feat(simulation): D-252 — Facing is view-only; NPC gaze moves to path-follow intent (T-1093)

apply_move no longer writes Facing (was the only movement-facing coupling,
player-only); the player's view changes solely via explicit SetFacing.
NPC path-follow now sets Facing to the step direction — a strict improvement
recorded as a D-252 correction: NPCs previously never received Facing from
movement, their cones sat at spawn direction while walking. Bump-to-turn
retired (blocked moves change nothing) with a regression test for each
semantic. Wire schema unchanged; player_facing docs now say view/aim.
Gauntlet fixtures regenerated (facing octants now reflect view-only
semantics); client replay + live-roundtrip suites green against the new
server.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-06 21:07:18 +02:00
co-authored by Claude Fable 5
parent 629c0a9b1e
commit 0c91ef28ba
11 changed files with 2317 additions and 349 deletions
+1 -1
View File
@@ -1954,7 +1954,7 @@ Technical foundation decisions that constrain implementation: engine, client-ser
### D-252: Facing is view-only — movement no longer writes Facing; NPC gaze is intent
- **Decision:** The `Facing` component (and the wire's `player_facing`/entity facing octants) is the **view direction only** — the vision-cone heading. Accepted moves **no longer overwrite Facing** (`facing_from_delta` is removed from the movement path): the player's Facing changes only via explicit `SetFacing` (the mouse octant, D-054's change-gated send). **Movement direction is not a wire concern** — the client derives body heading from position deltas (the 3D rig's per-leg velocity, [D-248](#d-248-3d-locomotion-presentation--per-leg-constant-velocity-interpolation-keyed-to-the-stance-throttle)). **NPC gaze becomes intent:** the NPC path-follow system sets Facing to the step direction explicitly (same observable behavior as the old physics coupling), which relocates look-where-you-walk from the movement system into AI intent — later behaviors (a patrolling guard glancing sideways, an NPC backing away while watching the player) become Facing writes by the AI, no special cases.
- **Decision:** The `Facing` component (and the wire's `player_facing`/entity facing octants) is the **view direction only** — the vision-cone heading. Accepted moves **no longer overwrite Facing** (`facing_from_delta` is removed from the movement path): the player's Facing changes only via explicit `SetFacing` (the mouse octant, D-054's change-gated send). **Movement direction is not a wire concern** — the client derives body heading from position deltas (the 3D rig's per-leg velocity, [D-248](#d-248-3d-locomotion-presentation--per-leg-constant-velocity-interpolation-keyed-to-the-stance-throttle)). **NPC gaze becomes intent:** the NPC path-follow system sets Facing to the step direction explicitly, relocating look-where-you-walk into AI intent — later behaviors (a patrolling guard glancing sideways, an NPC backing away while watching the player) become Facing writes by the AI, no special cases. *Implementation correction (2026-07-06): the old coupling was player-only — NPCs never received Facing from movement; their cones sat at spawn direction while walking. Path-follow gaze is therefore a strict improvement, not preservation.*
- **Motivation (play evidence, T-1088 live session 2026-07-06):** during client path-follows the vision cone flapped to path-forward on every accepted step and stuck there until the mouse crossed an octant boundary — the movement overwrite fought the explicit aim, and the best client-side mitigation (post-step re-assert, ~2-tick delay) still left a ~100 ms flap per step because movement wins within a tick. Splitting the semantics is the correct fix; the walk-one-way-look-another model this enables is exactly the split [Q-084] parked.
- **Consequences:** "bump-to-turn" (blocked moves updated facing) is retired — correct under a mouse-view model. The client's post-step `reassert_facing` mitigation is removed. [D-249](#d-249-3d-facing-presentation-authority--server-feet-client-eyes) is **amended by this record**: while moving, the body yaw source is the leg-velocity direction (wire facing while moving is now the *view*, which must never rotate the body); idle behavior is unchanged; the layered head/torso look-at ([T-1088] follow-facing) may run during any movement, not only path-follows. The 2D renderer's player sprite direction follows the view octant in all states (was: move direction while moving) — accepted drift on D-166-frozen code. **Amends [D-054](#d-054-tile-based-movement-with-same-tile-occupancy)** (its facing sentence: octant-only wire + explicit sends stand; the movement overwrite is struck).
- **Cross-reference:** D-054, D-248, D-249, D-015 (vision cone), Q-084 (walk-vs-aim split — resolved by this record for semantics; camera rotation option stays parked). Tickets: T-1093 (implementation), T-1088.
+6 -2
View File
@@ -86,7 +86,10 @@ pub struct ObserverSnapshot {
pub tick: u64,
/// Game time data for client HUD display (D-031)
pub game_time: GameTime,
/// Player character's facing direction for vision cone (D-015)
/// Player character's view direction — the vision-cone heading (D-015).
/// View-only since D-252: this is the aim (SetFacing / mouse octant), NOT
/// the movement direction. The client derives body heading from position
/// deltas (D-248); accepted moves no longer rotate this.
pub player_facing: FacingDirection,
/// Player's current movement stance for HUD display (#449, D-053).
