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:
@@ -75,7 +75,7 @@ impl InputQueue {
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/// Drains InputQueue for the current tick, converts PlayerActions to ECS components.
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/// Handles stance toggling (D-053), movement cooldown, and Take/Place verbs (#424).
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#[allow(clippy::type_complexity)]
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#[allow(clippy::type_complexity, clippy::too_many_arguments)]
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pub fn process_player_input(
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mut input_queue: ResMut<InputQueue>,
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mut time: ResMut<SimulationTime>,
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@@ -104,8 +104,14 @@ pub fn process_player_input(
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for input in inputs {
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// Discard all gameplay actions while paused (D-052, R2-OQ-01).
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// Only Pause/Unpause are processed — everything else is discarded.
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if paused && !matches!(input.action, PlayerAction::Pause | PlayerAction::Unpause) {
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// Only Pause/Unpause/TeleportToHub are processed — everything else is discarded.
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// TeleportToHub is exempted because it's a Gauntlet QA action (#491).
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if paused
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&& !matches!(
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input.action,
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PlayerAction::Pause | PlayerAction::Unpause | PlayerAction::TeleportToHub
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)
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{
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continue;
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}
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match input.action {
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@@ -196,6 +202,15 @@ pub fn process_player_input(
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target_entity_id,
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);
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}
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Some("Confront") => {
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handle_confront(
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&mut commands,
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®istry,
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&player_query,
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&all_positions,
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target_entity_id,
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);
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}
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Some("Reset") => {
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handle_reset(
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&mut commands,
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@@ -222,6 +237,9 @@ pub fn process_player_input(
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tracing::debug!("WalkAway: marker set on player");
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}
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}
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PlayerAction::TeleportToHub => {
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handle_teleport_to_hub(&mut player_query, &mut commands);
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}
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PlayerAction::UsePerceptionMode(ref mode) => {
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tracing::trace!("UsePerceptionMode({}) — no-op for Sprint 1", mode);
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}
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@@ -400,6 +418,65 @@ fn handle_talk(
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tracing::debug!(target_id, "Talk: TalkRequest marker set on player");
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}
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/// Handle Confront verb: set ConfrontationDelivered marker on the player entity (#520, D-063).
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/// The confrontation response system runs in process_confrontation_response (dialogue.rs).
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/// Server-side range check: Confront requires CLOSE_RANGE (same as Talk).
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#[allow(clippy::type_complexity)]
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fn handle_confront(
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commands: &mut Commands,
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registry: &EntityRegistry,
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player_query: &Query<
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(
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Entity,
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&TilePosition,
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Option<&mut Stance>,
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Option<&mut PlayerMoveCooldown>,
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),
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With<PlayerCharacter>,
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>,
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all_positions: &Query<&TilePosition>,
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target_entity_id: Option<u64>,
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) {
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let Some(target_id) = target_entity_id else {
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tracing::warn!("Confront verb without target_entity_id");
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return;
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};
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let Ok((player_entity, player_pos, _, _)) = player_query.single() else {
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return;
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};
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let target_stable = StableId(target_id);
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let Some(target_entity) = registry.to_entity(&target_stable) else {
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tracing::warn!(target_id, "Confront: target entity not in registry");
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return;
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};
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// Server-side range check: reject Confront if target is beyond close range
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if let Ok(target_pos) = all_positions.get(target_entity) {
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let distance = player_pos
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.manhattan_distance(target_pos)
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.unwrap_or(u32::MAX);
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if distance > crate::simulation::interaction::CLOSE_RANGE {
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tracing::info!(
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target_id,
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distance,
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"Confront: target out of range (max {})",
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crate::simulation::interaction::CLOSE_RANGE,
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);
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return;
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}
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}
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commands
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.entity(player_entity)
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.insert(crate::simulation::dialogue::ConfrontationDelivered {
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target: target_entity,
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});
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tracing::debug!(target_id, "Confront: ConfrontationDelivered marker set on player");
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}
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/// Handle Place verb: remove an item from inventory and place it on the ground
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/// at the player's current position. Removes CarriedBy + InventorySlot, adds
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/// TilePosition at the player's current tile.
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@@ -512,6 +589,62 @@ fn handle_reset(
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);
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}
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/// Handle TeleportToHub: move player to hub spawn, clear interaction state (#491).
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///
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/// Gauntlet-only action. On non-Gauntlet maps (feature disabled), logs a warning
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/// and returns. On Gauntlet maps, moves the player to HUB.spawn and removes
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/// dialogue, monologue, and interaction markers to prevent stale state.
