feat(simulation): composable behavior engine — action+modifier+context primitives (#633)
Replaces flat culture×zone×role behavior strings with three-layer composition: BehaviorAction (role-generic), BehaviorModifier (culture coloring), BehaviorContext (situation gating). Assembly at NpcBlueprint instantiation. Backward compatible — falls back to legacy behaviors when primitives are empty. D-139 filed, Q-057 resolved. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -19,6 +19,7 @@
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//! RON (Rusty Object Notation) — struct-aware, supports enums and comments.
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//! Validate with: `tooling/validate-ron <file.ron>`
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use rand::Rng;
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use serde::{Deserialize, Serialize};
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use crate::npc::PersonalityTrait;
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@@ -66,7 +67,15 @@ pub struct RoleSpec {
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/// Whether this role may have combat capability.
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pub combat_eligible: bool,
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/// Observable behaviors typical for this role (generator picks from these).
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/// Legacy field — preserved for backward compatibility until composable
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/// assembly produces verified-equivalent output.
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pub typical_behaviors: Vec<String>,
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/// Composable behavior primitives (#633, Q-057).
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/// Role-generic physical stage directions that get composed with culture
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/// modifiers at NpcBlueprint instantiation time. When present, the assembly
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/// function uses these instead of `typical_behaviors`.
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#[serde(default)]
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pub behavior_primitives: Vec<BehaviorPrimitive>,
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}
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/// A social site template within a zone.
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@@ -84,6 +93,131 @@ pub struct SocialSiteSpec {
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pub max_npcs: u8,
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}
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// ---------------------------------------------------------------------------
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// Composable behavior primitives (#633, Q-057)
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// ---------------------------------------------------------------------------
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/// A composable behavior primitive — a role-generic stage direction.
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///
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/// The assembly function composes: `action_text` + optional culture modifier
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/// → final observable behavior string. Context tags gate when the behavior
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/// is eligible for selection.
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///
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/// Example:
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/// action_text: "moves freight containers"
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/// context: OnShift
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/// → assembled with Krenn modifier "with mechanical efficiency"
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/// → "moves freight containers with mechanical efficiency"
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct BehaviorPrimitive {
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/// The action text — a role-generic physical stage direction.
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/// Must be a complete sentence fragment that can stand alone or
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/// accept a trailing modifier clause.
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pub action: String,
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/// Context tag gating when this behavior is eligible.
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pub context: BehaviorContext,
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/// Optional modifier slot hint. If set, the assembly function
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/// prefers modifiers matching this category. If empty, any
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/// compatible modifier may be selected.
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#[serde(default)]
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pub modifier_hint: Option<String>,
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}
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/// Context tags that gate when a behavior primitive is eligible.
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///
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/// The generator checks the NPC's current assignment against these tags
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/// to filter the behavior pool before selection.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum BehaviorContext {
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/// Available during work shifts at the NPC's assigned zone.
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OnShift,
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/// Available when the NPC is off duty (break rooms, bars, quarters).
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OffDuty,
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/// Available at social sites (taverns, break rooms, cantinas).
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Social,
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/// Available anywhere — no context restriction.
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Any,
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}
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impl Default for BehaviorContext {
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fn default() -> Self {
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Self::Any
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}
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}
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/// A culture-specific behavior modifier clause.
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///
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/// Appended to a `BehaviorPrimitive.action` during assembly to add
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/// cultural flavor. The composition engine selects modifiers from the
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/// culture profile and concatenates them with the action text.
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///
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/// Example:
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/// category: "work_style"
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/// clause: "with mechanical efficiency"
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/// → "moves freight containers with mechanical efficiency"
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct BehaviorModifier {
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/// Modifier category for matching against `BehaviorPrimitive.modifier_hint`.
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/// Also used for dedup — at most one modifier per category per NPC.
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pub category: String,
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/// The modifier clause text. Concatenated to action text with a space.
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pub clause: String,
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}
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/// Assemble observable behavior strings from primitives + culture modifiers.
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///
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/// This is the core composition function (#633). It replaces the flat
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/// `typical_behaviors` selection with a composable pipeline:
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///
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/// 1. Filter primitives by context (pass `None` for no filtering)
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/// 2. For each eligible primitive, select a culture modifier
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/// 3. Concatenate: `action + " " + modifier.clause`
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/// 4. If no modifier matches, use the action text as-is
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///
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/// Returns the assembled strings in the same order as the input primitives.
