feat(simulation): Sprint 19 — 7 server systems
Protocol handshake (#555): HandshakeMessage as first IPC frame, HandshakeState resource, forward-compatible input handling. State serialization (#96): serialize_npc_to_frozen/deserialize with full D-024 axis coverage (10 new optional fields on NpcSaveState). Scope tags (#98): ScopeTagKind enum, ScopePinned marker, automatic assignment from KnowledgeGraph and RelationshipGraph. Timestamp eviction (#97): LastInteractionTick, SimSpacePressure, BinaryHeap LRU eviction respecting ScopePinned entities. Save/load (#553): save_to_file/load_from_file via MessagePack, SaveGame/LoadGame IPC commands, SaveLoadResultWire on snapshot. Test infrastructure (#200): Layer 3 integration test entry point, three-layer architecture documented per D-030. Information boundary tests (#272): 4 negative tests proving no passive KG leakage, LOS fog holds, tier boundary holds, save isolation per NPC. 1063 tests passing, 0 failures. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -9,6 +9,7 @@ use crate::simulation::inventory::{
|
||||
find_next_slot, occupied_slots_for, CarriedBy, InventorySlot, ItemName, MAX_INVENTORY_SLOTS,
|
||||
};
|
||||
use crate::simulation::movement::{MoveIntent, PlayerCharacter, TilePosition};
|
||||
use crate::simulation::save_io::{SaveLoadCommand, SaveLoadPending};
|
||||
use crate::simulation::stance::{PlayerMoveCooldown, Stance};
|
||||
use crate::simulation::time::{SimulationTime, TickRate};
|
||||
use crate::test_world::reset::{RoomResetTrigger, RoomSnapshots};
|
||||
@@ -74,7 +75,8 @@ impl InputQueue {
|
||||
}
|
||||
|
||||
/// Drains InputQueue for the current tick, converts PlayerActions to ECS components.
|
||||
/// Handles stance toggling (D-053), movement cooldown, and Take/Place verbs (#424).
|
||||
/// Handles stance toggling (D-053), movement cooldown, Take/Place verbs (#424),
|
||||
/// and save/load commands (#553).
|
||||
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
|
||||
pub fn process_player_input(
|
||||
mut input_queue: ResMut<InputQueue>,
|
||||
@@ -94,6 +96,7 @@ pub fn process_player_input(
|
||||
all_positions: Query<&TilePosition>,
|
||||
reset_triggers: Query<&RoomResetTrigger>,
|
||||
mut room_snapshots: Option<ResMut<RoomSnapshots>>,
|
||||
mut save_load: Option<ResMut<SaveLoadPending>>,
|
||||
) {
|
||||
let current_tick = time.tick;
|
||||
let paused = time.paused();
|
||||
@@ -104,12 +107,15 @@ pub fn process_player_input(
|
||||
|
||||
for input in inputs {
|
||||
// Discard all gameplay actions while paused (D-052, R2-OQ-01).
|
||||
// Only Pause/Unpause/TeleportToHub are processed — everything else is discarded.
|
||||
// TeleportToHub is exempted because it's a Gauntlet QA action (#491).
|
||||
// SaveGame/LoadGame are also exempted — saving while paused is valid (#553).
|
||||
if paused
|
||||
&& !matches!(
|
||||
input.action,
|
||||
PlayerAction::Pause | PlayerAction::Unpause | PlayerAction::TeleportToHub
|
||||
PlayerAction::Pause
|
||||
| PlayerAction::Unpause
|
||||
| PlayerAction::TeleportToHub
|
||||
| PlayerAction::SaveGame { .. }
|
||||
| PlayerAction::LoadGame { .. }
|
||||
)
|
||||
{
|
||||
continue;
|
||||
@@ -306,6 +312,26 @@ pub fn process_player_input(
|
||||
PlayerAction::UsePerceptionMode(ref mode) => {
|
||||
tracing::trace!("UsePerceptionMode({}) — no-op for Sprint 1", mode);
|
||||
}
|
||||
PlayerAction::SaveGame { ref path } => {
|
||||
if let Some(ref mut sl) = save_load {
|
||||
sl.pending = Some(SaveLoadCommand::Save {
|
||||
path: std::path::PathBuf::from(path),
|
||||
});
|
||||
tracing::info!("SaveGame queued: {:?}", path);
|
||||
} else {
|
||||
tracing::warn!("SaveGame received but SaveLoadPending resource not registered");
|
||||
}
|
||||
}
|
||||
PlayerAction::LoadGame { ref path } => {
|
||||
if let Some(ref mut sl) = save_load {
|
||||
sl.pending = Some(SaveLoadCommand::Load {
|
||||
path: std::path::PathBuf::from(path),
|
||||
});
|
||||
tracing::info!("LoadGame queued: {:?}", path);
|
||||
} else {
|
||||
tracing::warn!("LoadGame received but SaveLoadPending resource not registered");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -22,6 +22,7 @@ pub mod poi;
|
||||
pub mod poi_discovery;
|
||||
pub mod pressure;
|
||||
pub mod rng;
|
||||
pub mod save_io;
|
||||
pub mod save_state;
|
||||
pub mod sound;
|
||||
pub mod spatial;
|
||||
@@ -43,6 +44,7 @@ impl Plugin for SimulationPlugin {
|
||||
app.init_resource::<time::SimulationTime>()
|
||||
.insert_resource(rng::SimRng::new(0))
|
||||
.init_resource::<input::InputQueue>()
|
||||
.init_resource::<save_io::SaveLoadPending>()
|
||||
.init_resource::<crate::knowledge::EntityRegistry>()
|
||||
.init_resource::<sound::SoundEventQueue>()
|
||||
.init_resource::<spatial::NaiveSpatialIndex>()
|
||||
@@ -61,6 +63,12 @@ impl Plugin for SimulationPlugin {
|
||||
Update,
|
||||
(
|
||||
input::process_player_input,
|
||||
// execute_save_load is an exclusive system (takes &mut World).
|
||||
// Must run after process_player_input (which queues the command)
|
||||
// and before compute_observer_snapshot (which consumes the result).
