feat(perception): add cognitive delay system for fog recognition (#423)

New CognitiveDelay component buffers perception events before emitting
KnowledgeEvents. Normal delay: 6 ticks (0.6s), urgent: 3 ticks (0.3s).
Drain system runs after emit_observation_events, before process_knowledge_events.

Adds pending_recognitions to ObserverSnapshot (protocol v7) for client
fog entity visualization. Includes cancellation when entity leaves LOS.

Monologue fires during delay (not after) per D-060 — cross-system
wiring deferred to follow-up ticket #451.

Ref: D-060 (cognitive delay), D-031 (10 tps), D-059 (fog layers)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-16 00:41:08 +01:00
co-authored by Claude Opus 4.6
parent 3a2cfc37e0
commit 4d8fe996fc
17 changed files with 933 additions and 105 deletions
+24 -1
View File
@@ -15,7 +15,7 @@ pub use crate::simulation::time::{DayPhase, TickRate};
/// negotiation is unnecessary. Client should reject snapshots with version !=
/// PROTOCOL_VERSION. New fields use #[serde(default)] only during the migration
/// period, then the default is removed once both sides are updated.
pub const PROTOCOL_VERSION: u8 = 6;
pub const PROTOCOL_VERSION: u8 = 7;
/// The ONLY data structure crossing the client-server boundary (D-020)
/// Contains all information visible to the observer at a given tick.
@@ -25,6 +25,7 @@ pub const PROTOCOL_VERSION: u8 = 6;
/// v4 adds: nearby_interactions (D-060, #404 proximity + verbs[]).
/// v5 adds: current_monologue (#414 internal monologue pipeline).
/// v6 adds: player_stance (#449, D-053), player_inventory (#449, D-065).
/// v7 adds: pending_recognitions (#423, D-060 cognitive delay).
/// Future fields: ambient sound events, HUD state (D-020 expansion).
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ObserverSnapshot {
@@ -56,6 +57,11 @@ pub struct ObserverSnapshot {
/// None when no monologue is triggered. Client shows text and auto-fades.
#[serde(default)]
pub current_monologue: Option<MonologueEvent>,
/// Entities undergoing cognitive delay recognition (#423, D-060).
/// Client renders these as grey blobs at position until recognition completes.
/// Empty when no recognitions are pending.
#[serde(default)]
pub pending_recognitions: Vec<PendingRecognitionWire>,
}
/// Game time data for client display (D-031)
@@ -382,6 +388,23 @@ pub enum VerbKind {
ExamineObject,
}
/// A recognition pending cognitive delay, included in ObserverSnapshot (#423, D-060).
/// Client renders entity as grey blob at position until recognition completes.
/// Visual transition: grey blob -> D-033 color + silhouette over ~0.3s.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PendingRecognitionWire {
/// Wire entity ID (may match entity_id in VisibleEntity if also in entities list)
pub entity_id: u64,
/// Render position
pub x: f32,
pub y: f32,
pub z: i32,
/// Remaining ticks until recognition completes (for progress animation)
pub remaining_ticks: u64,
/// Total delay for this recognition (for animation timing)
pub total_delay_ticks: u64,
}
/// Internal monologue event sent to the client for display (#414).
/// Contains the text and display duration. Client auto-fades after duration.
#[derive(Debug, Clone, Serialize, Deserialize)]
+19 -4
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@@ -79,8 +79,15 @@ pub fn process_knowledge_events(
if let Some(stable_id) = registry.to_stable(target) {
observer_kg.observe_entity(stable_id, position, event.tick);
} else {
debug_assert!(false, "DirectObservation target {:?} not in EntityRegistry", target);
tracing::error!("DirectObservation target {:?} not in EntityRegistry", target);
debug_assert!(
false,
"DirectObservation target {:?} not in EntityRegistry",
target
);
tracing::error!(
"DirectObservation target {:?} not in EntityRegistry",
target
);
}
}
KnowledgeEventType::LeftLOS { target } => {
@@ -262,7 +269,11 @@ mod tests {
world.insert_resource(thresholds);
// Tick 7: not a multiple of 10, decay should NOT run
world.insert_resource({ let mut t = SimulationTime::default(); t.tick = 7; t });
world.insert_resource({
let mut t = SimulationTime::default();
t.tick = 7;
t
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(decay_knowledge);
schedule.run(&mut world);
@@ -275,7 +286,11 @@ mod tests {
);
// Tick 10: multiple of 10, decay SHOULD run (age = 10 > decay_after = 5)
world.insert_resource({ let mut t = SimulationTime::default(); t.tick = 10; t });
world.insert_resource({
let mut t = SimulationTime::default();
t.tick = 10;
t
});
let mut schedule2 = bevy_ecs::schedule::Schedule::default();
schedule2.add_systems(decay_knowledge);
schedule2.run(&mut world);
+7 -1
View File
@@ -13,9 +13,13 @@ use settled_reach_server::npc::{
Contentment, DailyRoutine, Npc, NpcPlugin, RelationshipKind, RoutineEntry, ToleranceThreshold,
Want, WantKind,
};
use settled_reach_server::perception::cognitive_delay::CognitiveDelay;
use settled_reach_server::perception::vision_cone::Facing;
use settled_reach_server::simulation::interaction::{Interactable, NearbyInteractionBuffer};
use settled_reach_server::simulation::monologue::{MonologueBuffer, MonologueState, SprintAnomalyQueue};
use settled_reach_server::simulation::listening::ListeningFocus;
use settled_reach_server::simulation::monologue::{
MonologueBuffer, MonologueState, SprintAnomalyQueue,
};
use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
use settled_reach_server::simulation::path_follow::MovementSpeed;
use settled_reach_server::simulation::stance::{MovementProfile, PlayerMoveCooldown};
@@ -77,6 +81,8 @@ fn main() {
MonologueState::default(),
MonologueBuffer::default(),
SprintAnomalyQueue::default(),
CognitiveDelay::default(),
ListeningFocus::new(TilePosition::new(16, 16, 0)),
profile,
profile.initial_stance(),
PlayerMoveCooldown::default(),
+509
View File
@@ -0,0 +1,509 @@
//! Cognitive delay system for fog recognition (#423, D-060).