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pub fn assemble_behaviors(
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primitives: &[BehaviorPrimitive],
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modifiers: &[BehaviorModifier],
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context_filter: Option<BehaviorContext>,
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rng: &mut crate::simulation::rng::SimRng,
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) -> Vec<String> {
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let eligible: Vec<&BehaviorPrimitive> = primitives
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.iter()
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.filter(|p| match context_filter {
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Some(ctx) => p.context == ctx || p.context == BehaviorContext::Any,
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None => true,
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})
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.collect();
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let mut results = Vec::with_capacity(eligible.len());
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for prim in &eligible {
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// Find matching modifiers: prefer hint match, fall back to any
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let matching: Vec<&BehaviorModifier> = if let Some(ref hint) = prim.modifier_hint {
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let hinted: Vec<&BehaviorModifier> =
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modifiers.iter().filter(|m| &m.category == hint).collect();
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if hinted.is_empty() {
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modifiers.iter().collect()
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} else {
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hinted
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}
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} else {
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modifiers.iter().collect()
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};
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if matching.is_empty() {
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// No modifiers available — use action text as-is
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results.push(prim.action.clone());
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} else {
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let idx = rng.rng.random_range(0..matching.len());
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let modifier = matching[idx];
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results.push(format!("{} {}", prim.action, modifier.clause));
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}
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}
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results
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}
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// ---------------------------------------------------------------------------
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// Culture profile (input — filled by copy team, ticket #610)
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// ---------------------------------------------------------------------------
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@@ -116,6 +250,11 @@ pub struct CultureProfile {
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/// Some cultures have none, others several. No cap on count.
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#[serde(default)]
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pub occasional_injections: Vec<OccasionalInjection>,
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/// Culture-specific behavior modifier clauses (#633, Q-057).
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/// Composed with `BehaviorPrimitive` actions during NPC generation.
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/// Empty means no cultural modifier — action text used as-is.
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#[serde(default)]
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pub behavior_modifiers: Vec<BehaviorModifier>,
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}
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/// Naming conventions for NPC name generation.
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@@ -338,6 +477,7 @@ mod tests {
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skill_focus: vec!["technical".into()],
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combat_eligible: false,
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typical_behaviors: vec!["tends crops".into()],
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behavior_primitives: vec![],
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}],
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social_sites: vec![SocialSiteSpec {
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site_type: "tavern".into(),
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@@ -382,6 +522,7 @@ mod tests {
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voice_persona: None,
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voice_examples: vec![],
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occasional_injections: vec![],
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behavior_modifiers: vec![],
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};
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let ron_str =
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@@ -436,4 +577,146 @@ mod tests {
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assert_eq!(deserialized.zone_type, "rural");
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assert_eq!(deserialized.seed, 42);
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}
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// -----------------------------------------------------------------------
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// Composable behavior assembly tests (#633)
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// -----------------------------------------------------------------------
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#[test]
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fn assemble_behaviors_with_modifiers() {
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use crate::simulation::rng::SimRng;
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let mut rng = SimRng::new(42);
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let primitives = vec![
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BehaviorPrimitive {
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action: "moves freight containers".into(),
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context: BehaviorContext::OnShift,
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modifier_hint: Some("work_style".into()),
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},
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BehaviorPrimitive {
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action: "patrols the perimeter".into(),
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context: BehaviorContext::OnShift,
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modifier_hint: None,
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},
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];
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let modifiers = vec![
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BehaviorModifier {
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category: "work_style".into(),
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clause: "with mechanical efficiency".into(),
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},
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BehaviorModifier {
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category: "demeanor".into(),
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clause: "with a watchful eye".into(),
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},
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];
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let result = assemble_behaviors(&primitives, &modifiers, Some(BehaviorContext::OnShift), &mut rng);
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assert_eq!(result.len(), 2);
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// First primitive has hint "work_style" → should match the work_style modifier
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assert_eq!(result[0], "moves freight containers with mechanical efficiency");
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// Second primitive has no hint → either modifier is valid
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assert!(result[1].starts_with("patrols the perimeter"));
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}