|
||||
save_io::execute_save_load
|
||||
.after(input::process_player_input)
|
||||
.before(crate::perception::observer::compute_observer_snapshot),
|
||||
pathfinding::compute_paths.after(input::process_player_input),
|
||||
path_follow::follow_paths.after(pathfinding::compute_paths),
|
||||
movement::validate_movement.after(path_follow::follow_paths),
|
||||
|
||||
@@ -0,0 +1,629 @@
|
||||
// Save/load ECS extraction (#553)
|
||||
// Implements D-020 MessagePack format for save files, D-010 determinism.
|
||||
//
|
||||
// Two entry points:
|
||||
// save_to_file: queries ECS, builds SaveStateV1, writes MessagePack to path.
|
||||
// load_from_file: reads path, deserialises SaveStateV1, re-injects ECS state.
|
||||
//
|
||||
// IPC: SaveGame / LoadGame PlayerAction variants queue commands here.
|
||||
// execute_save_load: exclusive system that drains the queue and writes the result
|
||||
// to SnapshotBuffer.pending_save_result for client feedback.
|
||||
|
||||
use std::path::{Path, PathBuf};
|
||||
|
||||
use bevy_ecs::prelude::*;
|
||||
use thiserror::Error;
|
||||
|
||||
use crate::bridge::types::SaveLoadResultWire;
|
||||
use crate::bridge::types::SnapshotBuffer;
|
||||
use crate::knowledge::graph::KnowledgeGraph;
|
||||
use crate::knowledge::registry::EntityRegistry;
|
||||
use crate::npc::Npc;
|
||||
use crate::npc::relationships::RelationshipGraph;
|
||||
use crate::simulation::movement::PlayerCharacter;
|
||||
use crate::simulation::rng::SimRng;
|
||||
use crate::simulation::save_state::{
|
||||
deserialize_npc_from_frozen, serialize_npc_to_frozen, SaveStateV1, SAVE_FORMAT_VERSION,
|
||||
};
|
||||
use crate::simulation::tier::BackgroundSim;
|
||||
use crate::simulation::time::SimulationTime;
|
||||
|
||||
/// Errors from save/load operations (#553).
|
||||
#[derive(Debug, Error)]
|
||||
pub enum SaveLoadError {
|
||||
#[error("I/O error: {0}")]
|
||||
Io(String),
|
||||
#[error("serialization error: {0}")]
|
||||
Serialize(String),
|
||||
#[error("deserialization error: {0}")]
|
||||
Deserialize(String),
|
||||
#[error("format version mismatch: expected {expected}, found {found}")]
|
||||
VersionMismatch { expected: u8, found: u8 },
|
||||
}
|
||||
|
||||
/// A queued save or load command (#553).
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum SaveLoadCommand {
|
||||
Save { path: PathBuf },
|
||||
Load { path: PathBuf },
|
||||
}
|
||||
|
||||
/// Pending save/load command resource (#553).
|
||||
///
|
||||
/// `process_player_input` queues commands here when it encounters
|
||||
/// `PlayerAction::SaveGame` or `PlayerAction::LoadGame`. The
|
||||
/// `execute_save_load` exclusive system drains this queue each tick.
|
||||
#[derive(Resource, Debug, Default)]
|
||||
pub struct SaveLoadPending {
|
||||
/// Pending command (at most one; new commands overwrite pending ones).
|
||||
pub pending: Option<SaveLoadCommand>,
|
||||
}
|
||||
|
||||
/// Extract world state into `SaveStateV1` and write MessagePack bytes to `path` (#553).
|
||||
///
|
||||
/// Queries all NPC entities, the player knowledge graph, global relationship graph,
|
||||
/// simulation time, and RNG seed. Builds `SaveStateV1` and writes to disk.
|
||||
///
|
||||
/// NPC states are sorted by `stable_id` ascending for determinism (D-010).
|
||||
/// NPCs without `StableEntityId` trigger a panic (caller invariant — all live
|
||||
/// NPCs must be registered before save).
|
||||
///
|
||||
/// # Errors
|
||||
/// `SaveLoadError::Io` on filesystem failure.
|
||||
/// `SaveLoadError::Serialize` on MessagePack encoding failure.
|
||||
pub fn save_to_file(path: &Path, world: &mut World) -> Result<(), SaveLoadError> {
|
||||
// Simulation clock
|
||||
let (tick, tick_rate) = {
|
||||
let t = world.resource::<SimulationTime>();
|
||||
(t.tick, t.tick_rate)
|
||||
};
|
||||
|
||||
// RNG seed for deterministic replay (D-010)
|
||||
let seed = world.resource::<SimRng>().seed();
|
||||
|
||||
// Player knowledge graph — the observer's epistemics at save time
|
||||
let player_knowledge = {
|
||||
let mut q = world.query_filtered::<&KnowledgeGraph, With<PlayerCharacter>>();
|
||||
q.single(world)
|
||||
.cloned()
|
||||
.unwrap_or_else(|_| KnowledgeGraph::new())
|
||||
};
|
||||
|
||||
// Global NPC social web
|
||||
let relationship_graph = world.resource::<RelationshipGraph>().clone();
|
||||
|
||||
// Per-NPC states: collect then sort by stable_id (D-010 determinism)
|
||||
let npc_entities: Vec<Entity> = {
|
||||
let mut q = world.query_filtered::<Entity, With<Npc>>();
|
||||
q.iter(world).collect()
|
||||
};
|
||||
let mut npc_states: Vec<_> = npc_entities
|
||||
.iter()
|
||||
.map(|&entity| serialize_npc_to_frozen(entity, world))
|
||||
.collect();
|
||||
npc_states.sort_by_key(|s| s.stable_id.0);
|
||||
|
||||
let npc_count = npc_states.len();
|
||||
let state = SaveStateV1 {
|
||||
format_version: SAVE_FORMAT_VERSION,
|
||||
tick,
|
||||
tick_rate,
|
||||
seed,
|
||||
player_knowledge,
|
||||
relationship_graph,
|
||||
npc_states,
|
||||
};
|
||||
|
||||
let bytes = state
|
||||
.to_bytes()
|
||||
.map_err(|e| SaveLoadError::Serialize(e.to_string()))?;
|
||||
|
||||
std::fs::write(path, &bytes).map_err(|e| SaveLoadError::Io(e.to_string()))?;
|
||||
|
||||
tracing::info!(
|
||||
"save_to_file: {:?} (tick={}, npcs={}, {} bytes)",
|
||||
path,
|
||||
tick,
|
||||
npc_count,
|
||||
bytes.len()
|
||||
);
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Read `path`, deserialise `SaveStateV1`, and re-inject state into the ECS (#553).
