feat(npc): add structured NPC data model, relationships, and daily routines

Implements tickets #86, #87, #88 for Sprint 3:
- Replace stub string/f32 NPC fields with typed enums and integer
  types for D-010 determinism (WantKind, SecretSeverity, Skill, etc.)
- Add RelationshipGraph global resource with BTreeMap<(StableId,
  StableId), RelationshipEdge> for efficient prefix queries
- Add DailyRoutine with phase-based RoutineEntry and PreviousDayPhase
  resource for detecting day-phase transitions
- Create NpcPlugin that initializes relationship graph, day-phase
  tracking, and registers check_phase_transition system

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 17:51:15 +01:00
co-authored by Claude Opus 4.6
parent 4e155da234
commit 3c04a0c568
3 changed files with 729 additions and 18 deletions
+281 -18
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@@ -2,76 +2,339 @@
// Implements D-024: 10-axis NPC model + CombatCapability component
// Background tier state machines for schedule, mood, relationships, job
pub mod relationships;
pub mod routine;
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
use serde::{Deserialize, Serialize};
use std::collections::BTreeMap;
use crate::knowledge::types::{FactId, KnowledgeConfidence, StableId};
use crate::simulation::movement::TilePosition;
use crate::simulation::time::DayPhase;
/// NPC plugin: initializes NPC-related resources and systems.
pub struct NpcPlugin;
impl Plugin for NpcPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<relationships::RelationshipGraph>()
.init_resource::<routine::PreviousDayPhase>()
.add_systems(
Update,
routine::check_phase_transition
.after(crate::simulation::time::advance_tick),
);
tracing::debug!("NpcPlugin initialized");
}
}
#[derive(Component, Debug)]
pub struct Npc;
// 7 essential axes (D-024)
// ---------------------------------------------------------------------------
// Axis 1: Want (D-024)
// ---------------------------------------------------------------------------
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum WantKind {
Wealth,
Safety,
Knowledge,
Connection,
Power,
Freedom,
Justice,
Revenge,
}
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct Want {
pub primary: WantKind,
pub intensity: u8, // 1-10, integer for determinism (D-010)
pub description: String,
}
// ---------------------------------------------------------------------------
// Axis 2: Secret / vulnerability (D-024)
// ---------------------------------------------------------------------------
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum SecretSeverity {
Minor, // Social embarrassment
Moderate, // Career-threatening
Major, // Criminal / life-threatening
}
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct Secret {
pub description: String,
pub severity: SecretSeverity,
pub known_by: Vec<StableId>,
}
// ---------------------------------------------------------------------------
// Axis 3: Relationships 1-3 (D-024)
// ---------------------------------------------------------------------------
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum RelationshipKind {
Colleague,
Friend,
Rival,
Romantic,
Family,
Superior,
Subordinate,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RelationshipEvent {
pub tick: u64,
pub description: String,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Relationship {
pub target_id: StableId,
pub kind: RelationshipKind,
pub trust_level: i8, // -10..+10, integer for determinism (D-010)
pub history: Vec<RelationshipEvent>,
}
/// Per-NPC relationship slots. D-024: 3 key relationships for Active-tier.
pub const MAX_KEY_RELATIONSHIPS: usize = 3;
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct Relationships {
pub entries: Vec<Relationship>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Relationship {
/// Wire-format entity ID of the relationship target (scales to 10K+ NPCs)
pub target_id: u64,
pub kind: String,
pub trust_level: f32,
}
// ---------------------------------------------------------------------------
// Axis 4: Tolerance threshold (D-024)
// ---------------------------------------------------------------------------
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct ToleranceThreshold {
pub current_stress: f32,
pub threshold: f32,
pub current_stress: i16, // 0-100, integer for determinism (D-010)
pub threshold: i16,
}
// ---------------------------------------------------------------------------
// Axis 5: Daily routine (D-024, D-031)
// ---------------------------------------------------------------------------
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RoutineEntry {
pub phase: DayPhase,
pub location: TilePosition,
pub activity: String,
}
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct DailyRoutine {
pub entries: Vec<RoutineEntry>,
pub description: String,
}
impl DailyRoutine {
/// Get the routine entry for a given day phase.
pub fn entry_for_phase(&self, phase: DayPhase) -> Option<&RoutineEntry> {
self.entries.iter().find(|e| e.phase == phase)
}
/// Get the expected location for a given day phase.
