feat(simulation): Sprint 18 — 9 server systems
Background tier state machines (#95), NPC vision (#115), player- awareness behavior (#244), skill system & combat flag (#91), social propagation (#249), examine mechanic (#242), character pressure framework (#248), save state data model (#256), tell state wiring (#337). Protocol version bumped 13→14 for examine_result and character_pressure snapshot fields. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -1100,6 +1100,49 @@ mod tests {
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assert_eq!(edge.trust, 7);
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}
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#[test]
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#[test]
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fn spawn_npc_combat_trained_sets_skill_flag() {
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// #91: combat_trained: true in YAML sets SkillSet.combat_trained = true.
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// Known gap: CombatCapability is NOT yet attached for content-spawned NPCs
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// (see TODO in spawn.rs near "Supporting axis 3: Skills"). The procedural
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// path (generate.rs) correctly attaches CombatCapability. This test documents
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// current behavior so the gap is visible in CI.
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let mut world = create_test_world();
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let mut profile = create_test_profile();
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profile.skills = Some(NpcSkills {
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combat_trained: Some(true),
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skills: Some({
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let mut m = std::collections::BTreeMap::new();
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m.insert("combat".to_string(), 7);
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m
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}),
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});
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let mut result = SpawnResult::default();
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spawn_npc(&mut world, &profile, &mut result);
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let entity = world
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.resource::<EntityRegistry>()
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.to_entity(&result.npc_ids["test-npc"])
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.unwrap();
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// SkillSet.combat_trained is correctly set from YAML (#91 — done)
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let skills = world.get::<npc::SkillSet>(entity).unwrap();
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assert!(
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skills.combat_trained,
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"SkillSet.combat_trained should be true when YAML sets combat_trained: true"
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);
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// Known gap: CombatCapability not yet attached in content-spawn path.
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// The procedural path (generate.rs) does attach it — content path has TODO.
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// Update this assertion when the TODO is resolved.
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assert!(
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world.get::<npc::CombatCapability>(entity).is_none(),
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"CombatCapability not yet attached in content-spawn path (known gap — see spawn.rs TODO)"
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);
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}
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#[test]
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fn resolve_relationships_skips_unknown_targets() {
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let mut world = create_test_world();
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