//!
//! Recognition is NOT instant. When the observer first perceives an entity
//! not yet in their knowledge graph, recognition is buffered through a
//! cognitive delay: 0.6s (6 ticks) normal, 0.3s (3 ticks) urgent.
//!
//! Flow: observation.rs detects new entity -> CognitiveDelay buffers ->
//! process_cognitive_delay drains on expiry -> KnowledgeEvent emitted.
//!
//! Client-facing: ObserverSnapshot.pending_recognitions lists entities
//! undergoing recognition (grey blobs with no identity until delay expires).
use bevy_ecs::prelude::*;
use crate::knowledge::types::StableId;
use crate::knowledge::{KnowledgeEvent, KnowledgeEventQueue, KnowledgeEventType};
use crate::simulation::movement::TilePosition;
use crate::simulation::time::SimulationTime;
/// Base cognitive delay: 0.6 seconds = 6 ticks at 10 tps (D-031, D-060).
/// Tunable: expect playtesting adjustments.
pub const NORMAL_DELAY_TICKS: u64 = 6;
/// Urgent cognitive delay: 0.3 seconds = 3 ticks at 10 tps (D-031, D-060).
/// Triggered when observe_anomaly context is active.
pub const URGENT_DELAY_TICKS: u64 = 3;
/// How the recognition was triggered, determines delay duration.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum RecognitionTrigger {
/// Standard perception event. 0.6s = 6 ticks.
Normal,
/// Urgent context (observe_anomaly). 0.3s = 3 ticks.
Urgent,
}
impl RecognitionTrigger {
/// Delay in simulation ticks for this trigger type.
pub fn delay_ticks(self) -> u64 {
match self {
Self::Normal => NORMAL_DELAY_TICKS,
Self::Urgent => URGENT_DELAY_TICKS,
}
}
}
/// A single pending recognition in the cognitive delay pipeline.
#[derive(Debug, Clone)]
pub struct PendingRecognition {
/// Bevy entity being recognized.
pub target: Entity,
/// Stable entity ID (for KG and wire format).
pub stable_id: StableId,
/// Position where the entity was perceived.
pub position: TilePosition,
/// Tick when recognition will complete.
pub delay_until_tick: u64,
/// What triggered this recognition.
pub trigger: RecognitionTrigger,
}
/// Component: cognitive delay buffer for entity recognition (D-060).
///
/// Attached to entities with a KnowledgeGraph (player character, NPCs in future).
/// Tracks pending recognitions -- entities that have been perceived but not yet
/// identified. Drained by `process_cognitive_delay` each tick.
#[derive(Component, Debug, Default)]
pub struct CognitiveDelay {
pending: Vec<PendingRecognition>,
}
impl CognitiveDelay {
/// Queue a new pending recognition.
pub fn push(&mut self, recognition: PendingRecognition) {
self.pending.push(recognition);
}
/// Check if an entity is already pending recognition.
pub fn is_pending(&self, stable_id: &StableId) -> bool {
self.pending.iter().any(|p| p.stable_id == *stable_id)
}
/// Cancel a pending recognition (e.g., entity left perception range).
/// Returns the cancelled entry if it existed.
pub fn cancel(&mut self, stable_id: &StableId) -> Option<PendingRecognition> {
if let Some(idx) = self.pending.iter().position(|p| p.stable_id == *stable_id) {
Some(self.pending.swap_remove(idx))
} else {
None
}
}
/// Drain all recognitions whose delay has expired (delay_until_tick <= current_tick).
pub fn drain_ready(&mut self, current_tick: u64) -> Vec<PendingRecognition> {
let mut ready = Vec::new();
self.pending.retain(|p| {
if current_tick >= p.delay_until_tick {
ready.push(p.clone());
false
} else {
true
}
});
ready
}
/// Read-only access to pending recognitions (for snapshot assembly).
pub fn pending(&self) -> &[PendingRecognition] {
&self.pending
}
/// Number of pending recognitions.
pub fn len(&self) -> usize {
self.pending.len()
}
/// Whether there are any pending recognitions.
pub fn is_empty(&self) -> bool {
self.pending.is_empty()
}
}
/// System: drain expired cognitive delays and emit KnowledgeEvents (#423, D-060).
///
/// Each tick, checks CognitiveDelay components for expired recognition timers.
/// Expired recognitions are converted to DirectObservation KnowledgeEvents.