pub fn expected_location(&self, phase: DayPhase) -> Option<TilePosition> {
self.entry_for_phase(phase).map(|e| e.location)
}
}
// ---------------------------------------------------------------------------
// Axis 6: Information inventory (D-024)
// ---------------------------------------------------------------------------
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct KnownFact {
pub fact_id: FactId,
pub confidence: KnowledgeConfidence,
}
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct InformationInventory {
pub known_facts: Vec<String>,
pub facts: Vec<KnownFact>,
}
// ---------------------------------------------------------------------------
// Axis 7: Contentment (D-024, Gore's thematic axis)
// ---------------------------------------------------------------------------
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct Contentment {
pub level: f32,
pub level: i16, // -100..+100, integer for determinism (D-010)
}
// ---------------------------------------------------------------------------
// Supporting axis 1: Personality traits (D-024)
// ---------------------------------------------------------------------------
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum PersonalityTrait {
Cautious,
Bold,
Honest,
Deceptive,
Compassionate,
Ruthless,
Curious,
Incurious,
Social,
Reclusive,
}
// 3 supporting axes (D-024)
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct PersonalityTraits {
pub traits: Vec<String>,
pub traits: Vec<PersonalityTrait>,
}
// ---------------------------------------------------------------------------
// Supporting axis 2: Tell system (D-024)
// ---------------------------------------------------------------------------
#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum TellTrigger {
StressAboveThreshold,
NearSpecificEntity(StableId),
DuringActivity(String),
TimeOfDay(DayPhase),
Always,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Tell {
pub trigger: TellTrigger,
pub behavior: String,
}
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct TellSystem {
pub tells: Vec<String>,
pub tells: Vec<Tell>,
}
// ---------------------------------------------------------------------------
// Supporting axis 3: Skill set + combat component (D-024)
// ---------------------------------------------------------------------------
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
pub enum Skill {
Combat,
Intimidation,
Medical,
Observation,
Persuasion,
Piloting,
Stealth,
Technical,
}
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct SkillSet {
pub skills: Vec<String>,
pub skills: BTreeMap<Skill, u8>, // Skill -> proficiency (1-10), BTreeMap for determinism
pub combat_trained: bool,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum CombatStyle {
Ranged,
Melee,
Evasive,
Defensive,
}
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
pub struct CombatCapability {
pub weapon_proficiency: f32,
pub combat_style: String,
pub weapon_proficiency: u8, // 1-10
pub combat_style: CombatStyle,
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn daily_routine_entry_for_phase() {
let routine = DailyRoutine {
entries: vec![
RoutineEntry {
phase: DayPhase::Morning,
location: TilePosition::new(5, 5, 0),
activity: "Work".into(),
},
RoutineEntry {
phase: DayPhase::Evening,
location: TilePosition::new(10, 10, 0),
activity: "Bar".into(),
},
],
description: "Test routine".into(),
};
assert_eq!(
routine.expected_location(DayPhase::Morning),
Some(TilePosition::new(5, 5, 0))
);
assert_eq!(
routine.expected_location(DayPhase::Evening),
Some(TilePosition::new(10, 10, 0))
);
assert_eq!(routine.expected_location(DayPhase::Afternoon), None);
assert_eq!(routine.expected_location(DayPhase::Night), None);
}
#[test]
fn skill_set_btreemap_deterministic() {
let mut skills1 = BTreeMap::new();
skills1.insert(Skill::Combat, 5);
skills1.insert(Skill::Stealth, 3);
skills1.insert(Skill::Persuasion, 7);
let mut skills2 = BTreeMap::new();
skills2.insert(Skill::Persuasion, 7);
skills2.insert(Skill::Combat, 5);
skills2.insert(Skill::Stealth, 3);
// Insertion order doesn't matter — iteration is deterministic
let keys1: Vec<_> = skills1.keys().collect();
let keys2: Vec<_> = skills2.keys().collect();
assert_eq!(keys1, keys2);
}
#[test]
fn relationship_max_entries() {
let rels = Relationships {
entries: vec![
Relationship {
target_id: StableId(1),
kind: RelationshipKind::Friend,
trust_level: 5,
history: vec![],
},
Relationship {
target_id: StableId(2),
kind: RelationshipKind::Colleague,
trust_level: 2,
history: vec![],
},
Relationship {
target_id: StableId(3),
kind: RelationshipKind::Rival,
trust_level: -3,
history: vec![],
},
],
};
assert_eq!(rels.entries.len(), MAX_KEY_RELATIONSHIPS);
}
}
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//! Global relationship graph resource (D-024).
