refactor(simulation): address PR #32 review — 14 items from Hoshe + Tyre
Hoshe (code quality): - Remove dead RoomMember component from reset.rs - Remove execute_reset (dual API trap); plan_reset is sole production path - .unwrap() → .expect() on reset_plate in setup_gauntlet boot path - Add 10s read timeout to TCP runtime test (prevents hangs) - Register player in EntityRegistry in runtime boot test - Document room_at z-range and corridor overlap assumptions - Derive entity count from EXPECTED_ENTITY_COUNT constant (was hardcoded 24) - Add reset plate (49-51) verification to stable_id_ranges_match_spec - Add debounce exact boundary test (tick 9 rejected, tick 10 accepted) Tyre (architecture): - Gate test_world rooms/constants/setup behind "gauntlet" feature (default-on); reset module stays always-compiled (production dependency via input system) - Document setup_gauntlet scheduler bypass for future tracking - Extract runtime TCP test to content_runtime.rs (separate failure modes) 507 tests passing. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -156,6 +156,13 @@ pub const ROOMS: &[GauntletRoom] = &[
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/// Look up which room a position falls in.
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/// Returns the first room whose bounding box contains the position.
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///
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/// Assumptions:
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/// - All rooms are at z=0 (single-floor Gauntlet). Positions on other
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/// z-levels will never match.
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/// - Room bounding boxes must not overlap (verified by `rooms_do_not_overlap`
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/// test). Corridors are NOT rooms and intentionally fall outside all
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/// bounding boxes — `room_at` returns None for corridor positions.
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pub fn room_at(pos: &TilePosition) -> Option<&'static GauntletRoom> {
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ROOMS.iter().find(|r| {
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pos.x >= r.origin.x
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@@ -182,6 +189,17 @@ pub const INTERACTION_GALLERY_STABLE_IDS: (u64, u64) = (24, 28);
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pub const PAUSE_CHAMBER_STABLE_IDS: (u64, u64) = (29, 29);
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pub const DIALOGUE_ROOM_STABLE_IDS: (u64, u64) = (30, 33);
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pub const CROWD_PLAZA_STABLE_IDS: (u64, u64) = (34, 48);
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pub const RESET_PLATE_STABLE_IDS: (u64, u64) = (49, 51);
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/// Number of actively-spawned entities in the current Gauntlet build.
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/// Derived from StableId ranges of built rooms + player + reset plates.
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/// Reserved (unbuilt) rooms do not contribute entities.
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pub const EXPECTED_ENTITY_COUNT: usize = 1 // player (StableId 0)
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+ (HUB_STABLE_IDS.1 - HUB_STABLE_IDS.0 + 1) as usize
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+ (OCCLUSION_STABLE_IDS.1 - OCCLUSION_STABLE_IDS.0 + 1) as usize
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+ (INVENTORY_STABLE_IDS.1 - INVENTORY_STABLE_IDS.0 + 1) as usize
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+ (PAUSE_CHAMBER_STABLE_IDS.1 - PAUSE_CHAMBER_STABLE_IDS.0 + 1) as usize
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+ (RESET_PLATE_STABLE_IDS.1 - RESET_PLATE_STABLE_IDS.0 + 1) as usize;
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#[cfg(test)]
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mod tests {
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@@ -289,6 +307,7 @@ mod tests {
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PAUSE_CHAMBER_STABLE_IDS,
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DIALOGUE_ROOM_STABLE_IDS,
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CROWD_PLAZA_STABLE_IDS,
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RESET_PLATE_STABLE_IDS,
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];
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for (i, a) in ranges.iter().enumerate() {
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for (j, b) in ranges.iter().enumerate() {
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