///
/// System ordering: after emit_observation_events, before process_knowledge_events.
pub fn process_cognitive_delay(
time: Res<SimulationTime>,
mut query: Query<(Entity, &mut CognitiveDelay)>,
mut event_queue: ResMut<KnowledgeEventQueue>,
) {
for (observer, mut delay) in query.iter_mut() {
let ready = delay.drain_ready(time.tick);
for recognition in ready {
event_queue.push(KnowledgeEvent {
observer,
tick: time.tick,
event_type: KnowledgeEventType::DirectObservation {
target: recognition.target,
position: recognition.position,
},
});
tracing::debug!(
"Cognitive delay resolved: target={:?}, stable_id={}, trigger={:?}, tick={}",
recognition.target,
recognition.stable_id.0,
recognition.trigger,
time.tick,
);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::knowledge::registry::EntityRegistry;
use crate::knowledge::KnowledgeGraph;
use bevy_ecs::world::World;
// --- RecognitionTrigger ---
#[test]
fn trigger_delay_values() {
assert_eq!(RecognitionTrigger::Normal.delay_ticks(), NORMAL_DELAY_TICKS);
assert_eq!(RecognitionTrigger::Urgent.delay_ticks(), URGENT_DELAY_TICKS);
assert_eq!(NORMAL_DELAY_TICKS, 6);
assert_eq!(URGENT_DELAY_TICKS, 3);
}
// --- CognitiveDelay component ---
#[test]
fn default_is_empty() {
let delay = CognitiveDelay::default();
assert!(delay.is_empty());
assert_eq!(delay.len(), 0);
assert!(delay.pending().is_empty());
}
#[test]
fn push_adds_pending() {
let mut world = World::new();
let target = world.spawn_empty().id();
let mut delay = CognitiveDelay::default();
delay.push(PendingRecognition {
target,
stable_id: StableId(1),
position: TilePosition::new(5, 5, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
assert_eq!(delay.len(), 1);
assert!(delay.is_pending(&StableId(1)));
assert!(!delay.is_pending(&StableId(2)));
}
#[test]
fn cancel_removes_and_returns_entry() {
let mut world = World::new();
let target = world.spawn_empty().id();
let mut delay = CognitiveDelay::default();
delay.push(PendingRecognition {
target,
stable_id: StableId(1),
position: TilePosition::new(5, 5, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
let cancelled = delay.cancel(&StableId(1));
assert!(cancelled.is_some());
assert_eq!(cancelled.unwrap().stable_id, StableId(1));
assert!(delay.is_empty());
}
#[test]
fn cancel_missing_returns_none() {
let mut delay = CognitiveDelay::default();
assert!(delay.cancel(&StableId(999)).is_none());
}
#[test]
fn drain_ready_before_delay() {
let mut world = World::new();
let target = world.spawn_empty().id();
let mut delay = CognitiveDelay::default();
delay.push(PendingRecognition {
target,
stable_id: StableId(1),
position: TilePosition::new(5, 5, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
let ready = delay.drain_ready(105);
assert!(ready.is_empty());
assert_eq!(delay.len(), 1, "entry should remain pending");
}
#[test]
fn drain_ready_at_exact_tick() {
let mut world = World::new();
let target = world.spawn_empty().id();
let mut delay = CognitiveDelay::default();
delay.push(PendingRecognition {
target,
stable_id: StableId(1),
position: TilePosition::new(5, 5, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
let ready = delay.drain_ready(106);
assert_eq!(ready.len(), 1);
assert_eq!(ready[0].stable_id, StableId(1));
assert!(delay.is_empty());
}
#[test]
fn drain_ready_past_tick() {
let mut world = World::new();
let target = world.spawn_empty().id();
let mut delay = CognitiveDelay::default();
delay.push(PendingRecognition {
target,
stable_id: StableId(1),
position: TilePosition::new(5, 5, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
let ready = delay.drain_ready(200);
assert_eq!(ready.len(), 1);
assert!(delay.is_empty());
}
#[test]
fn drain_ready_partial_mixed_triggers() {
let mut world = World::new();
let t1 = world.spawn_empty().id();
let t2 = world.spawn_empty().id();
let mut delay = CognitiveDelay::default();
delay.push(PendingRecognition {
target: t1,
stable_id: StableId(1),
position: TilePosition::new(5, 5, 0),
delay_until_tick: 103, // Urgent: 3 ticks from tick 100
trigger: RecognitionTrigger::Urgent,
});
delay.push(PendingRecognition {
target: t2,
stable_id: StableId(2),
position: TilePosition::new(10, 10, 0),
delay_until_tick: 106, // Normal: 6 ticks from tick 100
trigger: RecognitionTrigger::Normal,
});
// Tick 103: only urgent should drain
let ready = delay.drain_ready(103);
assert_eq!(ready.len(), 1);
assert_eq!(ready[0].stable_id, StableId(1));
assert_eq!(delay.len(), 1);
// Tick 106: normal should drain
let ready = delay.drain_ready(106);
assert_eq!(ready.len(), 1);
assert_eq!(ready[0].stable_id, StableId(2));
assert!(delay.is_empty());
}
#[test]
fn is_pending_checks_stable_id() {
let mut world = World::new();
let t1 = world.spawn_empty().id();
let t2 = world.spawn_empty().id();
let mut delay = CognitiveDelay::default();
delay.push(PendingRecognition {
target: t1,
stable_id: StableId(1),
position: TilePosition::new(5, 5, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
assert!(delay.is_pending(&StableId(1)));
assert!(!delay.is_pending(&StableId(2)));
delay.push(PendingRecognition {
target: t2,
stable_id: StableId(2),
position: TilePosition::new(10, 10, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
assert!(delay.is_pending(&StableId(1)));
assert!(delay.is_pending(&StableId(2)));
}
// --- process_cognitive_delay system ---
#[test]
fn process_emits_knowledge_event_on_expiry() {
let mut world = World::new();
let mut registry = EntityRegistry::new(0);
let target = world.spawn_empty().id();
let target_sid = registry.register(target);
let mut cd = CognitiveDelay::default();
cd.push(PendingRecognition {
target,
stable_id: target_sid,
position: TilePosition::new(5, 5, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
