feat(simulation): add proximity detection and interaction verbs
Implement compute_nearby_interactions system that detects entities within close (≤2) and mid (≤5) Manhattan distance, computes available verbs per D-060 spec. NPCs get Talk+Observe at close range, Observe-only at mid range; PersonOfInterest flips priority. Objects get Examine. Results populate nearby_interactions[] on ObserverSnapshot v4. Bump protocol version 3→4. Implements #404. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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// Interaction system — proximity detection + multi-verb InteractionOptions
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// Implements #404: server-side verb computation for context-sensitive [E] key
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// Spec: docs/design/interaction-verbs-v0.1.md
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// D-060: actions[] renamed to verbs[] across all surfaces
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use bevy_ecs::prelude::*;
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use crate::bridge::types::{EntityKind, NearbyInteraction, VerbKind, VerbOption};
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use crate::knowledge::types::RelationshipState;
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use crate::knowledge::{EntityRegistry, KnowledgeGraph};
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use crate::npc::Npc;
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use crate::simulation::movement::{PlayerCharacter, TilePosition};
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/// Interaction range thresholds (Manhattan distance, same z-level)
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pub const CLOSE_RANGE: u32 = 2;
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pub const MID_RANGE: u32 = 5;
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/// Component marking an entity as having available interactions.
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/// Attached to NPCs and examinable objects by the world setup or content loader.
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#[derive(Component, Debug, Clone)]
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pub struct Interactable;
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/// Compute nearby interactions for the player character.
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/// For each visible entity in range, determines available verbs sorted by priority.
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/// Results are written to the NearbyInteractionBuffer for inclusion in ObserverSnapshot.
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#[allow(clippy::type_complexity)]
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pub fn compute_nearby_interactions(
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player_query: Query<(&TilePosition, &KnowledgeGraph), With<PlayerCharacter>>,
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registry: Res<EntityRegistry>,
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interactables: Query<
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(Entity, &TilePosition, Option<&Npc>),
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(With<Interactable>, Without<PlayerCharacter>),
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>,
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mut buffer: ResMut<NearbyInteractionBuffer>,
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) {
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buffer.interactions.clear();
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let Ok((player_pos, knowledge)) = player_query.single() else {
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return;
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};
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for (entity, pos, is_npc) in interactables.iter() {
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let Some(distance) = player_pos.manhattan_distance(pos) else {
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continue; // Different z-level
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};
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if distance > MID_RANGE {
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continue; // Out of interaction range
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}
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let entity_type = if is_npc.is_some() {
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EntityKind::Npc
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} else {
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EntityKind::Object
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};
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// Look up relationship state from knowledge graph
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let relationship = if let Some(stable_id) = registry.to_stable(entity) {
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knowledge.relationship_with(&stable_id)
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} else {
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RelationshipState::Unknown
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};
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let is_poi = relationship == RelationshipState::PersonOfInterest;
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let is_close = distance <= CLOSE_RANGE;
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let mut verbs = Vec::new();
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match entity_type {
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EntityKind::Npc => {
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if is_close {
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if is_poi {
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// Post-contradiction: Observe takes priority over Talk
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verbs.push(VerbOption {
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kind: VerbKind::ExamineNpc,
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label: "Observe".into(),
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priority: 1,
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available: true,
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});
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verbs.push(VerbOption {
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kind: VerbKind::Talk,
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label: "Talk".into(),
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priority: 2,
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available: true,
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});
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} else {
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// Default: Talk takes priority
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verbs.push(VerbOption {
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kind: VerbKind::Talk,
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label: "Talk".into(),
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priority: 1,
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available: true,
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});
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verbs.push(VerbOption {
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kind: VerbKind::ExamineNpc,
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label: "Observe".into(),
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priority: 2,
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available: true,
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});
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}
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} else {
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// Mid range: only Examine NPC (Talk requires close range)
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verbs.push(VerbOption {
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kind: VerbKind::ExamineNpc,
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label: "Observe".into(),
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priority: 1,
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available: true,
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});
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}
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}