|
||||
///
|
||||
/// Steps:
|
||||
/// 1. Read and deserialise bytes; reject if `format_version != SAVE_FORMAT_VERSION`.
|
||||
/// 2. Despawn all existing NPC entities and unregister them from `EntityRegistry`.
|
||||
/// 3. Re-spawn each NPC via `deserialize_npc_from_frozen`; register with
|
||||
/// `register_existing`; insert `BackgroundSim` tier marker.
|
||||
/// 4. Advance `EntityRegistry` counter past all restored IDs.
|
||||
/// 5. Restore `RelationshipGraph`, `SimulationTime`, and `SimRng` resources.
|
||||
/// 6. Update the player entity's `KnowledgeGraph` if a player entity exists.
|
||||
///
|
||||
/// **Gotcha (D-010):** Bevy `Entity` handles are generational. `NpcSaveState` uses
|
||||
/// `StableId(u64)` throughout — `EntityRegistry` maps restored `StableId`s to the
|
||||
/// new `Entity` handles after re-spawn.
|
||||
///
|
||||
/// # Errors
|
||||
/// `SaveLoadError::Io` on filesystem failure.
|
||||
/// `SaveLoadError::Deserialize` on MessagePack decoding failure.
|
||||
/// `SaveLoadError::VersionMismatch` when the save file predates the current schema.
|
||||
pub fn load_from_file(path: &Path, world: &mut World) -> Result<(), SaveLoadError> {
|
||||
let bytes = std::fs::read(path).map_err(|e| SaveLoadError::Io(e.to_string()))?;
|
||||
let state =
|
||||
SaveStateV1::from_bytes(&bytes).map_err(|e| SaveLoadError::Deserialize(e.to_string()))?;
|
||||
|
||||
if state.format_version != SAVE_FORMAT_VERSION {
|
||||
return Err(SaveLoadError::VersionMismatch {
|
||||
expected: SAVE_FORMAT_VERSION,
|
||||
found: state.format_version,
|
||||
});
|
||||
}
|
||||
|
||||
let npc_count = state.npc_states.len();
|
||||
|
||||
// Despawn all existing NPC entities and clear their registry entries.
|
||||
let npc_entities: Vec<Entity> = {
|
||||
let mut q = world.query_filtered::<Entity, With<Npc>>();
|
||||
q.iter(world).collect()
|
||||
};
|
||||
for entity in npc_entities {
|
||||
world.resource_mut::<EntityRegistry>().unregister(entity);
|
||||
world.despawn(entity);
|
||||
}
|
||||
|
||||
// Track the highest restored StableId so we can advance the counter.
|
||||
let mut max_id: u64 = 0;
|
||||
|
||||
// Re-spawn NPCs, assign tier marker, register pre-existing StableIds.
|
||||
for npc_state in &state.npc_states {
|
||||
let entity = deserialize_npc_from_frozen(npc_state, world);
|
||||
|
||||
// Loaded NPCs start in BackgroundSim; the distance system promotes as needed.
|
||||
world.entity_mut(entity).insert(BackgroundSim);
|
||||
|
||||
let stable_id = npc_state.stable_id;
|
||||
world
|
||||
.resource_mut::<EntityRegistry>()
|
||||
.register_existing(entity, stable_id);
|
||||
|
||||
max_id = max_id.max(stable_id.0);
|
||||
}
|
||||
|
||||
// Advance the registry counter past all restored IDs so future register()
|
||||
// calls produce non-conflicting IDs.
|
||||
if npc_count > 0 {
|
||||
world.resource_mut::<EntityRegistry>().advance_past(max_id);
|
||||
}
|
||||
|
||||
// Restore simulation resources.
|
||||
world.insert_resource(state.relationship_graph);
|
||||
{
|
||||
let mut t = world.resource_mut::<SimulationTime>();
|
||||
t.tick = state.tick;
|
||||
t.tick_rate = state.tick_rate;
|
||||
}
|
||||
world.insert_resource(SimRng::new(state.seed));
|
||||
|
||||
// Update the player entity's KnowledgeGraph if a player exists.
|
||||
let player_entity = {
|
||||
let mut q = world.query_filtered::<Entity, With<PlayerCharacter>>();
|
||||
q.single(world).ok()
|
||||
};
|
||||
if let Some(player_entity) = player_entity {
|
||||
world
|
||||
.entity_mut(player_entity)
|
||||
.insert(state.player_knowledge);
|
||||
}
|
||||
|
||||
tracing::info!(
|
||||
"load_from_file: {:?} (tick={}, npcs={})",
|
||||
path,
|
||||
state.tick,
|
||||
npc_count,
|
||||
);
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Exclusive system: drain `SaveLoadPending` and execute queued save/load (#553).
|
||||
///
|
||||
/// Runs each tick, after `process_player_input`. If a command is pending,
|
||||
/// executes it and writes `SaveLoadResultWire` to `SnapshotBuffer.pending_save_result`
|
||||
/// for consumption by `compute_observer_snapshot` the same tick.
|
||||
pub fn execute_save_load(world: &mut World) {
|
||||
// Take the pending command (releases the borrow before we use world again).