world.spawn((KnowledgeGraph::new(), cd));
world.insert_resource(registry);
world.init_resource::<KnowledgeEventQueue>();
world.insert_resource({
let mut t = SimulationTime::default();
t.tick = 106;
t
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_cognitive_delay);
schedule.run(&mut world);
let queue = world.resource::<KnowledgeEventQueue>();
assert_eq!(queue.len(), 1, "should emit one KnowledgeEvent on expiry");
}
#[test]
fn process_does_not_emit_before_delay() {
let mut world = World::new();
let mut registry = EntityRegistry::new(0);
let target = world.spawn_empty().id();
let target_sid = registry.register(target);
let mut cd = CognitiveDelay::default();
cd.push(PendingRecognition {
target,
stable_id: target_sid,
position: TilePosition::new(5, 5, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
world.spawn((KnowledgeGraph::new(), cd));
world.insert_resource(registry);
world.init_resource::<KnowledgeEventQueue>();
world.insert_resource({
let mut t = SimulationTime::default();
t.tick = 105;
t
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_cognitive_delay);
schedule.run(&mut world);
let queue = world.resource::<KnowledgeEventQueue>();
assert!(queue.is_empty(), "should not emit before delay expires");
}
#[test]
fn process_urgent_resolves_faster() {
let mut world = World::new();
let mut registry = EntityRegistry::new(0);
let t1 = world.spawn_empty().id();
let t1_sid = registry.register(t1);
let t2 = world.spawn_empty().id();
let t2_sid = registry.register(t2);
let mut cd = CognitiveDelay::default();
cd.push(PendingRecognition {
target: t1,
stable_id: t1_sid,
position: TilePosition::new(5, 5, 0),
delay_until_tick: 103, // Urgent
trigger: RecognitionTrigger::Urgent,
});
cd.push(PendingRecognition {
target: t2,
stable_id: t2_sid,
position: TilePosition::new(10, 10, 0),
delay_until_tick: 106, // Normal
trigger: RecognitionTrigger::Normal,
});
world.spawn((KnowledgeGraph::new(), cd));
world.insert_resource(registry);
world.init_resource::<KnowledgeEventQueue>();
world.insert_resource({
let mut t = SimulationTime::default();
t.tick = 103;
t
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_cognitive_delay);
schedule.run(&mut world);
let queue = world.resource::<KnowledgeEventQueue>();
assert_eq!(queue.len(), 1, "only urgent should resolve at tick 103");
}
#[test]
fn process_no_crash_without_pending() {
let mut world = World::new();
world.spawn((KnowledgeGraph::new(), CognitiveDelay::default()));
world.init_resource::<KnowledgeEventQueue>();
world.init_resource::<SimulationTime>();
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_cognitive_delay);
schedule.run(&mut world); // Should not panic
}
#[test]
fn process_clears_pending_after_drain() {
let mut world = World::new();
let mut registry = EntityRegistry::new(0);
let target = world.spawn_empty().id();
let target_sid = registry.register(target);
let mut cd = CognitiveDelay::default();
cd.push(PendingRecognition {
target,
stable_id: target_sid,
position: TilePosition::new(5, 5, 0),
delay_until_tick: 106,
trigger: RecognitionTrigger::Normal,
});
let observer = world.spawn((KnowledgeGraph::new(), cd)).id();
world.insert_resource(registry);
world.init_resource::<KnowledgeEventQueue>();
world.insert_resource({
let mut t = SimulationTime::default();
t.tick = 106;
t
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_cognitive_delay);
schedule.run(&mut world);
let cd = world.entity(observer).get::<CognitiveDelay>().unwrap();
assert!(cd.is_empty(), "pending should be cleared after drain");
}
}
+9 -3
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@@ -5,6 +5,7 @@
use bevy_app::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
pub mod cognitive_delay;
pub mod interpretation;
pub mod observation;
pub mod observer;
@@ -23,9 +24,14 @@ impl Plugin for PerceptionPlugin {
.init_resource::<query::ActivePerceptionMode>()
.add_systems(
Update,
interpretation::generate_observation_events
.after(observation::emit_observation_events)
.before(crate::knowledge::events::process_knowledge_events),
(
cognitive_delay::process_cognitive_delay
.after(observation::emit_observation_events)
.before(crate::knowledge::events::process_knowledge_events),
interpretation::generate_observation_events
.after(observation::emit_observation_events)
.before(crate::knowledge::events::process_knowledge_events),
),
);
tracing::debug!("PerceptionPlugin initialized");
}
+67 -11
View File
@@ -9,6 +9,7 @@ use crate::bridge::types::*;
use crate::knowledge::{
EntityRegistry, KnowledgeEvent, KnowledgeEventQueue, KnowledgeEventType, KnowledgeGraph,
};
use crate::perception::cognitive_delay::{CognitiveDelay, PendingRecognition, RecognitionTrigger};
use crate::simulation::movement::{PlayerCharacter, TilePosition};
use crate::simulation::time::SimulationTime;
@@ -21,7 +22,10 @@ pub fn emit_observation_events(
time: Res<SimulationTime>,
buffer: Res<SnapshotBuffer>,
registry: Res<EntityRegistry>,
observer_query: Query<(Entity, &KnowledgeGraph), With<PlayerCharacter>>,
mut observer_query: Query<
(Entity, &KnowledgeGraph, Option<&mut CognitiveDelay>),
With<PlayerCharacter>,
>,
mut event_queue: ResMut<KnowledgeEventQueue>,
entity_positions: Query<&TilePosition>,
) {
@@ -29,7 +33,8 @@ pub fn emit_observation_events(
return;
};
let Ok((observer_entity, observer_kg)) = observer_query.single() else {
let Ok((observer_entity, observer_kg, mut cognitive_delay)) = observer_query.single_mut()
else {
return;
};
@@ -41,7 +46,9 @@ pub fn emit_observation_events(
.map(|e| e.entity_id)
.collect();
// Emit DirectObservation for each visible non-player entity
// Emit DirectObservation for each visible non-player entity.
