feat(simulation): sprint 10 — hub teleport, confrontation response, walk-away phase 2, gauntlet rooms 4-7, blocked_entities debug field

#491: PlayerAction::TeleportToHub — moves player to hub spawn, clears
dialogue/monologue/interaction buffer, Gauntlet-only with log warning.
#520: ConfrontationDelivered event — Tier 2 animation shift, relationship
state decrement (D-033), monologue spike emission.
#519: Walk-away Phase 2 — NPC animation shift + routine deviation on
dialogue exit (D-064).
#498: Four new Gauntlet rooms — Interaction Gallery, Fog Theater, Crowd
Plaza, Dialogue Room with constants and wiring.
#514: blocked_entities Vec<u64> on ObserverSnapshot, protocol v9.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-18 12:58:14 +01:00
co-authored by Claude Opus 4.6
parent b4a3784218
commit 273d29f26f
18 changed files with 1219 additions and 50 deletions
+411 -7
View File
@@ -18,12 +18,13 @@
use bevy_ecs::prelude::*;
use rand::Rng;
use crate::bridge::types::{DialogueResponseEvent, RelationshipState};
use crate::bridge::types::{DialogueResponseEvent, MonologueEvent, RelationshipState};
use crate::content::line_pool::{
AccessTier, IndexedDialogueLine, Mood, Situation, Topic, TrustTier,
};
use crate::content::LinePoolIndexResource;
use crate::knowledge::{EntityRegistry, KnowledgeGraph};
use crate::simulation::monologue::{MonologueBuffer, MonologueState};
use crate::simulation::movement::PlayerCharacter;
use crate::simulation::rng::SimRng;
use crate::simulation::time::SimulationTime;
@@ -117,6 +118,18 @@ pub struct ActiveDialogue {
#[derive(Component, Debug)]
pub struct WalkAwayRequest;
/// Marker: player delivered a confrontation this tick (#520, D-063).
///
/// Set by process_player_input when Interact{verb: "Confront"} is received.
/// Consumed by process_confrontation_response each tick. Triggers:
/// 1. Target NPC shifts to AnimationTier::Tier2 (D-047)
/// 2. Observer KG relationship state decremented (D-033 color fade)
/// 3. Monologue spike event emitted
#[derive(Component, Debug)]
pub struct ConfrontationDelivered {
pub target: Entity,
}
/// Buffer holding the dialogue response for snapshot inclusion.
///
/// Consumed once per snapshot via `take()`. Cleared at snapshot build time.
@@ -299,7 +312,7 @@ pub fn select_dialogue_line<'a>(
/// line to DialogueResponseBuffer.
///
/// System ordering: after process_player_input, before compute_observer_snapshot.
#[allow(clippy::type_complexity)]
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
pub fn process_talk_interaction(
mut commands: Commands,
time: Res<SimulationTime>,
@@ -478,11 +491,13 @@ pub fn process_talk_interaction(
// System: process_walk_away (D-064)
// ---------------------------------------------------------------------------
/// Process walk-away requests during active dialogue.
/// Process walk-away requests during active dialogue (D-064 Phases 2+3).
///
/// When the player moves (WASD) during an active dialogue, the client sends
/// PlayerAction::WalkAway which sets WalkAwayRequest. This system:
/// 1. Emits IncompleteInteraction knowledge event (recorded in KG)
/// 1. Target NPC shifts to AnimationTier::Tier2 (D-047 ambiguous animation)
/// 2. NPC routine deviation recorded (storyteller hook)
/// 3. Emits IncompleteInteraction knowledge event (recorded in KG)
/// 2. Clears ActiveDialogue state
/// 3. Removes the WalkAwayRequest marker
///
@@ -500,21 +515,38 @@ pub fn process_walk_away(
};
if let Some(active_dialogue) = active_dialogue_opt {
// Emit IncompleteInteraction knowledge event
let target = active_dialogue.target;
// Phase 2, Effect 1: Shift target NPC to Tier 2 animation (D-047)
commands
.entity(target)
.insert(crate::npc::AnimationTier::Tier2);
// Phase 2, Effect 2: Record routine deviation on target NPC
commands
.entity(target)
.insert(crate::npc::RoutineDeviation {
trigger: crate::npc::DeviationTrigger::WalkAway,
tick: time.tick,
});
// Phase 3: Emit IncompleteInteraction knowledge event
event_queue.push(crate::knowledge::KnowledgeEvent {
observer: player_entity,
tick: time.tick,
event_type: crate::knowledge::KnowledgeEventType::IncompleteInteraction {
target: active_dialogue.target,
target,
interaction_type: active_dialogue.interaction_type,
},
});
tracing::debug!(
"Walk-away during {:?} dialogue at tick {} (started tick {})",
"Walk-away during {:?} dialogue at tick {} (started tick {}): \
target {:?} → Tier2 animation + routine deviation",
active_dialogue.interaction_type,
time.tick,
active_dialogue.started_tick,
target,
);
commands.entity(player_entity).remove::<ActiveDialogue>();
@@ -525,6 +557,104 @@ pub fn process_walk_away(
commands.entity(player_entity).remove::<WalkAwayRequest>();
}
/// Hardcoded confrontation monologue lines (D-063).