/// Defaults to Walk when stance component is absent.
@@ -364,8 +367,9 @@ pub struct InventoryItem {
pub slot: u8,
}
/// 8-directional facing direction, matching movement system.
/// 8-directional facing direction — the view/aim heading, not movement.
/// Used for vision cone computation (D-015) and snapshot wire format.
/// View-only since D-252: set via SetFacing, never by accepted moves.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default, Serialize, Deserialize)]
pub enum FacingDirection {
#[default]
+4 -2
View File
@@ -15,8 +15,10 @@ use crate::bridge::types::{FacingDirection, VisibilitySector};
use crate::perception::shadowcast::VisibilityMap;
use bevy_ecs::prelude::*;
/// Component tracking which direction an entity faces.
/// Updated by the input system when an entity moves.
/// Component tracking which direction an entity faces — the view/aim heading,
/// not the movement direction (view-only since D-252). Set explicitly: the
/// player's via `handle_set_facing` (SetFacing input), an NPC's via the
/// path-follow system's step-direction intent (`simulation::path_follow`).
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub struct Facing(pub FacingDirection);
+96 -5
View File
@@ -11,7 +11,6 @@ use std::collections::BTreeMap;
use crate::bridge::types::MovementStance;
use crate::knowledge::types::SoundRange;
use crate::perception::vision_cone::{facing_from_delta, Facing};
use crate::simulation::sound::{SoundEvent, SoundEventEmitter, SoundEventKind};
use crate::simulation::stance::Stance;
@@ -476,10 +475,9 @@ pub fn apply_move(
commands.entity(entity).insert(MoveIntent {
target: TilePosition::new(pos.x + dx, pos.y + dy, pos.z),
});
// Update facing direction based on movement (D-015 vision cone)
commands
.entity(entity)
.insert(Facing(facing_from_delta(dx, dy)));
// Facing is view-only (D-252): accepted moves no longer overwrite it. The
// player's Facing changes only via the explicit SetFacing input path
// (perception::vision_cone::handle_set_facing).
}
#[cfg(test)]
@@ -1454,4 +1452,97 @@ mod tests {
schedule.run(&mut world);
assert!(world.get::<MoveIntent>(player).is_some());
}
// -----------------------------------------------------------------------
// Facing is view-only (D-252): movement never writes Facing
// -----------------------------------------------------------------------
#[test]
fn accepted_move_does_not_change_explicit_facing() {
use crate::bridge::types::FacingDirection;
use crate::perception::vision_cone::Facing;
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
// Player aims east via an explicit SetFacing (represented directly here).
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
Facing(FacingDirection::East),
))
.id();
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
// The move is accepted…
assert!(
world.get::<MoveIntent>(player).is_some(),
"move should be accepted"
);
// …but the explicit aim is untouched — Facing is view-only (D-252).
assert_eq!(
world.get::<Facing>(player).unwrap().0,
FacingDirection::East,
"accepted move must not overwrite explicit Facing (D-252)"
);
}
#[test]
fn blocked_move_does_not_change_facing() {
// "Bump-to-turn" is retired (D-252): a move blocked by terrain leaves
// both position and Facing unchanged.
use crate::bridge::types::FacingDirection;
use crate::perception::vision_cone::Facing;
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
// Wall the tile directly north of the player (y-down: north = y-1).
let mut map = WalkabilityMap::new(10, 10, 1);
map.set_walkable(&TilePosition::new(5, 4, 0), false);
world.insert_resource(map);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
Facing(FacingDirection::East),
))
.id();
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems((process_player_input, validate_movement).chain());
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
// Position held by the wall…
assert_eq!(
*world.get::<TilePosition>(player).unwrap(),
TilePosition::new(5, 5, 0),
"blocked move should not change position"
);
// …and Facing unchanged — no bump-to-turn (D-252).
assert_eq!(
world.get::<Facing>(player).unwrap().0,
FacingDirection::East,
"blocked move must not change Facing (D-252)"
);
}
}
+39 -5
View File
@@ -6,7 +6,8 @@
use bevy_ecs::prelude::*;
use crate::npc::Npc;
use crate::simulation::movement::MoveIntent;
use crate::perception::vision_cone::{facing_from_delta, Facing};
use crate::simulation::movement::{MoveIntent, TilePosition};
use crate::simulation::pathfinding::{ComputedPath, PathBlocked};
use crate::simulation::tier::ActiveSim;
@@ -57,21 +58,38 @@ impl MovementSpeed {
pub fn follow_paths(
mut commands: Commands,
mut query: Query<
(Entity, &mut ComputedPath, Option<&mut MovementSpeed>),
(
Entity,
&mut ComputedPath,
Option<&TilePosition>,
Option<&mut MovementSpeed>,
),
(With<Npc>, With<ActiveSim>),
>,
) {
for (entity, mut path, speed_opt) in query.iter_mut() {
for (entity, mut path, pos_opt, speed_opt) in query.iter_mut() {
if let Some(mut speed) = speed_opt {
if !speed.should_step() {
continue;
}
}
if let Some(next_pos) = path.next_step() {
if let Some(next_pos) = path.next_step().copied() {
// Look where you walk is now AI intent (D-252): the path-follow
// system sets Facing to the step direction explicitly, rather than
// relying on the movement system to couple facing to motion.