// NEW entities (not in observer's KG) are routed through cognitive delay
// when the CognitiveDelay component is present (#423, D-060).
for visible in &snapshot.entities {
if matches!(visible.kind, EntityKind::Player) {
continue;
@@ -54,7 +61,43 @@ pub fn emit_observation_events(
};
// Get tile position for knowledge tracking
if let Ok(pos) = entity_positions.get(entity) {
let Ok(pos) = entity_positions.get(entity) else {
continue;
};
if observer_kg.knows_entity(&stable_id) {
// Known entity: immediate DirectObservation (position update)
event_queue.push(KnowledgeEvent {
observer: observer_entity,
tick: time.tick,
event_type: KnowledgeEventType::DirectObservation {
target: entity,
position: *pos,
},
});
} else if let Some(ref mut delay) = cognitive_delay {
// New entity + cognitive delay available: buffer recognition
if !delay.is_pending(&stable_id) {
// TODO: wire RecognitionTrigger::Urgent for observe_anomaly triggers
let trigger = RecognitionTrigger::Normal;
delay.push(PendingRecognition {
target: entity,
stable_id,
position: *pos,
delay_until_tick: time.tick + trigger.delay_ticks(),
trigger,
});
tracing::debug!(
"Cognitive delay queued: stable_id={}, position=({},{},{}), delay_until={}",
stable_id.0,
pos.x,
pos.y,
pos.z,
time.tick + trigger.delay_ticks(),
);
}
} else {
// No CognitiveDelay component: immediate (backward compat)
event_queue.push(KnowledgeEvent {
observer: observer_entity,
tick: time.tick,
@@ -83,6 +126,20 @@ pub fn emit_observation_events(
}
}
}
// Cancel pending cognitive delays for entities that left perception range.
// Without this, a delay could expire and emit a DirectObservation for an
// entity that is no longer visible (stale position, 1-tick flash).
if let Some(ref mut delay) = cognitive_delay {
let pending_ids: Vec<crate::knowledge::types::StableId> =
delay.pending().iter().map(|p| p.stable_id).collect();
for sid in pending_ids {
if !visible_stable_ids.contains(&sid.0) {
delay.cancel(&sid);
tracing::debug!("Cognitive delay cancelled: stable_id={} left LOS", sid.0);
}
}
}
}
#[cfg(test)]
@@ -124,9 +181,7 @@ mod tests {
.id();
registry.register(player);
let npc = world
.spawn((Npc, TilePosition::new(16, 14, 0)))
.id();
let npc = world.spawn((Npc, TilePosition::new(16, 14, 0))).id();
registry.register(npc);
world.insert_resource(registry);
@@ -152,9 +207,7 @@ mod tests {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((Npc, TilePosition::new(16, 14, 0)))
.id();
let npc = world.spawn((Npc, TilePosition::new(16, 14, 0))).id();
let npc_sid = registry.register(npc);
// Player with pre-existing Direct knowledge of NPC
@@ -195,7 +248,10 @@ mod tests {
KnowledgeEventType::LeftLOS { target } if target == npc
)
});
assert!(has_left_los, "should emit LeftLOS when NPC is no longer visible");
assert!(
has_left_los,
"should emit LeftLOS when NPC is no longer visible"
);
}
#[test]
+61 -8
View File
@@ -12,6 +12,7 @@ use std::collections::HashSet;
use crate::bridge::types::*;
use crate::knowledge::types::KnowledgeState;
use crate::knowledge::{EntityRegistry, KnowledgeGraph, StableId};
use crate::perception::cognitive_delay::CognitiveDelay;
use crate::perception::query::{ActivePerceptionMode, VisibilityGeometry};
use crate::perception::vision_cone::Facing;
use crate::simulation::interaction::NearbyInteractionBuffer;
@@ -53,7 +54,18 @@ pub fn compute_observer_snapshot(
geometry: Res<VisibilityGeometry>,
registry: Res<EntityRegistry>,
mut observer_query: Query<
(Entity, &TilePosition, Option<&Facing>, &KnowledgeGraph, &mut NearbyInteractionBuffer, &mut MonologueBuffer, Option<&Stance>, Option<&CharacterArchetype>, Option<&mut SprintAnomalyQueue>),
(
Entity,
&TilePosition,
Option<&Facing>,
&KnowledgeGraph,
&mut NearbyInteractionBuffer,
&mut MonologueBuffer,
Option<&Stance>,
Option<&CharacterArchetype>,
Option<&mut SprintAnomalyQueue>,
Option<&CognitiveDelay>,
),
With<PlayerCharacter>,
>,
all_entities: Query<(
@@ -65,8 +77,18 @@ pub fn compute_observer_snapshot(
inventory_items: Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
mut buffer: ResMut<SnapshotBuffer>,
) {
let Ok((observer_entity, _observer_pos, facing_opt, observer_kg, mut interaction_buffer, mut monologue_buffer, stance_opt, archetype_opt, mut anomaly_queue_opt)) =
observer_query.single_mut()
let Ok((
observer_entity,
_observer_pos,
facing_opt,
observer_kg,
mut interaction_buffer,
mut monologue_buffer,
stance_opt,
archetype_opt,
mut anomaly_queue_opt,
cognitive_delay_opt,
)) = observer_query.single_mut()
else {
return;
};
@@ -141,6 +163,27 @@ pub fn compute_observer_snapshot(
let current_monologue = monologue_buffer.take();
// Build pending recognitions from CognitiveDelay (#423, D-060)
let pending_recognitions = cognitive_delay_opt
.map(|delay| {
delay
.pending()
.iter()
.map(|p| {
