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>
This commit is contained in:
+48
-115
@@ -6,11 +6,14 @@
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//!
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//! Components:
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//! - `RoomResetTrigger` — marks an entity as a reset plate for a room
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//! - `RoomMember` — tags entities with their source room for filtering
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//!
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//! Resource:
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//! - `RoomSnapshots` — stores tick-0 entity positions per room
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//!
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//! Production path: `plan_reset` returns planned changes as a Vec, which
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//! the input system applies via Commands (see simulation::input). This
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//! avoids exclusive World access and is scheduler-friendly.
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//!
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//! Spec (workshop-outcomes.md Section 8):
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//! - Trigger: Interact with reset plate entity (verb "Reset")
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//! - Resets: entity positions, carried items from room returned to floor
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@@ -20,7 +23,6 @@
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use bevy_ecs::prelude::*;
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use std::collections::BTreeMap;
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use crate::simulation::inventory::{CarriedBy, InventorySlot};
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use crate::simulation::movement::TilePosition;
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/// Debounce cooldown in ticks between resets of the same room.
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@@ -34,13 +36,6 @@ pub struct RoomResetTrigger {
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pub room_name: String,
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}
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/// Tags an entity as belonging to a specific room.
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/// Used during reset to identify which entities to restore.
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#[derive(Component, Debug, Clone)]
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pub struct RoomMember {
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pub room_name: String,
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}
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/// Snapshot of a single entity's initial position.
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#[derive(Debug, Clone)]
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struct EntitySnapshot {
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@@ -88,6 +83,9 @@ impl RoomSnapshots {
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/// Plan a room reset for use with Commands (system-friendly).
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/// Returns the list of (entity, position, is_floor_item) changes to apply,
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/// or None if debounced or unknown room. Updates debounce tracking.
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///
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/// This is the canonical production API — the input system applies the
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/// returned changes via Commands to avoid exclusive World access.
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pub fn plan_reset(
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&mut self,
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room_name: &str,
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@@ -109,62 +107,6 @@ impl RoomSnapshots {
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Some(changes)
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}
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/// Execute a room reset. Restores entity positions and returns
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/// floor items to their original locations.
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///
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/// Returns the number of entities restored, or None if the room
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/// has no snapshot or debounce hasn't elapsed.
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pub fn execute_reset(
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&mut self,
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room_name: &str,
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current_tick: u64,
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world: &mut World,
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) -> Option<usize> {
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if !self.can_reset(room_name, current_tick) {
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tracing::info!(
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room_name,
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"Room reset debounced (last reset tick: {:?})",
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self.last_reset_tick.get(room_name)
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);
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return None;
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}
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let snapshot = self.snapshots.get(room_name)?;
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let mut restored = 0;
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for snap in &snapshot.entities {
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// Check if entity still exists
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if world.get_entity(snap.entity).is_err() {
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continue;
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}
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if snap.is_floor_item {
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// Floor item: remove CarriedBy/InventorySlot if carried,
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// restore TilePosition to original location
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let mut entity_mut = world.entity_mut(snap.entity);
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entity_mut.remove::<CarriedBy>();
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entity_mut.remove::<InventorySlot>();
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entity_mut.insert(snap.position);
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} else {
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// NPC or other entity: just restore position
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world.entity_mut(snap.entity).insert(snap.position);
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}
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restored += 1;
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}
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self.last_reset_tick
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.insert(room_name.to_string(), current_tick);
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tracing::info!(
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room_name,
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restored,
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current_tick,
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"Room reset executed"
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);
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Some(restored)
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}
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}
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#[cfg(test)]
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@@ -172,86 +114,77 @@ mod tests {
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use super::*;
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#[test]
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fn record_and_reset_restores_position() {
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fn plan_reset_returns_correct_changes() {
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let mut world = World::new();
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let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
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let mut snapshots = RoomSnapshots::default();