//!
//! Tracks how entities feel about each other. Separate from KnowledgeGraph
//! (what entities know) — this is what entities feel.
//! BTreeMap with tuple key (subject, target) for deterministic iteration
//! and efficient prefix queries via range().
use bevy_ecs::prelude::*;
use serde::{Deserialize, Serialize};
use std::collections::BTreeMap;
use crate::knowledge::types::StableId;
use super::{RelationshipEvent, RelationshipKind};
/// Edge in the relationship graph. Directed: A's feelings about B.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RelationshipEdge {
pub kind: RelationshipKind,
pub trust: i8, // -10..+10, integer for determinism (D-010)
pub history: Vec<RelationshipEvent>,
pub last_interaction_tick: u64,
}
/// Global relationship graph resource.
/// BTreeMap<(subject, target), edge> for deterministic iteration (D-010).
/// Directed graph: edge (A, B) represents how A feels about B.
#[derive(Resource, Debug, Clone, Default, Serialize, Deserialize)]
pub struct RelationshipGraph {
edges: BTreeMap<(StableId, StableId), RelationshipEdge>,
}
impl RelationshipGraph {
pub fn new() -> Self {
Self {
edges: BTreeMap::new(),
}
}
/// Set or update a relationship edge.
pub fn set_relationship(
&mut self,
subject: StableId,
target: StableId,
edge: RelationshipEdge,
) {
self.edges.insert((subject, target), edge);
}
/// Get a relationship edge (how subject feels about target).
pub fn get_relationship(
&self,
subject: &StableId,
target: &StableId,
) -> Option<&RelationshipEdge> {
self.edges.get(&(*subject, *target))
}
/// Get all relationships for a subject (who the subject has feelings about).
/// Uses BTreeMap range query: all edges with matching subject are contiguous.
pub fn relationships_of(&self, subject: &StableId) -> Vec<(&StableId, &RelationshipEdge)> {
self.edges
.range((*subject, StableId(0))..=(*subject, StableId(u64::MAX)))
.map(|((_, target), edge)| (target, edge))
.collect()
}
/// Get all entities who have feelings about a target.
/// Full scan — use for event detection, not per-tick queries.
pub fn who_knows(&self, target: &StableId) -> Vec<(&StableId, &RelationshipEdge)> {
self.edges
.iter()
.filter(|((_, t), _)| t == target)
.map(|((s, _), edge)| (s, edge))
.collect()
}
/// Update trust level for an existing relationship.
/// Clamps to -10..+10. Returns false if edge does not exist.
pub fn adjust_trust(&mut self, subject: &StableId, target: &StableId, delta: i8) -> bool {
if let Some(edge) = self.edges.get_mut(&(*subject, *target)) {
edge.trust = edge.trust.saturating_add(delta).clamp(-10, 10);
true
} else {
false
}
}
/// Number of edges in the graph.
pub fn edge_count(&self) -> usize {
self.edges.len()
}
/// Whether the graph has any edges.