let (rx, ry, rz) = p.position.to_render_coords();
PendingRecognitionWire {
entity_id: p.stable_id.0,
x: rx,
y: ry,
z: rz,
remaining_ticks: p.delay_until_tick.saturating_sub(time.tick),
total_delay_ticks: p.trigger.delay_ticks(),
}
})
.collect()
})
.unwrap_or_default();
buffer.snapshot = Some(ObserverSnapshot {
version: crate::bridge::types::PROTOCOL_VERSION,
tick: time.tick,
@@ -152,6 +195,7 @@ pub fn compute_observer_snapshot(
visible_tiles: geometry.visible_tiles.clone(),
nearby_interactions,
current_monologue,
pending_recognitions,
});
}
@@ -360,13 +404,16 @@ fn apply_phase2_verb_filter(
// This implements D-057: "Character differentiation via Phase 2 observer
// filter, not separate verb systems."
for verb in &mut interaction.verbs {
if let Some(label) = archetype_verb_label(archetype, interaction.object_type, verb.kind) {
if let Some(label) = archetype_verb_label(archetype, interaction.object_type, verb.kind)
{
verb.label = label.into();
}
}
// Re-sort after priority changes and verb additions
interaction.verbs.sort_by_key(|v| (v.priority, v.kind as u8));
interaction
.verbs
.sort_by_key(|v| (v.priority, v.kind as u8));
}
}
@@ -385,11 +432,17 @@ fn archetype_verb_label(
match (archetype, object_type, kind) {
// Smuggler: Container verbs — physical manipulation vocabulary
(CharacterArchetype::Smuggler, Some(ObjectType::Container), VerbKind::Open) => Some("Move"),
(CharacterArchetype::Smuggler, Some(ObjectType::Container), VerbKind::Search) => Some("Stash"),
(CharacterArchetype::Smuggler, Some(ObjectType::Container), VerbKind::Search) => {
Some("Stash")
}
// Detective: Container verbs — investigation vocabulary
(CharacterArchetype::Detective, Some(ObjectType::Container), VerbKind::Open) => Some("Scan"),
(CharacterArchetype::Detective, Some(ObjectType::Container), VerbKind::Search) => Some("Flag"),
(CharacterArchetype::Detective, Some(ObjectType::Container), VerbKind::Open) => {
Some("Scan")
}
(CharacterArchetype::Detective, Some(ObjectType::Container), VerbKind::Search) => {
Some("Flag")
}
// All other combinations: keep Phase 1 default label
_ => None,
+143 -50
View File
@@ -57,7 +57,7 @@ fn player_always_visible_in_snapshot() {
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().expect("snapshot should exist");
assert_eq!(snapshot.version, 6);
assert_eq!(snapshot.version, PROTOCOL_VERSION);
assert_eq!(snapshot.entities.len(), 1);
assert!(matches!(snapshot.entities[0].kind, EntityKind::Player));
assert_eq!(snapshot.entities[0].observation, EntityVisibility::Visible);
@@ -198,7 +198,10 @@ fn game_time_populated() {
snapshot.game_time.day_phase,
crate::simulation::time::DayPhase::Evening
);
assert_eq!(snapshot.game_time.tick_rate, crate::simulation::time::TickRate::Paused);
assert_eq!(
snapshot.game_time.tick_rate,
crate::simulation::time::TickRate::Paused
);
}
#[test]
@@ -298,7 +301,11 @@ fn remembered_entity_appears_as_ghost() {
.id();
registry.register(player);
world.insert_resource(registry);
world.insert_resource({ let mut t = SimulationTime::default(); t.tick = 100; t });
world.insert_resource({
let mut t = SimulationTime::default();
t.tick = 100;
t
});
run_observer_pipeline(&mut world);
@@ -312,13 +319,20 @@ fn remembered_entity_appears_as_ghost() {
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
.collect();
assert_eq!(remembered.len(), 1, "should have one remembered entity");
assert_eq!(remembered[0].relationship, RelationshipState::PersonOfInterest);
assert_eq!(
remembered[0].relationship,
RelationshipState::PersonOfInterest
);
// Remembered entity at last_known_position (16, 28), not actual (16, 30)
assert_eq!(remembered[0].x, 16.5);
assert_eq!(remembered[0].y, 28.5);
if let EntityVisibility::Remembered { confidence, age_ticks } = &remembered[0].observation {
if let EntityVisibility::Remembered {
confidence,
age_ticks,
} = &remembered[0].observation
{
assert_eq!(*confidence, KnowledgeConfidence::KnowsDetails);
assert_eq!(*age_ticks, 50); // tick 100 - last_observed 50
}
@@ -479,16 +493,19 @@ fn knowledge_without_position_not_shown() {
// Player knows about NPC but has never seen it (no position)
let mut kg = KnowledgeGraph::new();
// Insert knowledge manually without a position
kg.entities.insert(npc_sid, crate::knowledge::EntityKnowledge {
last_known_position: None,
last_observed_tick: 0,
last_updated_tick: 50,
confidence: KnowledgeConfidence::KnowsOf,
source: crate::knowledge::KnowledgeSource::Background,
state: crate::knowledge::KnowledgeState::Active,
relationship: RelationshipState::PersonOfInterest,
known_attributes: std::collections::BTreeMap::new(),
});
kg.entities.insert(
npc_sid,
crate::knowledge::EntityKnowledge {
last_known_position: None,
last_observed_tick: 0,
last_updated_tick: 50,
confidence: KnowledgeConfidence::KnowsOf,
