMask()` was creating alpha=0
background with filled circles, causing square bright areas when blitted via
`BLEND_RGBA_MIN`. Rewrote to use per-pixel distance field: background alpha=255,
centre alpha=0, smooth radial gradient to edge.
- **Optimization:** `_collectLightSourcesFromRoom` now only checks the top entity
per location instead of iterating all entities, reducing per-frame cost.
- **Tests:** Added unit tests in `tests/world/test_dayNightCycle.py`, plus
`tests/entity/test_torch.py`, `tests/entity/test_campfire_light.py`,
`tests/crafting/test_torchRecipe.py`. Updated config defaults test.
- **Bug fix:** Fixed inverted light mask — `getLightMask()` was creating alpha=0
background with filled circles, causing square bright areas when blitted via
`BLEND_RGBA_MIN`. Rewrote to use per-pixel distance field: background alpha=255,
centre alpha=0, smooth radial gradient to edge.
- **Implementation detail:** `_collectLightSourcesFromRoom` iterates all entities
at each location when collecting active light sources.

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@copilot You are a coding agent tasked with resolving all open comments and review threads
on this pull request. Work through every comment systematically and apply the
appropriate code changes.


Instructions

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  • Read every review thread, inline comment, and general PR comment
  • Include comments from: Copilot, human reviewers, and any other bots
  • Do not skip comments marked as suggestions — apply them if they make sense

2. For each comment, do the following:

  • Understand what is being requested or flagged
  • Locate the relevant file(s) and line(s)
  • Apply the fix directly in code
  • If a Copilot suggestion diff is provided, apply it (or an equivalent fix)
  • If the comment is ambiguous, use your best judgment and reply in the PR thread or review comment explaining what you did; only add a code comment when explicitly requested or when future maintainers would benefit from it
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3. Types of issues to handle:

  • Code quality / style issues (naming, formatting, readability)
  • Logic bugs or edge cases flagged by reviewers
  • Security concerns (e.g. input validation, secrets, injection risks)
  • Performance suggestions
  • Missing or incomplete error handling
  • Test coverage gaps
  • Documentation / comment improvements
  • Dependency or import issues

4. Do NOT:

  • Dismiss or ignore any comment without acting on it — note that "acting" can also mean replying to the thread with a rationale (e.g., won't fix, already addressed elsewhere) and leaving the code unchanged when appropriate
  • Leave TODO comments as a substitute for fixing the issue
  • Break existing tests while addressing comments
  • Change functionality beyond the scope of what the comment asks for

After making changes

  • Ensure all existing tests still pass
  • Add or update tests if a comment explicitly asks for them, or if a bug fix warrants it
  • Double-check that every open thread has been addressed, replied to, and resolved

Context

  • This PR may contain Copilot-generated review comments — treat these with the same priority as human comments
  • If two comments conflict with each other, prefer the human reviewer's intent and document the conflict and resolution in the PR conversation or commit message, not in a code comment
  • Commit changes in logical groups if there are many unrelated fixes

… resize, fix CHANGELOG

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Copilot AI commented Apr 20, 2026

@copilot You are a coding agent tasked with resolving all open comments and review threads
on this pull request. Work through every comment systematically and apply the
appropriate code changes....

All open review threads addressed in 624e158:

  • Shared room iteration (worldScreen.py:1150): Extracted _iterateVisibleRoomOffsets(gameArea) generator that both drawFollowMode() and _collectLightSources() now use, eliminating duplicated viewport/offset math.
  • Light-mask cache growth (worldScreen.py:1390): Added DayNightCycle.clearLightMaskCache() — called when the overlay is reallocated due to game area size change, preventing unbounded cache growth on window resize.
  • CHANGELOG.md:91-93: Fixed lightRadius values to match implementation (Torch=6, Campfire=8).
  • CHANGELOG.md:104-112: Fixed test count and corrected entity iteration description to reflect that all entities per location are iterated.
  • Test: Added test_clear_light_mask_cache to verify cache invalidation.

All 407 tests pass.

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@copilot There is a noticeable drop in TPS when light sources are being rendered. Optimize.

…ss, cache scaled masks across frames

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Copilot AI commented Apr 20, 2026

@copilot There is a noticeable drop in TPS when light sources are being rendered. Optimize.

Optimized in 6496e45 with four changes:

  1. Eliminated duplicate room iteration — light source collection is now merged into drawFollowMode(), removing the separate _collectLightSources() second pass over all visible rooms each frame.
  2. Cached scaled masks across frames_scaledMaskCache is no longer cleared every frame. It's only invalidated when overlay opacity actually changes, avoiding redundant mask.copy() + fill(BLEND_RGBA_MULT) on the majority of frames where opacity is unchanged.
  3. Faster empty-location skipping — uses getNumEntities() == 0 instead of creating an intermediate list(location.getEntities().values()) and checking length.
  4. Faster mask generation — replaced math.hypot() with squared-distance comparison and pre-computed invRadius multiplier, reducing the one-time mask generation cost.

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@copilot Areas outside of the game world are being rendered in the minimap, resulting in black rectangles and discontinuous map content. Resolve.

…t day/night overlay contamination

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Copilot AI commented Apr 20, 2026

@copilot Areas outside of the game world are being rendered in the minimap, resulting in black rectangles and discontinuous map content. Resolve.