pub fn is_empty(&self) -> bool {
self.edges.is_empty()
}
}
#[cfg(test)]
mod tests {
use super::*;
fn make_edge(kind: RelationshipKind, trust: i8) -> RelationshipEdge {
RelationshipEdge {
kind,
trust,
history: vec![],
last_interaction_tick: 0,
}
}
#[test]
fn set_and_get_relationship() {
let mut graph = RelationshipGraph::new();
let a = StableId(1);
let b = StableId(2);
graph.set_relationship(a, b, make_edge(RelationshipKind::Friend, 5));
let edge = graph.get_relationship(&a, &b).unwrap();
assert_eq!(edge.kind, RelationshipKind::Friend);
assert_eq!(edge.trust, 5);
// Reverse direction is empty
assert!(graph.get_relationship(&b, &a).is_none());
}
#[test]
fn relationships_of_subject() {
let mut graph = RelationshipGraph::new();
let a = StableId(1);
graph.set_relationship(a, StableId(10), make_edge(RelationshipKind::Friend, 5));
graph.set_relationship(a, StableId(20), make_edge(RelationshipKind::Colleague, 2));
graph.set_relationship(a, StableId(30), make_edge(RelationshipKind::Rival, -3));
// Different subject — should not appear
graph.set_relationship(StableId(2), StableId(10), make_edge(RelationshipKind::Family, 8));
let rels = graph.relationships_of(&a);
assert_eq!(rels.len(), 3);
// BTreeMap iteration order: sorted by target StableId
assert_eq!(*rels[0].0, StableId(10));
assert_eq!(*rels[1].0, StableId(20));
assert_eq!(*rels[2].0, StableId(30));
}
#[test]
fn who_knows_target() {
let mut graph = RelationshipGraph::new();
let target = StableId(10);
graph.set_relationship(StableId(1), target, make_edge(RelationshipKind::Friend, 5));
graph.set_relationship(StableId(2), target, make_edge(RelationshipKind::Rival, -2));
graph.set_relationship(StableId(3), target, make_edge(RelationshipKind::Colleague, 0));
// Edge to different target — should not appear
graph.set_relationship(StableId(1), StableId(99), make_edge(RelationshipKind::Family, 8));
let knowers = graph.who_knows(&target);
assert_eq!(knowers.len(), 3);
}
#[test]
fn adjust_trust_clamps() {
let mut graph = RelationshipGraph::new();
let a = StableId(1);
let b = StableId(2);
graph.set_relationship(a, b, make_edge(RelationshipKind::Friend, 8));
// Positive overflow clamps at +10
assert!(graph.adjust_trust(&a, &b, 5));
assert_eq!(graph.get_relationship(&a, &b).unwrap().trust, 10);
// Negative underflow clamps at -10
assert!(graph.adjust_trust(&a, &b, -25));
assert_eq!(graph.get_relationship(&a, &b).unwrap().trust, -10);
}
#[test]
fn adjust_trust_missing_edge_returns_false() {
let mut graph = RelationshipGraph::new();
assert!(!graph.adjust_trust(&StableId(1), &StableId(2), 1));
}
#[test]
fn empty_graph() {
let graph = RelationshipGraph::new();
assert!(graph.is_empty());
assert_eq!(graph.edge_count(), 0);
}
#[test]
fn deterministic_iteration() {
let mut graph = RelationshipGraph::new();
// Insert in arbitrary order
graph.set_relationship(StableId(3), StableId(1), make_edge(RelationshipKind::Rival, -1));
graph.set_relationship(StableId(1), StableId(2), make_edge(RelationshipKind::Friend, 5));
graph.set_relationship(StableId(2), StableId(3), make_edge(RelationshipKind::Colleague, 0));
// Iteration order should be deterministic (sorted by (subject, target))
let keys: Vec<_> = graph.edges.keys().collect();
assert_eq!(*keys[0], (StableId(1), StableId(2)));
assert_eq!(*keys[1], (StableId(2), StableId(3)));
assert_eq!(*keys[2], (StableId(3), StableId(1)));
}
}
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//! Daily routine system (#88).
//!
//! Detects day-phase transitions (D-031) and issues PathRequests for NPCs
//! whose DailyRoutine has a location for the new phase.
use bevy_ecs::prelude::*;
use crate::npc::{DailyRoutine, Npc};
use crate::simulation::movement::TilePosition;
use crate::simulation::pathfinding::PathRequest;
use crate::simulation::time::{DayPhase, SimulationTime};
/// Resource tracking the previous day phase for transition detection.
#[derive(Resource, Debug, Clone)]
pub struct PreviousDayPhase {
pub phase: DayPhase,
pub day: u64,
}
impl Default for PreviousDayPhase {
fn default() -> Self {
Self {
phase: DayPhase::Morning,
day: 0,
}
}
}
/// System: detect day-phase transitions and issue PathRequests for NPC routines.