source: crate::knowledge::KnowledgeSource::Background,
state: crate::knowledge::KnowledgeState::Active,
relationship: RelationshipState::PersonOfInterest,
known_attributes: std::collections::BTreeMap::new(),
},
);
let player = world
.spawn((
@@ -547,7 +564,9 @@ fn multiple_npcs_in_los_all_visible() {
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert_eq!(npcs.len(), 3);
assert!(npcs.iter().all(|n| n.observation == EntityVisibility::Visible));
assert!(npcs
.iter()
.all(|n| n.observation == EntityVisibility::Visible));
}
#[test]
@@ -657,9 +676,19 @@ fn snapshot_v6_fields_default_through_pipeline() {
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().expect("snapshot should exist");
assert_eq!(snapshot.version, 6, "should be protocol v6");
assert_eq!(snapshot.player_stance, MovementStance::Walk, "default stance is Walk");
assert!(snapshot.player_inventory.is_empty(), "default inventory is empty");
assert_eq!(
snapshot.version, PROTOCOL_VERSION,
"should be current protocol version"
);
assert_eq!(
snapshot.player_stance,
MovementStance::Walk,
"default stance is Walk"
);
assert!(
snapshot.player_inventory.is_empty(),
"default inventory is empty"
);
}
#[test]
@@ -731,8 +760,14 @@ fn phase2_confront_injected_for_npc_with_knows_details() {
let interaction = &snapshot.nearby_interactions[0];
// Should have Talk, ExamineNpc, AND Confront (Phase 2 injected)
assert_eq!(interaction.verbs.len(), 3);
let confront = interaction.verbs.iter().find(|v| v.kind == VerbKind::Confront);
assert!(confront.is_some(), "Confront should be injected for KnowsDetails+");
let confront = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Confront);
assert!(
confront.is_some(),
"Confront should be injected for KnowsDetails+"
);
assert_eq!(confront.unwrap().priority, 3);
assert_eq!(confront.unwrap().label, "Confront");
}
@@ -753,16 +788,19 @@ fn phase2_no_confront_without_knows_details() {
// Player only Suspects this NPC (below KnowsDetails threshold)
let mut kg = KnowledgeGraph::new();
kg.entities.insert(npc_sid, crate::knowledge::EntityKnowledge {
last_known_position: Some(TilePosition::new(16, 15, 0)),
last_observed_tick: 50,
last_updated_tick: 50,
confidence: KnowledgeConfidence::Suspects,
source: crate::knowledge::KnowledgeSource::Background,
state: KnowledgeState::Active,
relationship: RelationshipState::Unknown,
known_attributes: std::collections::BTreeMap::new(),
});
kg.entities.insert(
npc_sid,
crate::knowledge::EntityKnowledge {
last_known_position: Some(TilePosition::new(16, 15, 0)),
last_observed_tick: 50,
last_updated_tick: 50,
confidence: KnowledgeConfidence::Suspects,
source: crate::knowledge::KnowledgeSource::Background,
state: KnowledgeState::Active,
relationship: RelationshipState::Unknown,
known_attributes: std::collections::BTreeMap::new(),
},
);
let player = world
.spawn((
@@ -783,8 +821,14 @@ fn phase2_no_confront_without_knows_details() {
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.nearby_interactions.len(), 1);
let interaction = &snapshot.nearby_interactions[0];
let confront = interaction.verbs.iter().find(|v| v.kind == VerbKind::Confront);
assert!(confront.is_none(), "Confront should NOT appear for Suspects confidence");
let confront = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Confront);
assert!(
confront.is_none(),
"Confront should NOT appear for Suspects confidence"
);
}
#[test]
@@ -827,7 +871,10 @@ fn phase2_no_confront_at_mid_range() {
assert_eq!(snapshot.nearby_interactions.len(), 1);
let interaction = &snapshot.nearby_interactions[0];
// Mid range: only ExamineNpc, no Talk, no Confront
let confront = interaction.verbs.iter().find(|v| v.kind == VerbKind::Confront);
let confront = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Confront);
assert!(confront.is_none(), "Confront requires close range");
}
@@ -954,8 +1001,14 @@ fn phase2_smuggler_relabels_container_verbs() {
let interaction = &snapshot.nearby_interactions[0];
// Container at close range: Open→"Move", Search→"Stash", Observe stays "Observe"
let open_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Open);
let search_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Search);
let observe_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Observe);
let search_verb = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Search);
let observe_verb = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Observe);
assert_eq!(open_verb.unwrap().label, "Move", "smuggler Open→Move");
assert_eq!(search_verb.unwrap().label, "Stash", "smuggler Search→Stash");
assert_eq!(observe_verb.unwrap().label, "Observe", "Observe unchanged");
@@ -997,7 +1050,10 @@ fn phase2_detective_relabels_container_verbs() {
assert_eq!(snapshot.nearby_interactions.len(), 1);
let interaction = &snapshot.nearby_interactions[0];