|
||||
let command = {
|
||||
let mut pending = world.resource_mut::<SaveLoadPending>();
|
||||
pending.pending.take()
|
||||
};
|
||||
|
||||
let Some(command) = command else {
|
||||
return;
|
||||
};
|
||||
|
||||
let (kind_str, result) = match &command {
|
||||
SaveLoadCommand::Save { path } => {
|
||||
let r = save_to_file(path, world);
|
||||
("save", r)
|
||||
}
|
||||
SaveLoadCommand::Load { path } => {
|
||||
let r = load_from_file(path, world);
|
||||
("load", r)
|
||||
}
|
||||
};
|
||||
|
||||
let wire_result = match result {
|
||||
Ok(()) => {
|
||||
tracing::info!("execute_save_load: {} completed", kind_str);
|
||||
SaveLoadResultWire {
|
||||
success: true,
|
||||
kind: kind_str.to_string(),
|
||||
error: None,
|
||||
}
|
||||
}
|
||||
Err(ref e) => {
|
||||
tracing::error!("execute_save_load: {} failed: {}", kind_str, e);
|
||||
SaveLoadResultWire {
|
||||
success: false,
|
||||
kind: kind_str.to_string(),
|
||||
error: Some(e.to_string()),
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Write result to SnapshotBuffer for client feedback (one tick only — consumed by
|
||||
// compute_observer_snapshot via pending_save_result.take()).
|
||||
if let Some(mut buf) = world.get_resource_mut::<SnapshotBuffer>() {
|
||||
buf.pending_save_result = Some(wire_result);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::knowledge::graph::KnowledgeGraph;
|
||||
use crate::knowledge::registry::{EntityRegistry, StableEntityId};
|
||||
use crate::knowledge::types::StableId;
|
||||
use crate::npc::Npc;
|
||||
use crate::npc::relationships::RelationshipGraph;
|
||||
use crate::simulation::movement::TilePosition;
|
||||
use crate::simulation::rng::SimRng;
|
||||
use crate::simulation::save_state::{SaveStateV1, SAVE_FORMAT_VERSION};
|
||||
use crate::simulation::time::{SimulationTime, TickRate};
|
||||
use bevy_ecs::world::World;
|
||||
use std::sync::atomic::{AtomicU64, Ordering};
|
||||
|
||||
static COUNTER: AtomicU64 = AtomicU64::new(0);
|
||||
|
||||
fn temp_path() -> PathBuf {
|
||||
let id = COUNTER.fetch_add(1, Ordering::Relaxed);
|
||||
std::env::temp_dir().join(format!("settled_reach_save_io_test_{}.msgpack", id))
|
||||
}
|
||||
|
||||
fn minimal_world() -> World {
|
||||
let mut w = World::new();
|
||||
w.insert_resource(SimulationTime::default());
|
||||
w.insert_resource(SimRng::new(42));
|
||||
w.insert_resource(RelationshipGraph::new());
|
||||
w.init_resource::<EntityRegistry>();
|
||||
w
|
||||
}
|
||||
|
||||
fn spawn_test_npc(world: &mut World, stable_id: u64) -> Entity {
|
||||
world
|
||||
.spawn((
|
||||
Npc,
|
||||
StableEntityId(StableId(stable_id)),
|
||||
TilePosition::new(stable_id as i32, 0, 0),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// save_to_file
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn save_to_file_creates_valid_msgpack() {
|
||||
let mut world = minimal_world();
|
||||
spawn_test_npc(&mut world, 1);
|
||||
spawn_test_npc(&mut world, 2);
|
||||
|
||||
let path = temp_path();
|
||||
save_to_file(&path, &mut world).expect("save should succeed");
|
||||
|
||||
let bytes = std::fs::read(&path).expect("file should exist");
|
||||
let state = SaveStateV1::from_bytes(&bytes).expect("bytes must be valid msgpack");
|
||||
assert_eq!(state.format_version, SAVE_FORMAT_VERSION);
|
||||
assert_eq!(state.npc_states.len(), 2);
|
||||
|
||||
let _ = std::fs::remove_file(&path);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn save_to_file_sorts_npc_states_by_stable_id() {
|
||||
let mut world = minimal_world();
|
||||
// Spawn in reverse order — save should still sort ascending
|
||||
spawn_test_npc(&mut world, 50);
|
||||
spawn_test_npc(&mut world, 10);
|
||||
spawn_test_npc(&mut world, 30);
|
||||
|
||||
let path = temp_path();
|
||||
save_to_file(&path, &mut world).expect("save should succeed");
|
||||
|
||||
let bytes = std::fs::read(&path).expect("read saved file");
|
||||
let state = SaveStateV1::from_bytes(&bytes).unwrap();
|
||||
let ids: Vec<u64> = state.npc_states.iter().map(|n| n.stable_id.0).collect();
|
||||
assert_eq!(ids, vec![10, 30, 50], "npc_states must be sorted by stable_id");
|
||||
|
||||
let _ = std::fs::remove_file(&path);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn save_to_file_preserves_tick_and_seed() {
|
||||
let mut world = minimal_world();
|
||||
{
|
||||
let mut t = world.resource_mut::<SimulationTime>();
|
||||
t.tick = 9999;
|
||||
t.tick_rate = TickRate::Half;
|
||||
}
|
||||
world.insert_resource(SimRng::new(0xDEADBEEF));
|
||||
|
||||
let path = temp_path();
|
||||
save_to_file(&path, &mut world).expect("save");
|
||||
|
||||
let bytes = std::fs::read(&path).unwrap();
|
||||
let state = SaveStateV1::from_bytes(&bytes).unwrap();
|
||||
assert_eq!(state.tick, 9999);
|
||||
assert_eq!(state.tick_rate, TickRate::Half);
|
||||
assert_eq!(state.seed, 0xDEADBEEF);
|
||||
|
||||
let _ = std::fs::remove_file(&path);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn save_to_file_returns_io_error_on_bad_path() {
|
||||
let mut world = minimal_world();
|
||||
let bad_path = std::path::Path::new("/nonexistent/directory/save.msgpack");
|
||||
let result = save_to_file(bad_path, &mut world);
|
||||
assert!(
|
||||
matches!(result, Err(SaveLoadError::Io(_))),
|
||||
"expected Io error for bad path"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// load_from_file
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn load_from_file_restores_npc_count() {
|
||||
let mut world = minimal_world();
|
||||
spawn_test_npc(&mut world, 1);
|
||||
spawn_test_npc(&mut world, 2);
|
||||
|
||||
let path = temp_path();
|
||||
save_to_file(&path, &mut world).expect("save");
|
||||
|
||||
// Spawn an extra NPC — loading should despawn the old NPCs and restore exactly 2
|
||||
spawn_test_npc(&mut world, 99);
|
||||
let pre_load_count = {
|
||||
let mut q = world.query_filtered::<Entity, With<Npc>>();
|
||||
q.iter(&world).count()
|
||||
};
|
||||
assert_eq!(pre_load_count, 3, "three NPCs before load");
|
||||
|
||||
load_from_file(&path, &mut world).expect("load");
|
||||
|
||||
let post_load_count = {
|
||||
let mut q = world.query_filtered::<Entity, With<Npc>>();
|
||||
q.iter(&world).count()
|
||||
};
|
||||
assert_eq!(post_load_count, 2, "exactly the two saved NPCs after load");
|
||||
|
||||