/// Runs after advance_tick so the current phase is up-to-date.
pub fn check_phase_transition(
time: Res<SimulationTime>,
mut previous: ResMut<PreviousDayPhase>,
mut commands: Commands,
npcs: Query<(Entity, &TilePosition, &DailyRoutine), With<Npc>>,
) {
let current_phase = time.day_phase();
let current_day = time.day();
if current_phase == previous.phase && current_day == previous.day {
return;
}
tracing::debug!(
"Day phase transition: {:?} -> {:?} (day {} -> {})",
previous.phase,
current_phase,
previous.day,
current_day
);
previous.phase = current_phase;
previous.day = current_day;
for (entity, current_pos, routine) in npcs.iter() {
if let Some(expected_location) = routine.expected_location(current_phase) {
if *current_pos != expected_location {
commands
.entity(entity)
.insert(PathRequest {
goal: expected_location,
});
tracing::trace!(
"Entity {:?}: routine path request to {:?} for {:?}",
entity,
expected_location,
current_phase
);
}
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::npc::RoutineEntry;
use crate::simulation::time::{MINUTES_PER_PHASE, TICKS_PER_GAME_MINUTE};
fn setup_world() -> bevy_ecs::world::World {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(SimulationTime::default());
world.init_resource::<PreviousDayPhase>();
world
}
#[test]
fn phase_transition_generates_path_request() {
let mut world = setup_world();
let afternoon_loc = TilePosition::new(10, 10, 0);
let entity = world
.spawn((
Npc,
TilePosition::new(5, 5, 0), // Not at afternoon location
DailyRoutine {
entries: vec![RoutineEntry {
phase: DayPhase::Afternoon,
location: afternoon_loc,
activity: "Work".into(),
}],
description: "Test".into(),
},
))
.id();
// Advance time to Afternoon boundary
world.resource_mut::<SimulationTime>().tick =
MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(check_phase_transition);
schedule.run(&mut world);
let request = world.get::<PathRequest>(entity).unwrap();
assert_eq!(request.goal, afternoon_loc);
}
#[test]
fn no_transition_no_request() {
let mut world = setup_world();
let entity = world
.spawn((
Npc,
TilePosition::new(5, 5, 0),
DailyRoutine {
entries: vec![RoutineEntry {
phase: DayPhase::Afternoon,
location: TilePosition::new(10, 10, 0),
activity: "Work".into(),
}],
description: "Test".into(),
},
))
.id();
// Time still at Morning (tick 0), same as PreviousDayPhase default
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(check_phase_transition);
schedule.run(&mut world);
assert!(world.get::<PathRequest>(entity).is_none());
}
#[test]
fn npc_already_at_destination_no_request() {
let mut world = setup_world();
let loc = TilePosition::new(10, 10, 0);
let entity = world
.spawn((
Npc,
loc, // Already at afternoon location
DailyRoutine {
entries: vec![RoutineEntry {
phase: DayPhase::Afternoon,
location: loc,
activity: "Work".into(),
}],
description: "Test".into(),
},
))
.id();
world.resource_mut::<SimulationTime>().tick =
MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(check_phase_transition);
schedule.run(&mut world);
assert!(world.get::<PathRequest>(entity).is_none());
}
#[test]
fn npc_without_routine_entry_ignored() {
let mut world = setup_world();
let entity = world
.spawn((
Npc,
TilePosition::new(5, 5, 0),
DailyRoutine {
entries: vec![RoutineEntry {
phase: DayPhase::Morning,
location: TilePosition::new(5, 5, 0),
activity: "Sleep".into(),
}],
description: "Test".into(),
},
))
.id();
// Transition to Afternoon, but NPC only has Morning entry
world.resource_mut::<SimulationTime>().tick =
MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(check_phase_transition);
schedule.run(&mut world);
assert!(world.get::<PathRequest>(entity).is_none());
}
#[test]
fn day_rollover_triggers_morning_routine() {
let mut world = setup_world();
// Start at Night
let night_tick = 1080 * TICKS_PER_GAME_MINUTE;
world.resource_mut::<SimulationTime>().tick = night_tick;
world.resource_mut::<PreviousDayPhase>().phase = DayPhase::Night;
world.resource_mut::<PreviousDayPhase>().day = 0;
let morning_loc = TilePosition::new(3, 3, 0);
let entity = world
.spawn((
Npc,
TilePosition::new(20, 20, 0),
DailyRoutine {
entries: vec![RoutineEntry {
phase: DayPhase::Morning,
location: morning_loc,
activity: "Wake up".into(),
}],
description: "Test".into(),
},
))
.id();
// Advance to next day's Morning (day 1, tick 0 of new day)
world.resource_mut::<SimulationTime>().tick = 1440 * TICKS_PER_GAME_MINUTE;
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(check_phase_transition);
schedule.run(&mut world);
let request = world.get::<PathRequest>(entity).unwrap();
assert_eq!(request.goal, morning_loc);
}
}