fix(simulation): address PR #12 review — z-level filter, visible tile dedup, version bump
- Filter remembered entities by z-level (Hoshe + Tyre warning) - Skip remembered ghosts on currently visible tiles (Hoshe warning) - Bump ObserverSnapshot version to 3 (Tyre suggestion) - Add edge case tests: visible tile collision, different z-level, knowledge without position (Hoshe suggestion) - Regenerate msgpack fixtures for v3 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -107,7 +107,7 @@ pub fn generate_snapshot(
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visible.len()
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);
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buffer.snapshot = Some(ObserverSnapshot {
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version: 2,
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version: 3,
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tick: time.tick,
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game_time,
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player_facing: FacingDirection::default(),
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@@ -12,11 +12,12 @@ pub use crate::simulation::time::DayPhase;
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/// Contains all information visible to the observer at a given tick.
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///
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/// v2 adds: game_time, player_facing, visible_tiles, visibility sectors.
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/// v3 adds: relationship (D-033 entity color), observation (Visible/Remembered).
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/// Future fields: ambient sound events, internal monologue triggers,
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/// HUD state (D-020 expansion).
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct ObserverSnapshot {
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/// Protocol version for forward compatibility. Current: 2.
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/// Protocol version for forward compatibility. Current: 3.
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pub version: u8,
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/// Simulation tick when this snapshot was produced
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pub tick: u64,
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@@ -141,6 +141,17 @@ pub fn compute_observer_snapshot(
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continue;
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};
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// Skip if remembered position is on a different z-level than the observer
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if position.z != z {
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continue;
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}
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// Skip if the remembered tile is currently visible — if the player
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// can see the tile and the entity isn't there, don't show a ghost.
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if visible_positions.contains(&(position.x, position.y)) {
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continue;
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}
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// Direct confidence means the entity should be in LOS — if it isn't,
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// that's a transient data inconsistency. Skip rather than show a ghost.
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if knowledge.confidence == KnowledgeConfidence::Direct {
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@@ -185,9 +196,9 @@ pub fn compute_observer_snapshot(
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visible_tiles.len(),
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);
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// Step 8: Assemble snapshot
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// Step 8: Assemble snapshot (v3: added relationship + observation fields)
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buffer.snapshot = Some(ObserverSnapshot {
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version: 2,
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version: 3,
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tick: time.tick,
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game_time,
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player_facing: facing,
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@@ -229,7 +240,7 @@ mod tests {
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().expect("snapshot should exist");
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assert_eq!(snapshot.version, 2);
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assert_eq!(snapshot.version, 3);
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assert_eq!(snapshot.entities.len(), 1);
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assert!(matches!(snapshot.entities[0].kind, EntityKind::Player));
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assert_eq!(snapshot.entities[0].observation, EntityVisibility::Visible);
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@@ -445,15 +456,16 @@ mod tests {
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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// NPC exists but is behind a wall (not visible)
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// NPC exists far behind the player (not visible)
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 10, 0)))
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.spawn((crate::npc::Npc, TilePosition::new(16, 30, 0)))
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.id();
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let npc_sid = registry.register(npc);
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// Player previously saw NPC, now it left LOS (KnowsDetails)
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// Player previously saw NPC at (16, 28) — behind the player (south),
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// well beyond peripheral range. The tile is NOT in the player's FOV.
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let mut kg = KnowledgeGraph::new();
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kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
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kg.observe_entity(npc_sid, TilePosition::new(16, 28, 0), 50);
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kg.observe_entity_leaving_los(&npc_sid, 60);
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kg.set_relationship(&npc_sid, RelationshipState::PersonOfInterest);
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@@ -466,11 +478,6 @@ mod tests {
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))
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.id();
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registry.register(player);
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// Wall blocks LOS to NPC's actual position
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let mut walkability = world.resource_mut::<WalkabilityMap>();
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walkability.set_walkable(&TilePosition::new(16, 12, 0), false);
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world.insert_resource(registry);
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world.insert_resource(SimulationTime { tick: 100, paused: false });
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@@ -490,9 +497,9 @@ mod tests {
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assert_eq!(remembered.len(), 1, "should have one remembered entity");
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assert_eq!(remembered[0].relationship, RelationshipState::PersonOfInterest);
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// Remembered entity should be at last_known_position (16, 14) not actual (16, 10)
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// Remembered entity at last_known_position (16, 28), not actual (16, 30)
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assert_eq!(remembered[0].x, 16.5);
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assert_eq!(remembered[0].y, 14.5);
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assert_eq!(remembered[0].y, 28.5);
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if let EntityVisibility::Remembered { confidence, age_ticks } = &remembered[0].observation {
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assert_eq!(*confidence, KnowledgeConfidence::KnowsDetails);
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@@ -549,4 +556,149 @@ mod tests {
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"Direct-confidence entities should not appear as remembered ghosts"
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);
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}
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#[test]
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fn remembered_entity_on_visible_tile_not_shown() {
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// If the player can see a tile and the entity isn't there,
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// don't show a ghost — the player knows it moved.