Fixed in e32c495. The root cause was saveCurrentRoomAsPNG() drawing the room onto the main game display (which still held the previous frame's day/night overlay) and then capturing from a misaligned (gameArea.x, gameArea.y) offset. Rewrote to render onto a clean off-screen pygame.Surface pre-filled with the room's background color by temporarily swapping graphik.gameDisplay, so minimap tiles are captured overlay-free and pixel-aligned.

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Pull request overview

Copilot reviewed 16 out of 17 changed files in this pull request and generated 3 comments.

Comment thread src/screen/worldScreen.py Outdated
Comment on lines +1055 to +1070
self.graphik.gameDisplay = offscreen
offscreen.fill(self.currentRoom.getBackgroundColor())
self.currentRoom.draw(self.locationWidth, self.locationHeight)
self.graphik.gameDisplay = originalDisplay
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saveCurrentRoomAsPNG() temporarily swaps self.graphik.gameDisplay and removes/re-adds the player, but there’s no try/finally to guarantee restoration if Room.draw() (or anything above) throws. That can leave the game rendering to the offscreen surface and/or permanently remove the player from the room. Wrap the display swap and player removal/re-add in try/finally blocks so state is always restored on error.

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Comment thread tests/world/test_dayNightCycle.py Outdated
Comment on lines +103 to +112
def test_get_light_mask_returns_surface():
cycle = createDayNightCycle(1000)
pygame.init()
try:
mask = cycle.getLightMask(50)
assert mask.get_width() == 100
assert mask.get_height() == 100
finally:
pygame.quit()

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These tests repeatedly call pygame.init()/pygame.quit() inside individual test functions. Elsewhere in the test suite (e.g., screen/config tests) the pygame lifecycle is managed via a pytest fixture, which avoids repeated init/quit overhead and reduces the risk of leaked global state if a test fails mid-way. Consider introducing a module-level pygame_init/pygameLifecycle fixture here and using it in the light-mask tests.

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Comment on lines +60 to +68
if radiusPx in self._lightMaskCache:
return self._lightMaskCache[radiusPx]
size = radiusPx * 2
mask = pygame.Surface((size, size), pygame.SRCALPHA)
mask.fill((0, 0, 0, 255))
center = radiusPx
radiusSq = radiusPx * radiusPx
invRadius = 255.0 / radiusPx
for y in range(size):
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getLightMask() will raise a ZeroDivisionError (and create an invalid surface size) if radiusPx is 0 or negative (size = radiusPx * 2, invRadius = 255.0 / radiusPx). Add an early return/guard for radiusPx <= 0 (e.g., return a 1×1 fully-opaque mask or raise a clear exception) so callers can’t crash the game with a bad light radius.

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@copilot You are a coding agent tasked with resolving all open comments and review threads
on this pull request. Work through every comment systematically and apply the
appropriate code changes.


Instructions

1. Discover all comments

  • Read every review thread, inline comment, and general PR comment
  • Include comments from: Copilot, human reviewers, and any other bots
  • Do not skip comments marked as suggestions — apply them if they make sense

2. For each comment, do the following:

  • Understand what is being requested or flagged
  • Locate the relevant file(s) and line(s)
  • Apply the fix directly in code
  • If a Copilot suggestion diff is provided, apply it (or an equivalent fix)
  • If the comment is ambiguous, use your best judgment and reply in the PR thread or review comment explaining what you did; only add a code comment when explicitly requested or when future maintainers would benefit from it
  • After addressing a comment, reply to the thread summarising what you did and mark it as resolved if your environment supports it

3. Types of issues to handle:

  • Code quality / style issues (naming, formatting, readability)
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Copilot AI and others added 2 commits April 20, 2026 15:43
…rd getLightMask against radiusPx<=0, use pytest fixture for pygame lifecycle in tests

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Copilot AI commented Apr 20, 2026

@copilot You are a coding agent tasked with resolving all open comments and review threads
on this pull request. Work through every comment systematically and apply the
appropriate code changes....

All three open review threads addressed in e6482bb and d271c6e:

  • try/finally safety (worldScreen.py:1055): saveCurrentRoomAsPNG() display swap and room draw are now wrapped in try/finally so graphik.gameDisplay is always restored even if Room.draw() throws.
  • Zero/negative radius guard (dayNightCycle.py:60): getLightMask() now clamps radiusPx <= 0 to 1, preventing ZeroDivisionError and invalid surface creation.
  • Pytest fixture (test_dayNightCycle.py:103): Replaced repeated pygame.init()/pygame.quit() in each test with a shared pygame_init fixture. Added edge-case tests for zero and negative radius with alpha profile assertions.

All 409 tests pass.

@copilot Areas outside of the game world are being rendered in the minimap, resulting in black rectangles and discontinuous map content. Resolve.

Already fixed in e32c495 — minimap room capture now renders onto a clean off-screen surface instead of reading from the main display, so the day/night overlay no longer contaminates minimap tiles. Additionally, e6482bb wraps this rendering in try/finally for safe state restoration on error.

@dmccoystephenson dmccoystephenson merged commit 6706a5d into main Apr 20, 2026
1 check passed
@dmccoystephenson dmccoystephenson deleted the copilot/add-day-night-cycle branch April 20, 2026 15:56
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Add a day/night cycle.

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