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// Record initial position
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snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
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// Move entity
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*world.get_mut::<TilePosition>(entity).unwrap() = TilePosition::new(50, 50, 0);
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assert_eq!(world.get::<TilePosition>(entity).unwrap().x, 50);
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// Reset
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let restored = snapshots.execute_reset("test_room", 0, &mut world);
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assert_eq!(restored, Some(1));
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assert_eq!(world.get::<TilePosition>(entity).unwrap().x, 10);
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assert_eq!(world.get::<TilePosition>(entity).unwrap().y, 20);
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let changes = snapshots.plan_reset("test_room", 0);
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assert!(changes.is_some());
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let changes = changes.unwrap();
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assert_eq!(changes.len(), 1);
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assert_eq!(changes[0].0, entity);
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assert_eq!(changes[0].1, TilePosition::new(10, 20, 0));
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assert!(!changes[0].2); // not a floor item
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}
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#[test]
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fn reset_restores_floor_item() {
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fn plan_reset_includes_floor_items() {
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let mut world = World::new();
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world.init_resource::<crate::knowledge::EntityRegistry>();
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// Floor item starts on ground
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let item = world
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.spawn(TilePosition::new(5, 5, 0))
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.id();
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let item = world.spawn(TilePosition::new(5, 5, 0)).id();
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let mut snapshots = RoomSnapshots::default();
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snapshots.record("warehouse", item, TilePosition::new(5, 5, 0), true);
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// Simulate Take: remove TilePosition, add CarriedBy + InventorySlot
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world.entity_mut(item).remove::<TilePosition>();
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world
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.entity_mut(item)
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.insert((CarriedBy(crate::knowledge::types::StableId(0)), InventorySlot(0)));
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assert!(world.get::<TilePosition>(item).is_none());
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assert!(world.get::<CarriedBy>(item).is_some());
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// Reset
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let restored = snapshots.execute_reset("warehouse", 0, &mut world);
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assert_eq!(restored, Some(1));
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// Item should be back on the ground
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assert_eq!(
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world.get::<TilePosition>(item).unwrap(),
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&TilePosition::new(5, 5, 0)
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);
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assert!(world.get::<CarriedBy>(item).is_none());
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assert!(world.get::<InventorySlot>(item).is_none());
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let changes = snapshots.plan_reset("warehouse", 0).unwrap();
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assert_eq!(changes.len(), 1);
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assert!(changes[0].2); // is a floor item
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}
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#[test]
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fn debounce_prevents_rapid_reset() {
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fn plan_reset_debounces() {
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let mut world = World::new();
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let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
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let mut snapshots = RoomSnapshots::default();
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snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
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// First reset at tick 0
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let result = snapshots.execute_reset("test_room", 0, &mut world);
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assert_eq!(result, Some(1));
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assert!(snapshots.plan_reset("test_room", 0).is_some());
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// Second reset at tick 5 — should be debounced
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let result = snapshots.execute_reset("test_room", 5, &mut world);
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assert_eq!(result, None);
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assert!(snapshots.plan_reset("test_room", 5).is_none());
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// Third reset at tick 10 — should succeed
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let result = snapshots.execute_reset("test_room", 10, &mut world);
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assert_eq!(result, Some(1));
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assert!(snapshots.plan_reset("test_room", 10).is_some());
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}
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#[test]
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fn unknown_room_returns_none() {
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fn plan_reset_debounce_exact_boundary() {
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let mut world = World::new();
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let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
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let mut snapshots = RoomSnapshots::default();
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let result = snapshots.execute_reset("nonexistent", 0, &mut world);
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assert_eq!(result, None);
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snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
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// Reset at tick 0
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assert!(snapshots.plan_reset("test_room", 0).is_some());
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// Tick 9: exactly one tick before debounce expires — must be rejected
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assert!(
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snapshots.plan_reset("test_room", 9).is_none(),
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"tick 9 should be rejected (debounce is 10 ticks)"
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);
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// Tick 10: exact debounce boundary — must be accepted
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assert!(
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snapshots.plan_reset("test_room", 10).is_some(),
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"tick 10 should be accepted (debounce elapsed)"
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);
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}
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#[test]
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fn plan_reset_unknown_room_returns_none() {
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let mut snapshots = RoomSnapshots::default();
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assert!(snapshots.plan_reset("nonexistent", 0).is_none());
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}
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#[test]
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