fix(simulation): address PR #10 review — plugin wiring, stale reset, warnings
- Register KnowledgePlugin in main.rs and game_loop test (Tyre critical) - Add KnowledgeGraph component to player spawn (Tyre critical) - Reset Stale -> Active on fresh direct observation (Hoshe warning) - Make registry/queue non-optional in emit_observation_events (Tyre/Hoshe) - Add tracing::warn for missing EntityRegistry entries (Hoshe warning) - Replace HashSet with Vec for small entity ID lookups (Hoshe suggestion) - Add const static assertion for KnowledgeConfidence ordering (Hoshe) - Add is_empty() and known_facts_iter() to KnowledgeGraph (Tyre) - Add decay_skips_non_minute_ticks and observe_resets_stale tests (Hoshe) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -78,11 +78,15 @@ pub fn process_knowledge_events(
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KnowledgeEventType::DirectObservation { target, position } => {
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if let Some(stable_id) = registry.to_stable(target) {
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observer_kg.observe_entity(stable_id, position, event.tick);
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} else {
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tracing::warn!("DirectObservation target {:?} not in EntityRegistry", target);
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}
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}
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KnowledgeEventType::LeftLOS { target } => {
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if let Some(stable_id) = registry.to_stable(target) {
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observer_kg.observe_entity_leaving_los(&stable_id, event.tick);
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} else {
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tracing::warn!("LeftLOS target {:?} not in EntityRegistry", target);
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}
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}
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}
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@@ -230,4 +234,55 @@ mod tests {
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schedule.add_systems(process_knowledge_events);
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schedule.run(&mut world); // Should not panic
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}
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#[test]
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fn decay_skips_non_minute_ticks() {
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use crate::simulation::time::SimulationTime;
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let mut world = World::new();
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let mut registry = EntityRegistry::new(0);
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let target_entity = world.spawn_empty().id();
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let target_sid = registry.register(target_entity);
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let mut kg = KnowledgeGraph::new();
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kg.observe_entity(target_sid, TilePosition::new(5, 5, 0), 0);
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kg.observe_entity_leaving_los(&target_sid, 1); // KnowsDetails
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let observer = world.spawn(kg).id();
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registry.register(observer);
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world.insert_resource(registry);
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let thresholds = DecayThresholds {
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decay_after: 5,
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stale_after: 100,
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};
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world.insert_resource(thresholds);
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// Tick 7: not a multiple of 10, decay should NOT run
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world.insert_resource(SimulationTime { tick: 7, paused: false });
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(decay_knowledge);
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schedule.run(&mut world);
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let kg = world.entity(observer).get::<KnowledgeGraph>().unwrap();
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assert_eq!(
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kg.confidence_of(&target_sid),
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Some(KnowledgeConfidence::KnowsDetails),
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"decay should not run on tick 7 (not a game-minute boundary)"
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);
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// Tick 10: multiple of 10, decay SHOULD run (age = 10 > decay_after = 5)
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world.insert_resource(SimulationTime { tick: 10, paused: false });
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let mut schedule2 = bevy_ecs::schedule::Schedule::default();
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schedule2.add_systems(decay_knowledge);
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schedule2.run(&mut world);
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let kg = world.entity(observer).get::<KnowledgeGraph>().unwrap();
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assert_eq!(
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kg.confidence_of(&target_sid),
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Some(KnowledgeConfidence::KnowsOf),
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"decay should run on tick 10 and downgrade confidence"
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);
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}
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}
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@@ -95,6 +95,16 @@ impl KnowledgeGraph {
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self.facts.len()
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}
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/// Whether the knowledge graph has no entries at all.
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pub fn is_empty(&self) -> bool {
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self.entities.is_empty() && self.facts.is_empty()
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}
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/// Iterate all known facts (deterministic order via BTreeMap).
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pub fn known_facts_iter(&self) -> impl Iterator<Item = (&FactId, &FactKnowledge)> {
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self.facts.iter()
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}
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// --- Write Operations ---
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/// Record a direct observation of another entity (entity is in LOS).
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@@ -119,8 +129,12 @@ impl KnowledgeGraph {
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entry.last_updated_tick = tick;
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entry.confidence = KnowledgeConfidence::Direct;
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entry.source = KnowledgeSource::DirectObservation { tick };
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// Do NOT reset state here -- a Contradicted entry stays Contradicted
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// even if you're looking at the entity right now.
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// Stale entries become Active again on fresh observation.
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// Contradicted entries stay Contradicted even if you're looking
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// at the entity right now — the contradiction is still unresolved.
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if entry.state == KnowledgeState::Stale {
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entry.state = KnowledgeState::Active;
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}
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}
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/// Entity has left the observer's LOS. Downgrade from Direct.
