feat(simulation): spawn 3 NPCs with full component bundles

Implements ticket #84 for Sprint 3:
- Replace single bare NPC with 3 distinct NPCs: dock worker (16,13)
  with full 4-phase routine and MovementSpeed(2), field tech (14,18)
  with partial routine, stationary guard (18,14) with no routine
- Register all entities (player + 3 NPCs) in EntityRegistry
- Populate RelationshipGraph with colleague and rival edges
- Add NpcPlugin to app for routine system registration
- Add multi-entity visibility tests: 3 NPCs in LOS all visible,
  NPC behind wall excluded from snapshot

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 17:51:50 +01:00
co-authored by Claude Opus 4.6
parent f186cec264
commit 0b599ed662
2 changed files with 221 additions and 11 deletions
+67
View File
@@ -701,4 +701,71 @@ mod tests {
"entity without last_known_position should not appear as ghost"
);
}
#[test]
fn multiple_npcs_in_los_all_visible() {
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
));
// Three NPCs in front of player, no walls
world.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)));
world.spawn((crate::npc::Npc, TilePosition::new(14, 14, 0)));
world.spawn((crate::npc::Npc, TilePosition::new(18, 14, 0)));
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(compute_observer_snapshot);
schedule.run(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// Player + 3 NPCs = 4 entities
assert_eq!(snapshot.entities.len(), 4);
let npcs: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert_eq!(npcs.len(), 3);
assert!(npcs.iter().all(|n| n.observation == EntityVisibility::Visible));
}
#[test]
fn npc_behind_wall_excluded_from_multi_entity_snapshot() {
let mut world = setup_world(32, 32);
// Wall at (16,14)
world
.resource_mut::<WalkabilityMap>()
.set_walkable(&TilePosition::new(16, 14, 0), false);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
));
// NPC 1: behind wall (should be hidden)
world.spawn((crate::npc::Npc, TilePosition::new(16, 13, 0)));
// NPC 2: to the side, no wall (should be visible)
world.spawn((crate::npc::Npc, TilePosition::new(14, 14, 0)));
// NPC 3: also visible
world.spawn((crate::npc::Npc, TilePosition::new(18, 15, 0)));
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(compute_observer_snapshot);
schedule.run(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// Player + 2 visible NPCs = 3 (NPC behind wall excluded)
let npcs: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert_eq!(npcs.len(), 2, "NPC behind wall should be excluded");
}
}