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
+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]