if let Some(pos) = pos_opt {
let dx = next_pos.x - pos.x;
let dy = next_pos.y - pos.y;
if dx != 0 || dy != 0 {
commands
.entity(entity)
.insert(Facing(facing_from_delta(dx, dy)));
}
}
commands
.entity(entity)
.insert(MoveIntent { target: *next_pos });
.insert(MoveIntent { target: next_pos });
path.advance();
}
@@ -92,6 +110,7 @@ pub fn cleanup_path_blocked(mut commands: Commands, query: Query<Entity, With<Pa
#[cfg(test)]
mod tests {
use super::*;
use crate::bridge::types::FacingDirection;
use crate::simulation::movement::TilePosition;
use crate::simulation::pathfinding::ComputedPath;
@@ -125,6 +144,11 @@ mod tests {
// Path advanced to index 1
let path = world.get::<ComputedPath>(entity).unwrap();
assert_eq!(path.current_index, 1);
// D-252: the step direction (east) is set as explicit gaze intent.
assert_eq!(
world.get::<Facing>(entity).unwrap().0,
FacingDirection::East
);
}
#[test]
@@ -151,6 +175,11 @@ mod tests {
assert!(world.get::<ComputedPath>(entity).is_none());
// But MoveIntent was still created
assert!(world.get::<MoveIntent>(entity).is_some());
// D-252: the step direction (east) is set as explicit gaze intent.
assert_eq!(
world.get::<Facing>(entity).unwrap().0,
FacingDirection::East
);
}
#[test]
@@ -188,6 +217,11 @@ mod tests {
world.get::<MoveIntent>(entity).unwrap().target,
TilePosition::new(1, 0, 0)
);
// D-252: gaze intent set on the step tick, not the throttled ticks.
assert_eq!(
world.get::<Facing>(entity).unwrap().0,
FacingDirection::East
);
}
#[test]
+379 -8
View File
@@ -82,13 +82,7 @@
"relationship": 0,
"total": 0
},
"conversation_ended": [],
"conversation_events": [],
"current_monologue": {
"duration_seconds": 5.0,
"id": "recognition_02",
"text": "Those footsteps... I've heard that pattern before."
},
"current_monologue": null,
"dialogue_response": null,
"entities": [
{
@@ -174,8 +168,15 @@
"state_hash": 8686526522907766805,
"tick": 2,
"triangle_crisis_events": [],
"version": 17,
"visible_tiles": [
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 35,
"y": 32,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -200,6 +201,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 36,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -232,6 +241,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 37,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -264,6 +281,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 38,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -304,6 +329,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 39,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -344,6 +377,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 40,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -392,6 +433,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 41,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -440,6 +489,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 42,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -496,6 +553,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 43,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -560,6 +625,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 44,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -624,6 +697,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 45,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -696,6 +777,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 46,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -768,6 +857,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 47,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -848,6 +945,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 48,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -928,6 +1033,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 49,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1016,6 +1129,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 50,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1112,6 +1233,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 51,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1208,6 +1337,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 52,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1312,6 +1449,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 53,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1416,6 +1561,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 54,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1528,6 +1681,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 55,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1648,6 +1809,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 56,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1760,6 +1929,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 57,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1864,6 +2041,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 58,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -1968,6 +2153,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 59,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2064,6 +2257,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 60,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2160,6 +2361,14 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 61,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2248,6 +2457,28 @@
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 62,
"y": 33,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 62,
"y": 34,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 62,
"y": 35,
"z": 0
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2350,6 +2581,13 @@
"y": 35,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 63,
"y": 36,
"z": 0
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2452,6 +2690,13 @@
"y": 35,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 64,
"y": 36,
"z": 0
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2546,6 +2791,13 @@
"y": 35,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 65,
"y": 36,
"z": 0
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2640,6 +2892,13 @@
"y": 35,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 66,
"y": 36,
"z": 0
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2726,6 +2985,13 @@
"y": 35,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 67,
"y": 36,
"z": 0
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2812,6 +3078,13 @@
"y": 35,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 68,
"y": 36,
"z": 0
},
{
"tile_kind": "Floor",
"visibility": "Forward",
@@ -2890,6 +3163,21 @@
"y": 35,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 69,
"y": 36,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 70,
"y": 26,
"z": 0,
"zone_id": 1
},
{
"tile_kind": "Wall",
"visibility": "Forward",
@@ -2960,6 +3248,45 @@
"y": 35,
"z": 0
},
{
"tile_kind": "Wall",
"visibility": "BoundaryWall",
"x": 70,
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