let _ = std::fs::remove_file(&path);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn load_from_file_restores_stable_ids_in_registry() {
|
||||
let mut world = minimal_world();
|
||||
spawn_test_npc(&mut world, 10);
|
||||
spawn_test_npc(&mut world, 20);
|
||||
|
||||
let path = temp_path();
|
||||
save_to_file(&path, &mut world).expect("save");
|
||||
load_from_file(&path, &mut world).expect("load");
|
||||
|
||||
let registry = world.resource::<EntityRegistry>();
|
||||
assert!(
|
||||
registry.to_entity(&StableId(10)).is_some(),
|
||||
"StableId(10) must be in registry after load"
|
||||
);
|
||||
assert!(
|
||||
registry.to_entity(&StableId(20)).is_some(),
|
||||
"StableId(20) must be in registry after load"
|
||||
);
|
||||
|
||||
let _ = std::fs::remove_file(&path);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn load_from_file_restores_tick_and_seed() {
|
||||
let mut world = minimal_world();
|
||||
{
|
||||
let mut t = world.resource_mut::<SimulationTime>();
|
||||
t.tick = 5000;
|
||||
}
|
||||
world.insert_resource(SimRng::new(12345));
|
||||
|
||||
let path = temp_path();
|
||||
save_to_file(&path, &mut world).expect("save");
|
||||
|
||||
// Change time and seed, then load
|
||||
{
|
||||
let mut t = world.resource_mut::<SimulationTime>();
|
||||
t.tick = 1;
|
||||
}
|
||||
world.insert_resource(SimRng::new(0));
|
||||
|
||||
load_from_file(&path, &mut world).expect("load");
|
||||
|
||||
let t = world.resource::<SimulationTime>();
|
||||
assert_eq!(t.tick, 5000, "tick restored from save");
|
||||
assert_eq!(
|
||||
world.resource::<SimRng>().seed(),
|
||||
12345,
|
||||
"seed restored from save"
|
||||
);
|
||||
|
||||
let _ = std::fs::remove_file(&path);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn load_from_file_rejects_wrong_format_version() {
|
||||
// Craft a save with a wrong format_version
|
||||
let bad_state = SaveStateV1 {
|
||||
format_version: 0xFF, // deliberately wrong
|
||||
tick: 0,
|
||||
tick_rate: TickRate::Full,
|
||||
seed: 0,
|
||||
player_knowledge: KnowledgeGraph::new(),
|
||||
relationship_graph: RelationshipGraph::new(),
|
||||
npc_states: vec![],
|
||||
};
|
||||
let bytes = bad_state.to_bytes().expect("serialize");
|
||||
let path = temp_path();
|
||||
std::fs::write(&path, &bytes).expect("write");
|
||||
|
||||
let mut world = minimal_world();
|
||||
let result = load_from_file(&path, &mut world);
|
||||
assert!(
|
||||
matches!(result, Err(SaveLoadError::VersionMismatch { .. })),
|
||||
"expected VersionMismatch error, got {:?}",
|
||||
result
|
||||
);
|
||||
|
||||
let _ = std::fs::remove_file(&path);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn load_from_file_returns_io_error_for_missing_file() {
|
||||
let mut world = minimal_world();
|
||||
let missing = std::path::Path::new("/tmp/settled_reach_nonexistent_42.msgpack");
|
||||
let result = load_from_file(missing, &mut world);
|
||||
assert!(
|
||||
matches!(result, Err(SaveLoadError::Io(_))),
|
||||
"expected Io error for missing file"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn load_from_file_assigns_background_sim_tier() {
|
||||
let mut world = minimal_world();
|
||||
spawn_test_npc(&mut world, 1);
|
||||
|
||||
let path = temp_path();
|
||||
save_to_file(&path, &mut world).expect("save");
|
||||
load_from_file(&path, &mut world).expect("load");
|
||||
|
||||
let has_background: bool = {
|
||||
let mut q = world.query_filtered::<Entity, (With<Npc>, With<BackgroundSim>)>();
|
||||
q.iter(&world).count() > 0
|
||||
};
|
||||
assert!(
|
||||
has_background,
|
||||
"loaded NPC should be in BackgroundSim tier"
|
||||
);
|
||||
|
||||
let _ = std::fs::remove_file(&path);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// execute_save_load
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn execute_save_load_noop_when_no_pending() {
|
||||
let mut world = minimal_world();
|
||||
world.init_resource::<SaveLoadPending>();
|
||||
world.init_resource::<SnapshotBuffer>();
|
||||
|
||||
execute_save_load(&mut world);
|
||||
|
||||
// No result written when no pending command
|
||||
let buf = world.resource::<SnapshotBuffer>();
|
||||
assert!(
|
||||
buf.pending_save_result.is_none(),
|
||||
"no pending_save_result when no command was queued"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn execute_save_load_writes_success_result() {
|
||||
let mut world = minimal_world();
|
||||
world.init_resource::<SnapshotBuffer>();
|
||||
|
||||
let path = temp_path();
|
||||
world.insert_resource(SaveLoadPending {
|
||||
pending: Some(SaveLoadCommand::Save { path: path.clone() }),
|
||||
});
|
||||
|
||||
execute_save_load(&mut world);
|
||||
|
||||
let buf = world.resource::<SnapshotBuffer>();
|
||||
let result = buf
|
||||
.pending_save_result
|
||||
.as_ref()
|
||||
.expect("result must be written after execute");
|
||||
assert!(result.success, "save should succeed");
|
||||
assert_eq!(result.kind, "save");
|
||||
assert!(result.error.is_none());
|
||||
|
||||
let _ = std::fs::remove_file(&path);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn execute_save_load_writes_error_result_on_bad_path() {
|
||||
let mut world = minimal_world();
|
||||
world.init_resource::<SnapshotBuffer>();
|
||||
|
||||
world.insert_resource(SaveLoadPending {
|
||||
pending: Some(SaveLoadCommand::Save {
|
||||
path: PathBuf::from("/nonexistent/dir/save.msgpack"),
|
||||
}),
|
||||
});
|
||||
|
||||
execute_save_load(&mut world);
|
||||
|
||||
let buf = world.resource::<SnapshotBuffer>();
|
||||
let result = buf
|
||||
.pending_save_result
|
||||
.as_ref()
|
||||
.expect("result must be written even on failure");
|
||||
assert!(!result.success, "save should fail with bad path");
|
||||
assert_eq!(result.kind, "save");
|
||||
assert!(result.error.is_some(), "error message should be present");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// SaveLoadError display
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn save_load_error_display() {
|
||||
let e = SaveLoadError::Io("disk full".into());
|
||||
assert!(e.to_string().contains("disk full"));
|
||||
|
||||
let e2 = SaveLoadError::VersionMismatch {
|
||||
expected: 1,
|
||||
found: 2,
|
||||
};
|
||||
assert!(e2.to_string().contains("expected 1"));
|
||||
assert!(e2.to_string().contains("found 2"));
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,8 @@
|
||||
//!