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#[test]
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fn assemble_behaviors_no_modifiers_returns_action_text() {
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use crate::simulation::rng::SimRng;
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let mut rng = SimRng::new(42);
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let primitives = vec![BehaviorPrimitive {
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action: "tends crops in the field".into(),
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context: BehaviorContext::Any,
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modifier_hint: None,
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}];
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let result = assemble_behaviors(&primitives, &[], None, &mut rng);
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assert_eq!(result.len(), 1);
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assert_eq!(result[0], "tends crops in the field");
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}
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#[test]
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fn assemble_behaviors_context_filter() {
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use crate::simulation::rng::SimRng;
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let mut rng = SimRng::new(42);
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let primitives = vec![
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BehaviorPrimitive {
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action: "works shift".into(),
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context: BehaviorContext::OnShift,
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modifier_hint: None,
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},
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BehaviorPrimitive {
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action: "drinks at bar".into(),
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context: BehaviorContext::Social,
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modifier_hint: None,
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},
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BehaviorPrimitive {
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action: "stretches".into(),
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context: BehaviorContext::Any,
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modifier_hint: None,
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},
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];
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// OnShift filter: should return OnShift + Any
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let on_shift = assemble_behaviors(&primitives, &[], Some(BehaviorContext::OnShift), &mut rng);
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assert_eq!(on_shift.len(), 2);
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assert_eq!(on_shift[0], "works shift");
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assert_eq!(on_shift[1], "stretches");
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// Social filter: should return Social + Any
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let social = assemble_behaviors(&primitives, &[], Some(BehaviorContext::Social), &mut rng);
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assert_eq!(social.len(), 2);
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assert_eq!(social[0], "drinks at bar");
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assert_eq!(social[1], "stretches");
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// No filter: all three
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let all = assemble_behaviors(&primitives, &[], None, &mut rng);
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assert_eq!(all.len(), 3);
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}
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#[test]
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fn assemble_behaviors_hint_fallback_to_any_modifier() {
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use crate::simulation::rng::SimRng;
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let mut rng = SimRng::new(42);
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let primitives = vec![BehaviorPrimitive {
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action: "runs diagnostics".into(),
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context: BehaviorContext::Any,
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modifier_hint: Some("nonexistent_category".into()),
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}];
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let modifiers = vec![BehaviorModifier {
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category: "demeanor".into(),
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clause: "with focused intensity".into(),
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}];
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// Hint doesn't match any modifier category → falls back to any modifier
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let result = assemble_behaviors(&primitives, &modifiers, None, &mut rng);
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assert_eq!(result[0], "runs diagnostics with focused intensity");
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}
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#[test]
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fn behavior_primitive_round_trips_through_ron() {
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let prim = BehaviorPrimitive {
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action: "moves freight containers".into(),
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context: BehaviorContext::OnShift,
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modifier_hint: Some("work_style".into()),
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};
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let ron_str = ron::ser::to_string_pretty(&prim, ron::ser::PrettyConfig::default()).unwrap();
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let deserialized: BehaviorPrimitive = ron::from_str(&ron_str).unwrap();
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assert_eq!(deserialized.action, "moves freight containers");
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assert_eq!(deserialized.context, BehaviorContext::OnShift);
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assert_eq!(deserialized.modifier_hint, Some("work_style".into()));
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}
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#[test]
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fn behavior_modifier_round_trips_through_ron() {
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let modifier = BehaviorModifier {
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category: "work_style".into(),
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clause: "with mechanical efficiency".into(),
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};
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let ron_str = ron::ser::to_string_pretty(&modifier, ron::ser::PrettyConfig::default()).unwrap();
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let deserialized: BehaviorModifier = ron::from_str(&ron_str).unwrap();
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assert_eq!(deserialized.category, "work_style");
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assert_eq!(deserialized.clause, "with mechanical efficiency");
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}
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}
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@@ -117,6 +117,16 @@ impl Plugin for NpcPlugin {
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#[derive(Component, Debug)]
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pub struct Npc;
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/// Voice culture identifier for an NPC entity (D-138).
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///
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/// Stores the culture_id used to key the voice cache. Attached at spawn time
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/// by the content system or generator. Absent NPCs fall back to base text.
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#[derive(Component, Debug, Clone)]
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pub struct NpcVoiceProfile {
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pub culture_id: String,
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}
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/// NPC animation tier (D-047).
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///
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/// Tier 1 (clear): public daily activities — instantly readable.
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