/// Fired as a monologue spike when the player delivers a confrontation.
/// Future: move to content pools with trigger="confrontation_delivered".
const CONFRONTATION_LINES: &[(&str, &str)] = &[
(
"confront_01",
"That changed everything between us. No going back.",
),
(
"confront_02",
"The look on their face... they know I know.",
),
(
"confront_03",
"Cards on the table. Let's see what happens next.",
),
];
/// Process confrontation world response (#520, D-063).
///
/// Reads ConfrontationDelivered marker (set by input system), applies three
/// server-authoritative effects:
/// 1. Target NPC shifts to AnimationTier::Tier2 (D-047)
/// 2. Observer's KG relationship state decremented (D-033 color fade)
/// 3. Monologue spike: immediate monologue line bypassing cooldown
///
/// System ordering: after process_player_input, before compute_observer_snapshot.
pub fn process_confrontation_response(
mut commands: Commands,
time: Res<SimulationTime>,
registry: Res<EntityRegistry>,
mut rng: ResMut<crate::simulation::rng::SimRng>,
mut query: Query<
(
Entity,
&ConfrontationDelivered,
&mut KnowledgeGraph,
&mut MonologueBuffer,
&mut MonologueState,
),
With<PlayerCharacter>,
>,
) {
let Ok((
player_entity,
confrontation,
mut observer_kg,
mut monologue_buf,
mut monologue_state,
)) = query.single_mut()
else {
return;
};
let target = confrontation.target;
// Effect 1: Shift target NPC to Tier 2 animation (D-047)
commands
.entity(target)
.insert(crate::npc::AnimationTier::Tier2);
// Effect 2: Decrement observer's relationship with the target (D-033 color fade)
if let Some(target_sid) = registry.to_stable(target) {
let old_rel = observer_kg.relationship_with(&target_sid);
let new_rel = old_rel.decrement();
if new_rel != old_rel {
observer_kg.set_relationship(&target_sid, new_rel);
tracing::info!(
target_id = target_sid.0,
?old_rel,
?new_rel,
"Confrontation: relationship decremented"
);
}
}
// Effect 3: Monologue spike — bypass cooldown, fire immediately
let idx = rng.rng.random_range(0..CONFRONTATION_LINES.len());
let (id, text) = CONFRONTATION_LINES[idx];
monologue_buf.set(MonologueEvent {
id: id.to_string(),
text: text.to_string(),
duration_seconds: 5.0,
});
monologue_state.last_fired_tick = time.tick;
tracing::info!(
tick = time.tick,
monologue_id = id,
"Confrontation delivered: Tier 2 anim + relationship decrement + monologue spike"
);
// Clean up marker
commands
.entity(player_entity)
.remove::<ConfrontationDelivered>();
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
@@ -1362,5 +1492,279 @@ mod tests {
);
}
// -- Walk-away Phase 2 tests (D-064, #519) ---------------------------------
#[test]
fn walk_away_shifts_npc_to_tier2_animation() {
use crate::knowledge::KnowledgeEventQueue;
use crate::npc::AnimationTier;
let mut world = setup_dialogue_world();
world.init_resource::<KnowledgeEventQueue>();
let npc = world.spawn_empty().id();
world.resource_mut::<EntityRegistry>().register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 6, 0),
KnowledgeGraph::new(),
ActiveDialogue {
target: npc,
interaction_type: crate::knowledge::events::InteractionType::Talk,
started_tick: 10,
},
WalkAwayRequest,
))
.id();
world.resource_mut::<EntityRegistry>().register(player);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_walk_away);
schedule.run(&mut world);
world.flush();
let tier = world.get::<AnimationTier>(npc).unwrap();
assert_eq!(
*tier,
AnimationTier::Tier2,
"Walk-away should shift NPC to Tier 2 animation"
);
}
#[test]
fn walk_away_records_routine_deviation() {
use crate::knowledge::KnowledgeEventQueue;
use crate::npc::{DeviationTrigger, RoutineDeviation};
let mut world = setup_dialogue_world();
world.init_resource::<KnowledgeEventQueue>();
world.resource_mut::<SimulationTime>().tick = 42;
let npc = world.spawn_empty().id();
world.resource_mut::<EntityRegistry>().register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 6, 0),
KnowledgeGraph::new(),
ActiveDialogue {
target: npc,
interaction_type: crate::knowledge::events::InteractionType::Talk,
started_tick: 10,
},
WalkAwayRequest,
))
.id();
world.resource_mut::<EntityRegistry>().register(player);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_walk_away);
schedule.run(&mut world);
world.flush();
let deviation = world.get::<RoutineDeviation>(npc).unwrap();
assert_eq!(
deviation.trigger,
DeviationTrigger::WalkAway,
"Deviation trigger should be WalkAway"
);
assert_eq!(deviation.tick, 42, "Deviation should record the walk-away tick");
}
#[test]
fn walk_away_without_dialogue_does_not_affect_npcs() {