|
||||
//! `SaveStateV1` is the versioned serialization envelope for full game state.
|
||||
//! Shares architecture with #96 (state serialization system) — this module
|
||||
//! defines the data model only; ECS extraction and injection is #257.
|
||||
//! defines the data model AND the per-NPC serialization primitives for tier
|
||||
//! eviction freeze/thaw (#96).
|
||||
//!
|
||||
//! ## Write format: MessagePack
|
||||
//!
|
||||
@@ -34,12 +35,22 @@
|
||||
//! - `NpcMemory` (intentionally excluded — stale inferences would be wrong after
|
||||
//! reload; memory degrades naturally over time so reset-on-load is acceptable)
|
||||
|
||||
use bevy_ecs::entity::Entity;
|
||||
use bevy_ecs::world::World;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
use crate::knowledge::graph::KnowledgeGraph;
|
||||
use crate::knowledge::registry::StableEntityId;
|
||||
use crate::knowledge::types::StableId;
|
||||
use crate::npc::{SecretSeverity, Relationships};
|
||||
use crate::npc::{
|
||||
CombatCapability, Contentment, DailyRoutine, InformationInventory, JobPerformance, Npc,
|
||||
PersonalityTraits, Relationships, Secret, SecretSeverity, SkillSet, TellSystem,
|
||||
ToleranceThreshold, Want, WantKind,
|
||||
};
|
||||
use crate::npc::awareness::PlayerAwareness;
|
||||
use crate::npc::mood::MoodState;
|
||||
use crate::npc::relationships::RelationshipGraph;
|
||||
use crate::npc::vision::{NpcMemory, NpcVisionState};
|
||||
use crate::simulation::movement::TilePosition;
|
||||
use crate::simulation::time::TickRate;
|
||||
|
||||
@@ -76,9 +87,36 @@ pub struct SaveStateV1 {
|
||||
|
||||
/// Per-NPC state snapshot for `SaveStateV1`.
|
||||
///
|
||||
/// Captures the D-024 axis values and position. On load, the full NPC entity
|
||||
/// is reconstructed by injecting these values into the appropriate components.
|
||||
/// Field order matches the 10-axis model (D-024) for readability.
|
||||
/// Two usage contexts:
|
||||
/// 1. **Whole-game save** (`SaveStateV1.npc_states`): populated by #553 ECS extraction.
|
||||
/// Only the core axis fields need to be populated for this use case.
|
||||
/// 2. **Tier eviction freeze** (produced by `serialize_npc_to_frozen`): captures ALL
|
||||
/// components needed for full NPC reconstruction from `StateSaved` tier.
|
||||
/// The extended optional fields (#96) carry all 10 D-024 axes.
|
||||
///
|
||||
/// All fields added post-#256 use `#[serde(default)]` for forward compatibility
|
||||
/// with older save files that predate these fields.
|
||||
///
|
||||
/// ## D-024 axis coverage
|
||||
/// | Axis | Field | Status |
|
||||
/// |------|-------|--------|
|
||||
/// | 1: Want | `want` | Full (optional for backward compat) |
|
||||
/// | 2: Secret | `secret_severity` (legacy) + `secret` | Full |
|
||||
/// | 3: Relationships | `relationships` | Full |
|
||||
/// | 4: Tolerance | `current_stress` + `tolerance_threshold` | Full |
|
||||
/// | 5: Daily routine | `routine` | Full (optional) |
|
||||
/// | 6: Information inventory | `information_inventory` | Full (optional) |
|
||||
/// | 7: Contentment | `contentment` | Full |
|
||||
/// | Supporting 1: Personality | `personality_traits` | Full (optional) |
|
||||
/// | Supporting 2: Tells | `tell_system` | Full (optional) |
|
||||
/// | Supporting 3: Skills | `skill_set` + `combat_capability` | Full (optional) |
|
||||
///
|
||||
/// ## Components intentionally NOT serialized
|
||||
/// - `NpcVisionState`: runtime LOS state, reset to default on reactivation
|
||||
/// - `NpcMemory`: stale inferences would be wrong after reload (intentional drop)
|
||||
/// - `PlayerAwareness`: runtime derived state, reset to default on reactivation
|
||||
/// - `AnimationTier`: resets to `Tier1` on reactivation (no persistent state)
|
||||
/// - `RoutineDeviation`: transient event marker, acceptable to drop on reload
|
||||
#[derive(Debug, Clone, Serialize, Deserialize)]
|
||||
pub struct NpcSaveState {
|
||||
/// Stable entity identifier (survives serialization — D-020).