let open_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Open);
let search_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Search);
let search_verb = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Search);
assert_eq!(open_verb.unwrap().label, "Scan", "detective Open→Scan");
assert_eq!(search_verb.unwrap().label, "Flag", "detective Search→Flag");
}
@@ -1039,7 +1095,11 @@ fn phase2_default_archetype_is_detective() {
let interaction = &snapshot.nearby_interactions[0];
// Default = Detective labels
let open_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Open);
assert_eq!(open_verb.unwrap().label, "Scan", "default archetype should use Detective labels");
assert_eq!(
open_verb.unwrap().label,
"Scan",
"default archetype should use Detective labels"
);
}
#[test]
@@ -1078,7 +1138,11 @@ fn phase2_non_container_keeps_default_labels() {
assert_eq!(snapshot.nearby_interactions.len(), 1);
let interaction = &snapshot.nearby_interactions[0];
let read_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Read);
assert_eq!(read_verb.unwrap().label, "Read", "Readable labels unchanged for smuggler");
assert_eq!(
read_verb.unwrap().label,
"Read",
"Readable labels unchanged for smuggler"
);
}
#[test]
@@ -1155,8 +1219,7 @@ fn phase2_npc_object_type_is_none() {
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.nearby_interactions.len(), 1);
assert_eq!(
snapshot.nearby_interactions[0].object_type,
None,
snapshot.nearby_interactions[0].object_type, None,
"NPC should have object_type=None"
);
}
@@ -1256,7 +1319,11 @@ fn phase2_poi_with_confront_verb_order() {
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.nearby_interactions.len(), 1);
let verbs = &snapshot.nearby_interactions[0].verbs;
assert_eq!(verbs.len(), 3, "POI+KnowsDetails: ExamineNpc + Talk + Confront");
assert_eq!(
verbs.len(),
3,
"POI+KnowsDetails: ExamineNpc + Talk + Confront"
);
// POI flips ExamineNpc to priority 1, Talk to 2, Confront at 3
assert_eq!(verbs[0].kind, VerbKind::ExamineNpc);
assert_eq!(verbs[0].priority, 1);
@@ -1306,7 +1373,11 @@ fn carried_item_appears_in_snapshot_inventory() {
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.player_inventory.len(), 1, "carried item should appear in snapshot");
assert_eq!(
snapshot.player_inventory.len(),
1,
"carried item should appear in snapshot"
);
assert_eq!(snapshot.player_inventory[0].name, "Manifest Copy");
assert_eq!(snapshot.player_inventory[0].slot, 0);
}
@@ -1380,7 +1451,11 @@ fn multiple_carried_items_sorted_in_snapshot() {
let player_sid = registry.register(player);
// Spawn 3 v0.1 items in reverse slot order
for (slot, name) in [(2, "Personal Comm Log"), (0, "Manifest Copy"), (1, "Corridor Access Token")] {
for (slot, name) in [
(2, "Personal Comm Log"),
(0, "Manifest Copy"),
(1, "Corridor Access Token"),
] {
let item = world
.spawn((
CarriedBy(player_sid),
@@ -1449,7 +1524,10 @@ fn sprint_past_contradicted_npc_queues_anomaly() {
// Anomaly should be queued
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(queue.has_pending(), "contradicted NPC while sprinting should queue anomaly");
assert!(
queue.has_pending(),
"contradicted NPC while sprinting should queue anomaly"
);
}
#[test]
@@ -1488,7 +1566,10 @@ fn walk_past_contradicted_npc_does_not_queue_anomaly() {
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(!queue.has_pending(), "walking past contradicted NPC should NOT queue anomaly");
assert!(
!queue.has_pending(),
"walking past contradicted NPC should NOT queue anomaly"
);
}
#[test]
@@ -1527,7 +1608,10 @@ fn sprint_past_active_npc_does_not_queue_anomaly() {
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(!queue.has_pending(), "sprint past Active NPC should NOT queue anomaly");
assert!(
!queue.has_pending(),
"sprint past Active NPC should NOT queue anomaly"
);
}
#[test]
@@ -1612,7 +1696,10 @@ fn sprint_anomaly_without_queue_component_no_crash() {
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
assert!(buffer.snapshot.is_some(), "snapshot should still be produced");
assert!(
buffer.snapshot.is_some(),
"snapshot should still be produced"
);
}
#[test]
@@ -1667,12 +1754,18 @@ fn sprint_anomaly_npc_visible_but_interactions_suppressed() {
assert_eq!(npcs.len(), 1, "NPC should be visible during sprint");
// Interactions should be empty (sprint suppression)
assert!(snapshot.nearby_interactions.is_empty(), "sprint suppresses interactions");
assert!(
snapshot.nearby_interactions.is_empty(),
"sprint suppresses interactions"
);
// Anomaly should be queued
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(queue.has_pending(), "anomaly should be queued despite interaction suppression");
assert!(
queue.has_pending(),
"anomaly should be queued despite interaction suppression"
);
}
#[test]