refactor(simulation): split the input.rs and dialogue.rs dispatchers (T-1062)

input.rs 2,739 → 858 lines: per-domain action handlers moved to their
owning modules (inventory, movement, stance, examine, follow, interaction,
save_io, settings, bridge::debug, economy, vision_cone, bookmark,
test_world reset + new teleport.rs); input.rs keeps the queue, the thin
dispatch table, and pause/cooldown glue. All 9 type_complexity allows
dissolved via one PlayerInputQuery alias.

dialogue.rs → dialogue/ directory module: selection (631), response
(1,473), confrontation (714), mod.rs (226, shared session components +
re-exports — public paths preserved). Documented seam deviation:
process_walk_away lives with confrontation (D-064/D-063 share the same
world-response shape).

Mechanical, zero behavior change: determinism + golden_suite byte-identical
(independently re-verified); 1,504 lib tests unchanged — 23 input tests
moved with their subjects, 53 dialogue tests redistributed, zero deleted.
System scheduling registrations untouched (input_plugin.rs 0-line diff).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-06-12 17:07:36 +02:00
co-authored by Claude Fable 5
parent 3a23378a88
commit 257d979aed
23 changed files with 4819 additions and 4735 deletions
+171
View File
@@ -11,6 +11,7 @@ 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;
@@ -448,6 +449,39 @@ pub fn validate_movement(
}
}
/// Apply a movement action with stance-based cooldown enforcement.
/// If the player has a Stance and PlayerMoveCooldown, movement is throttled
/// according to the stance's ticks_per_move. Without these components,
/// movement is unrestricted (backward compatibility).
pub fn apply_move(
player_query: &mut crate::simulation::input::PlayerInputQuery,
commands: &mut Commands,
dx: i32,
dy: i32,
) {
let (entity, pos, stance_opt, cooldown_opt) = player_query
.single_mut()
.expect("PlayerCharacter entity must exist when processing input");
let stance = stance_opt.map(|s| s.0).unwrap_or_default();
// Check cooldown if present
if let Some(mut cooldown) = cooldown_opt {
if !cooldown.try_move(stance) {
tracing::trace!("Movement throttled by stance {:?} cooldown", stance);
return;
}
}
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)));
}
#[cfg(test)]
mod tests {
use super::*;
@@ -1283,4 +1317,141 @@ mod tests {
let emitter = world.get::<SoundEventEmitter>(entity).unwrap();
assert!((emitter.pending[0].intensity - 0.15).abs() < f32::EPSILON);
}
// -----------------------------------------------------------------------
// apply_move stance-cooldown throttle tests (D-053; moved from input.rs, T-1062)
// -----------------------------------------------------------------------
use crate::bridge::types::{PlayerAction, PlayerInput};
use crate::simulation::input::{process_player_input, InputQueue};
use crate::simulation::stance::PlayerMoveCooldown;
use crate::simulation::time::SimulationTime;
#[test]
fn walk_stance_throttles_movement_to_every_2_ticks() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
Stance::default(), // Walk
PlayerMoveCooldown::default(),
))
.id();
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
// Tick 0: move north — should succeed (first move)
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
assert!(
world.get::<MoveIntent>(player).is_some(),
"first move should succeed"
);
// Remove MoveIntent (simulating validate_movement consuming it)
world.entity_mut(player).remove::<MoveIntent>();
// Tick 0 again: move north — should be throttled (cooldown)
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
assert!(
world.get::<MoveIntent>(player).is_none(),
"second move should be throttled"
);
// Tick 0 again: move north — should succeed (cooldown elapsed)
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
assert!(
world.get::<MoveIntent>(player).is_some(),
"third move should succeed after cooldown"
);
}
#[test]
fn sprint_stance_allows_every_tick() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
Stance(MovementStance::Sprint),
PlayerMoveCooldown::default(),
))
.id();
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
// First move
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
assert!(world.get::<MoveIntent>(player).is_some());
world.entity_mut(player).remove::<MoveIntent>();
// Second move — sprint allows every tick
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
assert!(
world.get::<MoveIntent>(player).is_some(),
"sprint should allow every tick"
);
}
#[test]
fn no_stance_component_moves_unrestricted() {
// Backward compatibility: entities without Stance/Cooldown move freely
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
let player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.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);
assert!(world.get::<MoveIntent>(player).is_some());
world.entity_mut(player).remove::<MoveIntent>();
// Second move immediately — no throttle without components
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
assert!(world.get::<MoveIntent>(player).is_some());
}
}