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(30, 30, 0)))
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.id();
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let npc_sid = registry.register(npc);
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// Player remembers NPC at (16, 15) — a tile the player can currently see
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let mut kg = KnowledgeGraph::new();
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kg.observe_entity(npc_sid, TilePosition::new(16, 15, 0), 50);
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kg.observe_entity_leaving_los(&npc_sid, 60);
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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kg,
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))
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.id();
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registry.register(player);
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world.insert_resource(registry);
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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let remembered: Vec<_> = snapshot
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.entities
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.iter()
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.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
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.collect();
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assert!(
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remembered.is_empty(),
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"ghost should not appear on a tile the player can currently see"
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);
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}
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#[test]
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fn remembered_entity_different_z_not_shown() {
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// Remembered entity on a different z-level should not appear
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(5, 5, 1)))
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.id();
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let npc_sid = registry.register(npc);
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// Player remembers NPC at z=1, but player is at z=0
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let mut kg = KnowledgeGraph::new();
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kg.observe_entity(npc_sid, TilePosition::new(5, 5, 1), 50);
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kg.observe_entity_leaving_los(&npc_sid, 60);
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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kg,
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))
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.id();
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registry.register(player);
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world.insert_resource(registry);
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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let remembered: Vec<_> = snapshot
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.entities
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.iter()
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.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
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.collect();
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assert!(
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remembered.is_empty(),
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"remembered entity on different z-level should not appear in snapshot"
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);
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}
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#[test]
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fn knowledge_without_position_not_shown() {
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// Entity known via gossip (no last_known_position) should not appear
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(5, 5, 0)))
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.id();
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let npc_sid = registry.register(npc);
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// Player knows about NPC but has never seen it (no position)
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let mut kg = KnowledgeGraph::new();
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// Insert knowledge manually without a position
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kg.entities.insert(npc_sid, crate::knowledge::EntityKnowledge {
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last_known_position: None,
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last_observed_tick: 0,
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last_updated_tick: 50,
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confidence: KnowledgeConfidence::KnowsOf,
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source: crate::knowledge::KnowledgeSource::Background,
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state: crate::knowledge::KnowledgeState::Active,
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relationship: RelationshipState::PersonOfInterest,
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known_attributes: std::collections::BTreeMap::new(),
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});
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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kg,
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))
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.id();
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registry.register(player);
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world.insert_resource(registry);
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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let remembered: Vec<_> = snapshot
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.entities
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.iter()
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.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
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.collect();
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assert!(
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remembered.is_empty(),
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"entity without last_known_position should not appear as ghost"
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);
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}
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}
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@@ -33,7 +33,7 @@ fn snapshot_roundtrip_over_unix_socket() {
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let bridge = LocalBridge::accept(&server_path).expect("failed to accept");
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let snapshot = ObserverSnapshot {
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version: 2,
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version: 3,
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tick: 42,
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game_time: GameTime {
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day: 0,
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@@ -19,7 +19,7 @@ fn snapshot_roundtrip_over_tcp() {
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let bridge = TcpBridge::accept_on(listener).expect("failed to accept");
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let snapshot = ObserverSnapshot {
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version: 2,
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version: 3,
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tick: 42,
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game_time: GameTime {
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day: 0,
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@@ -61,7 +61,7 @@ fn player_moves_north_through_full_pipeline() {
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rmp_serde::from_slice(&response).expect("deserialize snapshot");
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// Snapshot captures state at end of tick 0 (before advance_tick increments to 1)
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assert_eq!(snapshot.version, 2);
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assert_eq!(snapshot.version, 3);
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assert_eq!(snapshot.tick, 0);
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assert_eq!(snapshot.entities.len(), 1);
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@@ -18,7 +18,7 @@ fn write_fixture(name: &str, bytes: &[u8]) {
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/// Helper to create a minimal v2 snapshot for fixtures
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fn fixture_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
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ObserverSnapshot {
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version: 2,
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version: 3,
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tick,
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game_time: GameTime {
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day: 0,
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@@ -150,7 +150,7 @@ fn generate_msgpack_fixtures() {
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// v2 snapshot with visible_tiles and game_time populated
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let snapshot_v2_full = ObserverSnapshot {
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version: 2,
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version: 3,
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tick: 500,
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game_time: GameTime {
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day: 1,
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@@ -7,7 +7,7 @@ use std::fs;
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/// Helper to create a minimal v2 snapshot for tests
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fn test_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
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ObserverSnapshot {
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version: 2,
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version: 3,
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tick,
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game_time: GameTime {
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day: 0,
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@@ -40,7 +40,7 @@ fn observer_snapshot_roundtrip() {
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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assert_eq!(decoded.version, 2);
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assert_eq!(decoded.version, 3);
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assert_eq!(decoded.tick, 42);
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assert_eq!(decoded.entities.len(), 1);
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assert_eq!(decoded.entities[0].entity_id, 1);
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@@ -178,7 +178,7 @@ fn all_entity_kind_variants_roundtrip() {
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#[test]
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fn snapshot_v2_fields_roundtrip() {
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let snapshot = ObserverSnapshot {
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version: 2,
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version: 3,
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tick: 100,
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game_time: GameTime {
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day: 3,
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@@ -216,7 +216,7 @@ fn snapshot_v2_fields_roundtrip() {
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let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
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let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
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assert_eq!(decoded.version, 2);
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assert_eq!(decoded.version, 3);
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assert_eq!(decoded.game_time.day, 3);
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assert_eq!(decoded.game_time.time_of_day, 720);
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assert_eq!(decoded.game_time.day_phase, DayPhase::Evening);
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@@ -244,7 +244,7 @@ fn all_facing_direction_variants_roundtrip() {
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for dir in directions {
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let snapshot = ObserverSnapshot {
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version: 2,
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version: 3,
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tick: 0,
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game_time: GameTime {
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day: 0,
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