Three fixes to make the gameplay loop functional end-to-end: - Add Interactable component to NPC spawn so E-prompt detection works - Build monologue trigger system (enter_location + time_idle) with MonologueBuffer/MonologueState components, wire through ObserverSnapshot as current_monologue field, decode on client and display via HUD - Change PlayerAction::Interact from unit to struct variant carrying optional target_entity_id and verb fields Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures. All 200 tests pass (170 unit + 30 integration). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -14,7 +14,8 @@ use settled_reach_server::npc::{
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Want, WantKind,
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};
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use settled_reach_server::perception::vision_cone::Facing;
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use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
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use settled_reach_server::simulation::interaction::{Interactable, NearbyInteractionBuffer};
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use settled_reach_server::simulation::monologue::{MonologueBuffer, MonologueState};
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use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use settled_reach_server::simulation::path_follow::MovementSpeed;
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use settled_reach_server::simulation::time::DayPhase;
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@@ -50,6 +51,7 @@ fn main() {
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app.add_plugins(BridgePlugin);
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app.add_plugins(KnowledgePlugin);
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app.add_plugins(NpcPlugin);
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app.add_plugins(settled_reach_server::content::ContentPlugin);
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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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@@ -70,6 +72,8 @@ fn main() {
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Facing::default(),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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MonologueState::default(),
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MonologueBuffer::default(),
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))
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.id();
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registry.register(player);
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@@ -79,6 +83,7 @@ fn main() {
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.world_mut()
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.spawn((
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Npc,
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Interactable,
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TilePosition::new(16, 13, 0),
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Want {
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primary: WantKind::Wealth,
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@@ -125,6 +130,7 @@ fn main() {
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.world_mut()
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.spawn((
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Npc,
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Interactable,
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TilePosition::new(14, 18, 0),
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Want {
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primary: WantKind::Knowledge,
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@@ -161,6 +167,7 @@ fn main() {
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.world_mut()
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.spawn((
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Npc,
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Interactable,
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TilePosition::new(18, 14, 0),
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Want {
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primary: WantKind::Safety,
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