|
||||
@@ -86,7 +124,8 @@ pub struct NpcSaveState {
|
||||
/// Last known tile position.
|
||||
pub position: TilePosition,
|
||||
|
||||
// Axis 2: Secret severity (description is regenerated from content on load)
|
||||
// Axis 2: Secret severity (legacy field — description regenerated from content on load).
|
||||
// Kept for backward compatibility. Prefer `secret` field when doing full reconstruction.
|
||||
pub secret_severity: SecretSeverity,
|
||||
// Axis 3: Per-NPC relationship slots
|
||||
pub relationships: Option<Relationships>,
|
||||
@@ -99,6 +138,52 @@ pub struct NpcSaveState {
|
||||
|
||||
/// Per-NPC knowledge graph (if present — Active-tier NPCs carry KG).
|
||||
pub knowledge_graph: Option<KnowledgeGraph>,
|
||||
|
||||
// --- Full reconstruction fields (added #96, for tier eviction freeze) ---
|
||||
// All fields below use serde(default) for backward compatibility with saves
|
||||
// created before #96 shipped.
|
||||
|
||||
/// Axis 1: Want (primary drive, intensity, and description).
|
||||
#[serde(default)]
|
||||
pub want: Option<Want>,
|
||||
|
||||
/// Axis 2: Full secret (description + known_by list).
|
||||
/// Supersedes `secret_severity` for full reconstruction.
|
||||
#[serde(default)]
|
||||
pub secret: Option<Secret>,
|
||||
|
||||
/// Axis 5: Daily routine (phase → location schedule).
|
||||
#[serde(default)]
|
||||
pub routine: Option<DailyRoutine>,
|
||||
|
||||
/// Axis 6: Information inventory (facts this NPC carries).
|
||||
#[serde(default)]
|
||||
pub information_inventory: Option<InformationInventory>,
|
||||
|
||||
/// Supporting axis 1: Personality traits (2–3 traits, no contradictory pairs).
|
||||
#[serde(default)]
|
||||
pub personality_traits: Option<PersonalityTraits>,
|
||||
|
||||
/// Supporting axis 2: Tell system (behavioral tells tied to stress/personality).
|
||||
#[serde(default)]
|
||||
pub tell_system: Option<TellSystem>,
|
||||
|
||||
/// Supporting axis 3: Skill set (proficiency BTreeMap).
|
||||
#[serde(default)]
|
||||
pub skill_set: Option<SkillSet>,
|
||||
|
||||
/// Optional combat capability (only present for combat-trained NPCs).
|
||||
#[serde(default)]
|
||||
pub combat_capability: Option<CombatCapability>,
|
||||
|
||||
/// Mood state at save time. Derived from stress but worth preserving across
|
||||
/// tier transitions to avoid jarring state resets on reactivation.
|
||||
#[serde(default)]
|
||||
pub mood_state: Option<MoodState>,
|
||||
|
||||
/// Job performance score — drifts over time, persist across tier transitions.
|
||||
#[serde(default)]
|
||||
pub job_performance: Option<JobPerformance>,
|
||||
}
|
||||
|
||||
impl SaveStateV1 {
|
||||
@@ -113,6 +198,166 @@ impl SaveStateV1 {
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Per-NPC tier eviction serialization primitives (#96)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Serialize a live NPC entity to a `NpcSaveState` frozen struct.
|
||||
///
|
||||
/// Used by the tier eviction system when demoting an entity to `StateSaved`:
|
||||
/// instead of keeping all ECS components live, the entity is frozen and despawned.
|
||||
/// The caller should despawn the entity after calling this function.
|
||||
///
|
||||
/// **Caller invariant:** The entity must have a `StableEntityId` component.
|
||||
/// All other components are optional — missing components produce sensible defaults
|
||||
/// in the output (and will be reconstructed as defaults by `deserialize_npc_from_frozen`).
|
||||
///
|
||||
/// # Panics
|
||||
/// Panics if the entity has no `StableEntityId` component.
|
||||
pub fn serialize_npc_to_frozen(entity: Entity, world: &World) -> NpcSaveState {
|
||||
let position = world
|
||||
.get::<TilePosition>(entity)
|
||||
.copied()
|
||||
.unwrap_or_else(|| TilePosition::new(0, 0, 0));
|
||||
|
||||
let stable_id = world
|
||||
.get::<StableEntityId>(entity)
|
||||
.map(|s| s.0)
|
||||
.expect("NPC entity must have StableEntityId before serialization (#96)");
|
||||
|
||||
let secret = world.get::<Secret>(entity).cloned();
|
||||
let secret_severity = secret
|
||||
.as_ref()
|
||||
.map(|s| s.severity)
|
||||
.unwrap_or(SecretSeverity::Minor);
|
||||
|
||||
let (current_stress, tolerance_threshold) = world
|
||||
.get::<ToleranceThreshold>(entity)
|
||||
.map(|t| (t.current_stress, t.threshold))
|
||||
.unwrap_or((0, 50));
|
||||
|
||||
NpcSaveState {
|
||||
stable_id,
|
||||
position,
|
||||
secret_severity,
|
||||
relationships: world.get::<Relationships>(entity).cloned(),
|
||||
current_stress,
|
||||
tolerance_threshold,
|
||||
contentment: world
|
||||
.get::<Contentment>(entity)
|
||||
.map(|c| c.level)
|
||||
.unwrap_or(0),
|
||||
knowledge_graph: world.get::<KnowledgeGraph>(entity).cloned(),
|
||||
want: world.get::<Want>(entity).cloned(),
|
||||
secret,
|
||||
routine: world.get::<DailyRoutine>(entity).cloned(),
|
||||
information_inventory: world.get::<InformationInventory>(entity).cloned(),
|
||||
personality_traits: world.get::<PersonalityTraits>(entity).cloned(),
|
||||
tell_system: world.get::<TellSystem>(entity).cloned(),
|
||||
skill_set: world.get::<SkillSet>(entity).cloned(),
|
||||
combat_capability: world.get::<CombatCapability>(entity).cloned(),
|
||||
mood_state: world.get::<MoodState>(entity).cloned(),
|
||||
job_performance: world.get::<JobPerformance>(entity).cloned(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Deserialize a frozen `NpcSaveState` and re-spawn a full NPC entity.