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EntityKind::Object | EntityKind::Terrain => {
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if is_close {
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verbs.push(VerbOption {
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kind: VerbKind::ExamineObject,
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label: "Examine".into(),
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priority: 1,
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available: true,
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});
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}
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}
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EntityKind::Player => {} // No self-interaction
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}
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if verbs.is_empty() {
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continue;
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}
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// Sort by priority (lower number = higher priority)
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verbs.sort_by_key(|v| v.priority);
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buffer.interactions.push(NearbyInteraction {
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entity_id: entity.to_bits(),
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entity_type,
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distance: distance as f32,
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verbs,
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});
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}
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// Sort interactions by distance (nearest first)
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buffer
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.interactions
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.sort_by(|a, b| a.distance.partial_cmp(&b.distance).unwrap());
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}
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/// Buffer for nearby interaction results, consumed by snapshot generation
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#[derive(Resource, Debug, Default)]
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pub struct NearbyInteractionBuffer {
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pub interactions: Vec<NearbyInteraction>,
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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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use crate::knowledge::EntityRegistry;
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use bevy_ecs::world::World;
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fn setup_world() -> World {
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let mut world = World::new();
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world.init_resource::<EntityRegistry>();
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world.init_resource::<NearbyInteractionBuffer>();
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world
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}
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#[test]
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fn npc_in_close_range_gets_talk_and_observe() {
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let mut world = setup_world();
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world.spawn((
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PlayerCharacter,
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TilePosition::new(5, 5, 0),
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KnowledgeGraph::new(),
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));
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world.spawn((Npc, TilePosition::new(5, 6, 0), Interactable));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_nearby_interactions);
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schedule.run(&mut world);
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let buffer = world.resource::<NearbyInteractionBuffer>();
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assert_eq!(buffer.interactions.len(), 1);
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assert_eq!(buffer.interactions[0].verbs.len(), 2);
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// Talk should be priority 1 (default, not POI)
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assert_eq!(buffer.interactions[0].verbs[0].kind, VerbKind::Talk);
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assert_eq!(buffer.interactions[0].verbs[1].kind, VerbKind::ExamineNpc);
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}
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#[test]
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fn npc_in_mid_range_gets_observe_only() {
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let mut world = setup_world();
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world.spawn((
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PlayerCharacter,
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TilePosition::new(5, 5, 0),
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KnowledgeGraph::new(),
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));
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// Distance 4 (mid range, beyond close)
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world.spawn((Npc, TilePosition::new(5, 9, 0), Interactable));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_nearby_interactions);
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schedule.run(&mut world);
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let buffer = world.resource::<NearbyInteractionBuffer>();
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assert_eq!(buffer.interactions.len(), 1);
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assert_eq!(buffer.interactions[0].verbs.len(), 1);
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assert_eq!(buffer.interactions[0].verbs[0].kind, VerbKind::ExamineNpc);
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}
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#[test]
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fn npc_out_of_range_no_interactions() {
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let mut world = setup_world();
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world.spawn((
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PlayerCharacter,
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TilePosition::new(5, 5, 0),
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KnowledgeGraph::new(),
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));
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// Distance 8 (beyond mid range)
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world.spawn((Npc, TilePosition::new(5, 13, 0), Interactable));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_nearby_interactions);
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schedule.run(&mut world);
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let buffer = world.resource::<NearbyInteractionBuffer>();
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assert!(buffer.interactions.is_empty());
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}
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#[test]
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fn poi_npc_observe_takes_priority() {
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let mut world = setup_world();
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let mut registry = EntityRegistry::new(0);
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let npc = world
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.spawn((Npc, TilePosition::new(5, 6, 0), Interactable))
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.id();
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let npc_sid = registry.register(npc);
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let mut kg = KnowledgeGraph::new();
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kg.observe_entity(npc_sid, TilePosition::new(5, 6, 0), 50);
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kg.set_relationship(&npc_sid, RelationshipState::PersonOfInterest);
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world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0), kg));
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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_nearby_interactions);