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@@ -355,6 +369,21 @@ mod tests {
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assert_eq!(entry.last_known_position, Some(make_position(6, 10)));
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}
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#[test]
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fn observe_resets_stale_to_active() {
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let mut g = KnowledgeGraph::new();
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let target = StableId(1);
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g.observe_entity(target, make_position(5, 10), 100);
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// Mark as stale (would be done by decay system)
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g.entities.get_mut(&target).unwrap().state = KnowledgeState::Stale;
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// Re-observe — stale should reset to Active
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g.observe_entity(target, make_position(6, 10), 200);
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let entry = g.entity_knowledge(&target).unwrap();
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assert_eq!(entry.state, KnowledgeState::Active);
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assert_eq!(entry.confidence, KnowledgeConfidence::Direct);
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}
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#[test]
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fn with_background_creates_facts() {
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let facts = vec![
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@@ -46,6 +46,14 @@ pub enum KnowledgeConfidence {
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Direct = 3,
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}
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// Load-bearing ordering assertion — do not reorder variants.
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const _: () = {
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assert!(KnowledgeConfidence::Suspects as u8 == 0);
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assert!(KnowledgeConfidence::KnowsOf as u8 == 1);
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assert!(KnowledgeConfidence::KnowsDetails as u8 == 2);
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assert!(KnowledgeConfidence::Direct as u8 == 3);
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};
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impl KnowledgeConfidence {
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/// Step down one confidence level (used by decay system).
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pub fn decayed(self) -> Self {
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+8
-2
@@ -6,6 +6,7 @@ use tracing_subscriber::{layer::SubscriberExt, util::SubscriberInitExt};
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use settled_reach_server::bridge::tcp::TcpBridge;
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use settled_reach_server::bridge::{BridgePlugin, BridgeResource, ServerRunning};
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use settled_reach_server::knowledge::{KnowledgeGraph, KnowledgePlugin};
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use settled_reach_server::perception::vision_cone::Facing;
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use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use settled_reach_server::simulation::SimulationPlugin;
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@@ -38,10 +39,15 @@ fn main() {
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let mut app = App::new();
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app.add_plugins(SimulationPlugin);
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app.add_plugins(BridgePlugin);
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app.add_plugins(KnowledgePlugin);
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app.insert_resource(BridgeResource::new(bridge));
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app.insert_resource(WalkabilityMap::new(32, 32, 1));
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app.world_mut()
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.spawn((PlayerCharacter, TilePosition::new(16, 16, 0), Facing::default()));
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app.world_mut().spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing::default(),
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KnowledgeGraph::new(),
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));
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tracing::info!("Simulation initialized, entering game loop");
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@@ -4,7 +4,6 @@
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//! Runs after compute_observer_snapshot, before process_knowledge_events.
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use bevy_ecs::prelude::*;
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use std::collections::HashSet;
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use crate::bridge::types::*;
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use crate::knowledge::{
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@@ -21,15 +20,11 @@ use crate::simulation::time::SimulationTime;
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pub fn emit_observation_events(
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time: Res<SimulationTime>,
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buffer: Res<SnapshotBuffer>,
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registry: Option<Res<EntityRegistry>>,
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registry: Res<EntityRegistry>,
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observer_query: Query<(Entity, &KnowledgeGraph), With<PlayerCharacter>>,
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event_queue: Option<ResMut<KnowledgeEventQueue>>,
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mut event_queue: ResMut<KnowledgeEventQueue>,
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entity_positions: Query<&TilePosition>,
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) {
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let (Some(registry), Some(ref mut event_queue)) = (registry, event_queue) else {
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return; // Knowledge system not wired up
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};
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let Some(snapshot) = &buffer.snapshot else {
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return;
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};
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@@ -38,8 +33,8 @@ pub fn emit_observation_events(
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return;
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};
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// Build set of currently visible entity IDs from snapshot (excluding player)
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let visible_entity_ids: HashSet<u64> = snapshot
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// Collect visible entity IDs (Vec — linear search is faster at 5-20 entities)
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let visible_entity_ids: Vec<u64> = snapshot
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.entities
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.iter()
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.filter(|e| !matches!(e.kind, EntityKind::Player))
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@@ -6,6 +6,7 @@ use settled_reach_server::bridge::framing::{read_framed, write_framed};
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use settled_reach_server::bridge::tcp::TcpBridge;
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::bridge::{BridgePlugin, BridgeResource};
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use settled_reach_server::knowledge::{KnowledgeGraph, KnowledgePlugin};
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use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use settled_reach_server::simulation::SimulationPlugin;
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use std::io::{BufReader, BufWriter};
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@@ -26,10 +27,14 @@ fn player_moves_north_through_full_pipeline() {
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let mut app = App::new();
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app.add_plugins(SimulationPlugin);
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app.add_plugins(BridgePlugin);
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app.add_plugins(KnowledgePlugin);
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app.insert_resource(BridgeResource::new(bridge));
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app.insert_resource(WalkabilityMap::new(32, 32, 1));
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app.world_mut()
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.spawn((PlayerCharacter, TilePosition::new(16, 16, 0)));
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app.world_mut().spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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KnowledgeGraph::new(),
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));
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// Run one tick: receive input, process, validate movement, generate snapshot, send
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app.update();
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