feat(simulation): complete interaction and monologue pipelines (#413, #414, #415)

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>
This commit is contained in:
2026-02-13 19:23:47 +01:00
co-authored by Claude Opus 4.6
parent 8228ef3c1c
commit 3c106aa2d0
27 changed files with 480 additions and 30 deletions
+7 -3
View File
@@ -86,8 +86,12 @@ pub fn process_player_input(
time.tick_rate = rate;
tracing::debug!("Tick rate set to {:?} by player input", rate);
}
PlayerAction::Interact => {
tracing::trace!("Interact action — no-op for Sprint 1");
PlayerAction::Interact { target_entity_id, verb } => {
tracing::info!(
"Interact: target={:?}, verb={:?} — logged only, dialogue dispatch future scope (#415)",
target_entity_id,
verb,
);
}
PlayerAction::UsePerceptionMode(ref mode) => {
tracing::trace!("UsePerceptionMode({}) — no-op for Sprint 1", mode);
@@ -131,7 +135,7 @@ mod tests {
});
queue.push(PlayerInput {
tick: 5,
action: PlayerAction::Interact,
action: PlayerAction::Interact { target_entity_id: None, verb: None },
});
let inputs = queue.drain_for_tick(3);
assert_eq!(inputs.len(), 2);