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schedule.run(&mut world);
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let buffer = world.resource::<NearbyInteractionBuffer>();
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assert_eq!(buffer.interactions.len(), 1);
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// Observe should be priority 1 for POI NPC
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assert_eq!(buffer.interactions[0].verbs[0].kind, VerbKind::ExamineNpc);
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assert_eq!(buffer.interactions[0].verbs[1].kind, VerbKind::Talk);
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}
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#[test]
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fn object_in_close_range_gets_examine() {
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let mut world = setup_world();
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world.spawn((
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PlayerCharacter,
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TilePosition::new(5, 5, 0),
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KnowledgeGraph::new(),
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));
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// Object (no Npc component) at close range
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world.spawn((TilePosition::new(5, 6, 0), Interactable));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_nearby_interactions);
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schedule.run(&mut world);
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let buffer = world.resource::<NearbyInteractionBuffer>();
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assert_eq!(buffer.interactions.len(), 1);
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assert_eq!(buffer.interactions[0].verbs.len(), 1);
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assert_eq!(buffer.interactions[0].verbs[0].kind, VerbKind::ExamineObject);
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}
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#[test]
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fn different_z_level_no_interactions() {
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let mut world = setup_world();
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world.spawn((
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PlayerCharacter,
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TilePosition::new(5, 5, 0),
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KnowledgeGraph::new(),
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));
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world.spawn((Npc, TilePosition::new(5, 6, 1), Interactable));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_nearby_interactions);
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schedule.run(&mut world);
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let buffer = world.resource::<NearbyInteractionBuffer>();
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assert!(buffer.interactions.is_empty());
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}
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#[test]
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fn multiple_entities_sorted_by_distance() {
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let mut world = setup_world();
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world.spawn((
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PlayerCharacter,
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TilePosition::new(5, 5, 0),
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KnowledgeGraph::new(),
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));
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// Farther NPC
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world.spawn((Npc, TilePosition::new(5, 9, 0), Interactable));
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// Closer NPC
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world.spawn((Npc, TilePosition::new(5, 6, 0), Interactable));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_nearby_interactions);
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schedule.run(&mut world);
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let buffer = world.resource::<NearbyInteractionBuffer>();
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assert_eq!(buffer.interactions.len(), 2);
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assert!(buffer.interactions[0].distance < buffer.interactions[1].distance);
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}
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#[test]
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fn non_interactable_entity_ignored() {
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let mut world = setup_world();
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world.spawn((
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PlayerCharacter,
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TilePosition::new(5, 5, 0),
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KnowledgeGraph::new(),
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));
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// NPC without Interactable component
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world.spawn((Npc, TilePosition::new(5, 6, 0)));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_nearby_interactions);
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schedule.run(&mut world);
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let buffer = world.resource::<NearbyInteractionBuffer>();
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assert!(buffer.interactions.is_empty());
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}
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}
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@@ -5,6 +5,7 @@ use bevy_app::prelude::*;
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use bevy_ecs::schedule::IntoScheduleConfigs;
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pub mod input;
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pub mod interaction;
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pub mod movement;
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pub mod path_follow;
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pub mod pathfinding;
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@@ -22,6 +23,8 @@ impl Plugin for SimulationPlugin {
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app.init_resource::<time::SimulationTime>()
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.insert_resource(rng::SimRng::new(0))
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.init_resource::<input::InputQueue>()
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.init_resource::<interaction::NearbyInteractionBuffer>()
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.init_resource::<crate::knowledge::EntityRegistry>()
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.add_systems(
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Update,
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(
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@@ -29,8 +32,12 @@ impl Plugin for SimulationPlugin {
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pathfinding::compute_paths.after(input::process_player_input),
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path_follow::follow_paths.after(pathfinding::compute_paths),
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movement::validate_movement.after(path_follow::follow_paths),
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interaction::compute_nearby_interactions
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.after(movement::validate_movement),
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path_follow::cleanup_path_blocked.after(movement::validate_movement),
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time::advance_tick.after(path_follow::cleanup_path_blocked),
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time::advance_tick
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.after(path_follow::cleanup_path_blocked)
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.after(interaction::compute_nearby_interactions),
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),
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);
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