fix(simulation): address PR #26 review comments (13 items)

Warnings fixed:
- Add WalkAway to all_player_action_variants_roundtrip test
- Warn and skip on unresolvable speaker_entity_id (was silent 0)
- Change MonologueState.shown_ids from Vec to HashSet (O(1) lookup)
- Add cross-plugin ordering: trigger_recognition_monologue after
  detect_anomalies (latent determinism bug)
- Add TODO for unreachable Secret trust tier

Suggestions addressed:
- Server-side range check for Talk verb in handle_talk (CLOSE_RANGE)
- Emit IncompleteInteraction before overwriting ActiveDialogue
- Add different_seed_produces_different_replay determinism test
- Replace panic with assert for unknown fixture naming convention
- Fix duplicate "Observe" label: ExamineNpc now uses "Examine NPC"
- Change DialogueCooldownTracker.used from Vec to BTreeMap (D-041)
- Add .after(process_talk_interaction) to process_walk_away ordering
- Collapse dead conditional in main.rs (both branches identical)

468 tests pass, 0 failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-17 18:12:45 +01:00
co-authored by Claude Opus 4.6
parent a5ab8238e1
commit 12d1fd505e
8 changed files with 223 additions and 34 deletions
+19 -2
View File
@@ -90,6 +90,7 @@ pub fn process_player_input(
With<PlayerCharacter>,
>,
inventory_items: Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
all_positions: Query<&TilePosition>,
) {
let current_tick = time.tick;
let paused = time.paused();
@@ -189,7 +190,7 @@ pub fn process_player_input(
handle_place(&mut commands, &registry, &player_query, target_entity_id);
}
Some("Talk") => {
handle_talk(&mut commands, &registry, &player_query, target_entity_id);
handle_talk(&mut commands, &registry, &player_query, &all_positions, target_entity_id);
}
_ => {
tracing::info!(
@@ -328,6 +329,7 @@ fn handle_take(
/// Handle Talk verb: set TalkRequest marker on the player entity for the target NPC.
/// The actual dialogue pipeline runs in process_talk_interaction (dialogue.rs).
/// Server-side range check: Talk requires CLOSE_RANGE (same as interaction system).
#[allow(clippy::type_complexity)]
fn handle_talk(
commands: &mut Commands,
@@ -341,6 +343,7 @@ fn handle_talk(
),
With<PlayerCharacter>,
>,
all_positions: &Query<&TilePosition>,
target_entity_id: Option<u64>,
) {
let Some(target_id) = target_entity_id else {
@@ -348,7 +351,7 @@ fn handle_talk(
return;
};
let Ok((player_entity, _, _, _)) = player_query.single() else {
let Ok((player_entity, player_pos, _, _)) = player_query.single() else {
return;
};
@@ -358,6 +361,20 @@ fn handle_talk(
return;
};
// Server-side range check: reject Talk if target is beyond close range
if let Ok(target_pos) = all_positions.get(target_entity) {
let distance = player_pos.manhattan_distance(target_pos).unwrap_or(u32::MAX);
if distance > crate::simulation::interaction::CLOSE_RANGE {
tracing::info!(
target_id,
distance,
"Talk: target out of range (max {})",
crate::simulation::interaction::CLOSE_RANGE,
);
return;
}
}
commands
.entity(player_entity)
.insert(crate::simulation::dialogue::TalkRequest {