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///
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/// Does NOT affect: room state, inventory, game time, knowledge graph.
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#[allow(clippy::type_complexity)]
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fn handle_teleport_to_hub(
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player_query: &mut Query<
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(
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Entity,
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&TilePosition,
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Option<&mut Stance>,
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Option<&mut PlayerMoveCooldown>,
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),
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With<PlayerCharacter>,
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>,
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commands: &mut Commands,
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) {
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#[cfg(not(feature = "gauntlet"))]
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{
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tracing::warn!("TeleportToHub rejected: not a Gauntlet map");
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return;
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}
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#[cfg(feature = "gauntlet")]
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{
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let Ok((player_entity, _, _, _)) = player_query.single() else {
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return;
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};
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let hub_spawn = crate::test_world::constants::HUB.spawn;
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// Move player to hub spawn
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commands.entity(player_entity).insert(hub_spawn);
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// Clear any pending movement
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commands.entity(player_entity).remove::<MoveIntent>();
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// Clear dialogue/interaction markers
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commands
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.entity(player_entity)
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.remove::<crate::simulation::dialogue::TalkRequest>()
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.remove::<crate::simulation::dialogue::ActiveDialogue>()
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.remove::<crate::simulation::dialogue::WalkAwayRequest>();
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tracing::info!(
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x = hub_spawn.x,
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y = hub_spawn.y,
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z = hub_spawn.z,
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"TeleportToHub: player moved to hub spawn"
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);
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@@ -1690,4 +1823,148 @@ mod tests {
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schedule.add_systems(process_player_input);
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schedule.run(&mut world); // should not panic
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}
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// === TeleportToHub Tests (#491) ===
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#[cfg(feature = "gauntlet")]
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#[test]
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fn teleport_to_hub_moves_player() {
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// #491: TeleportToHub moves player to hub spawn position.
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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// Spawn player at a non-hub position
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(84, 58, 0)))
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.id();
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::TeleportToHub,
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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let pos = world.get::<TilePosition>(player).expect("player has position");
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let hub_spawn = crate::test_world::constants::HUB.spawn;
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assert_eq!(pos.x, hub_spawn.x, "player x at hub spawn");
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assert_eq!(pos.y, hub_spawn.y, "player y at hub spawn");
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assert_eq!(pos.z, hub_spawn.z, "player z at hub spawn");
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}
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#[cfg(feature = "gauntlet")]
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#[test]
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fn teleport_to_hub_clears_dialogue_markers() {
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// #491: TeleportToHub removes ActiveDialogue and TalkRequest.
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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// Spawn a fake NPC target
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let npc = world.spawn(TilePosition::new(10, 10, 0)).id();
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// Spawn player with active dialogue state
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(84, 58, 0),
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crate::simulation::dialogue::TalkRequest { target: npc },
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crate::simulation::dialogue::ActiveDialogue {
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target: npc,
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interaction_type: crate::knowledge::events::InteractionType::Talk,
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started_tick: 0,
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},
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))
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.id();
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::TeleportToHub,
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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assert!(
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world
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.get::<crate::simulation::dialogue::TalkRequest>(player)
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.is_none(),
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"TalkRequest cleared after teleport"
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);
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assert!(
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world
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.get::<crate::simulation::dialogue::ActiveDialogue>(player)
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.is_none(),
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"ActiveDialogue cleared after teleport"
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);
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}
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#[cfg(feature = "gauntlet")]
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#[test]
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fn teleport_to_hub_clears_move_intent() {
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// #491: TeleportToHub removes any pending MoveIntent.
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(84, 58, 0),
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MoveIntent {
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target: TilePosition::new(85, 58, 0),
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},
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))
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.id();
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::TeleportToHub,
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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assert!(
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world.get::<MoveIntent>(player).is_none(),
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"MoveIntent cleared after teleport"
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);
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}
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#[cfg(feature = "gauntlet")]
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#[test]
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fn teleport_to_hub_allowed_while_paused() {
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// #491: TeleportToHub is a QA action — allowed even when paused.
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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let mut time = SimulationTime::default();
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time.tick_rate = TickRate::Paused;
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world.insert_resource(time);
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(84, 58, 0)))
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.id();
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::TeleportToHub,
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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let pos = world.get::<TilePosition>(player).expect("player has position");
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let hub_spawn = crate::test_world::constants::HUB.spawn;
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assert_eq!(pos.x, hub_spawn.x, "teleport works while paused");
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}
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}
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