use crate::knowledge::KnowledgeEventQueue;
use crate::npc::{AnimationTier, RoutineDeviation};
let mut world = setup_dialogue_world();
world.init_resource::<KnowledgeEventQueue>();
let npc = world.spawn_empty().id();
world.resource_mut::<EntityRegistry>().register(npc);
// Player with WalkAwayRequest but NO ActiveDialogue
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 6, 0),
KnowledgeGraph::new(),
WalkAwayRequest,
))
.id();
world.resource_mut::<EntityRegistry>().register(player);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_walk_away);
schedule.run(&mut world);
world.flush();
assert!(
world.get::<AnimationTier>(npc).is_none(),
"NPC should not get AnimationTier when no dialogue was active"
);
assert!(
world.get::<RoutineDeviation>(npc).is_none(),
"NPC should not get RoutineDeviation when no dialogue was active"
);
}
use rand::SeedableRng;
// === Confrontation Response Tests (#520, D-063) ===
#[test]
fn confrontation_shifts_npc_to_tier2() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(SimulationTime::default());
world.init_resource::<EntityRegistry>();
world.insert_resource(SimRng::new(42));
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(5, 6, 0)))
.id();
let npc_sid = world.resource_mut::<EntityRegistry>().register(npc);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(5, 6, 0), 0);
kg.set_relationship(&npc_sid, RelationshipState::Known);
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
kg,
ConfrontationDelivered { target: npc },
MonologueBuffer::default(),
MonologueState::default(),
));
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_confrontation_response);
schedule.run(&mut world);
world.flush();
let tier = world.get::<crate::npc::AnimationTier>(npc);
assert_eq!(
tier,
Some(&crate::npc::AnimationTier::Tier2),
"NPC should shift to Tier2 after confrontation"
);
}
#[test]
fn confrontation_decrements_relationship() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(SimulationTime::default());
world.init_resource::<EntityRegistry>();
world.insert_resource(SimRng::new(42));
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(5, 6, 0)))
.id();
let npc_sid = world.resource_mut::<EntityRegistry>().register(npc);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(5, 6, 0), 0);
kg.set_relationship(&npc_sid, RelationshipState::Known);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
kg,
ConfrontationDelivered { target: npc },
MonologueBuffer::default(),
MonologueState::default(),
))
.id();
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_confrontation_response);
schedule.run(&mut world);
let player_kg = world.get::<KnowledgeGraph>(player).unwrap();
assert_eq!(
player_kg.relationship_with(&npc_sid),
RelationshipState::PersonOfInterest,
"Known → PersonOfInterest after confrontation"
);
}
#[test]
fn confrontation_emits_monologue_spike() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(SimulationTime::default());
world.init_resource::<EntityRegistry>();
world.insert_resource(SimRng::new(42));
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(5, 6, 0)))
.id();
let npc_sid = world.resource_mut::<EntityRegistry>().register(npc);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(5, 6, 0), 0);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
kg,
ConfrontationDelivered { target: npc },
MonologueBuffer::default(),
MonologueState::default(),
))
.id();
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_confrontation_response);
schedule.run(&mut world);
let mut buffer = world.get_mut::<MonologueBuffer>(player).unwrap();
let event = buffer.take();
assert!(event.is_some(), "Monologue spike should be emitted");
assert!(
event.unwrap().id.starts_with("confront_"),
"Should be a confrontation monologue line"
);
}
#[test]
fn confrontation_clears_marker() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(SimulationTime::default());
world.init_resource::<EntityRegistry>();
world.insert_resource(SimRng::new(42));
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(5, 6, 0)))
.id();
let npc_sid = world.resource_mut::<EntityRegistry>().register(npc);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(5, 6, 0), 0);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
kg,
ConfrontationDelivered { target: npc },
MonologueBuffer::default(),
MonologueState::default(),
))
.id();
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_confrontation_response);
schedule.run(&mut world);
world.flush();
assert!(
world.get::<ConfrontationDelivered>(player).is_none(),
"Marker should be removed after processing"
);
}
}