|
||||
///
|
||||
/// Used by the tier eviction system when reactivating an entity from `StateSaved`.
|
||||
/// Reconstructs all D-024 axis components from the frozen state.
|
||||
///
|
||||
/// **Caller responsibilities after calling this function:**
|
||||
/// 1. Register the returned `Entity` with `EntityRegistry` (StableId→Entity mapping).
|
||||
/// 2. Assign the appropriate tier marker (`ActiveSim` or `BackgroundSim`).
|
||||
///
|
||||
/// Optional fields that are absent in `state` are reconstructed with sensible defaults:
|
||||
/// - `Want`: defaults to `Safety` at intensity 5 (conservative non-disruptive default)
|
||||
/// - `Secret`: reconstructed from `secret_severity` with empty description
|
||||
/// - `MoodState`, `JobPerformance`: their `Default` implementations
|
||||
///
|
||||
/// Components excluded from reconstruction (see `NpcSaveState` doc for rationale):
|
||||
/// `NpcVisionState`, `NpcMemory`, `PlayerAwareness` are reset to their `Default` states.
|
||||
pub fn deserialize_npc_from_frozen(state: &NpcSaveState, world: &mut World) -> Entity {
|
||||
let want = state.want.clone().unwrap_or(Want {
|
||||
primary: WantKind::Safety, // conservative fallback — see flag comment above
|
||||
intensity: 5,
|
||||
description: String::new(),
|
||||
});
|
||||
|
||||
let secret = state.secret.clone().unwrap_or(crate::npc::Secret {
|
||||
description: String::new(),
|
||||
severity: state.secret_severity,
|
||||
known_by: vec![],
|
||||
});
|
||||
|
||||
let relationships = state
|
||||
.relationships
|
||||
.clone()
|
||||
.unwrap_or(Relationships { entries: vec![] });
|
||||
|
||||
let tolerance = ToleranceThreshold {
|
||||
current_stress: state.current_stress,
|
||||
threshold: state.tolerance_threshold,
|
||||
};
|
||||
|
||||
let contentment = Contentment {
|
||||
level: state.contentment,
|
||||
};
|
||||
|
||||
let kg = state
|
||||
.knowledge_graph
|
||||
.clone()
|
||||
.unwrap_or_else(KnowledgeGraph::new);
|
||||
|
||||
// Spawn the entity with all required components. Tier marker (ActiveSim /
|
||||
// BackgroundSim) is NOT added here — the caller assigns it after registration.
|
||||
let entity = world
|
||||
.spawn((
|
||||
Npc,
|
||||
state.position,
|
||||
StableEntityId(state.stable_id),
|
||||
want,
|
||||
secret,
|
||||
relationships,
|
||||
tolerance,
|
||||
contentment,
|
||||
kg,
|
||||
state.mood_state.clone().unwrap_or_default(),
|
||||
state.job_performance.clone().unwrap_or_default(),
|
||||
// Runtime-computed components: reset to default on reactivation.
|
||||
NpcVisionState::default(),
|
||||
NpcMemory::default(),
|
||||
PlayerAwareness::default(),
|
||||
))
|
||||
.id();
|
||||
|
||||
// Optional axis components — insert only if present in frozen state.
|
||||
{
|
||||
let mut em = world.entity_mut(entity);
|
||||
|
||||
if let Some(routine) = state.routine.clone() {
|
||||
em.insert(routine);
|
||||
}
|
||||
if let Some(inventory) = state.information_inventory.clone() {
|
||||
em.insert(inventory);
|
||||
}
|
||||
if let Some(traits) = state.personality_traits.clone() {
|
||||
em.insert(traits);
|
||||
}
|
||||
if let Some(tells) = state.tell_system.clone() {
|
||||
em.insert(tells);
|
||||
}
|
||||
if let Some(skills) = state.skill_set.clone() {
|
||||
em.insert(skills);
|
||||
}
|
||||
if let Some(combat) = state.combat_capability.clone() {
|
||||
em.insert(combat);
|
||||
}
|
||||
}
|
||||
|
||||
entity
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -121,6 +366,7 @@ impl SaveStateV1 {
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::knowledge::graph::KnowledgeGraph;
|
||||
use crate::knowledge::registry::StableEntityId;
|
||||
use crate::knowledge::types::{FactId, FactKnowledge, KnowledgeConfidence, StableId};
|
||||
use crate::npc::relationships::RelationshipGraph;
|
||||
use crate::simulation::movement::TilePosition;
|
||||
@@ -193,6 +439,16 @@ mod tests {
|
||||
tolerance_threshold: 80,
|
||||
contentment: -15,
|
||||
knowledge_graph: None,
|
||||
want: None,
|
||||
secret: None,
|
||||
routine: None,
|
||||
information_inventory: None,
|
||||
personality_traits: None,
|
||||
tell_system: None,
|
||||
skill_set: None,
|
||||
combat_capability: None,
|
||||
mood_state: None,
|
||||
job_performance: None,
|
||||
},
|
||||
NpcSaveState {
|
||||
stable_id: StableId(202),
|
||||
@@ -203,6 +459,16 @@ mod tests {
|
||||
tolerance_threshold: 60,
|
||||
contentment: 30,
|
||||
knowledge_graph: None,
|
||||
want: None,
|
||||
secret: None,
|
||||
routine: None,
|
||||
information_inventory: None,
|
||||
personality_traits: None,
|
||||
tell_system: None,
|
||||
skill_set: None,
|
||||
combat_capability: None,
|
||||
mood_state: None,
|
||||
job_performance: None,
|
||||
},
|
||||
];
|
||||
|
||||
@@ -301,6 +567,16 @@ mod tests {
|
||||
tolerance_threshold: 50,
|
||||
contentment: 0,
|
||||
knowledge_graph: Some(npc_kg),
|
||||
want: None,
|
||||
secret: None,
|
||||
routine: None,
|
||||
information_inventory: None,
|
||||
personality_traits: None,
|
||||
tell_system: None,
|
||||
skill_set: None,
|
||||
combat_capability: None,
|
||||
mood_state: None,
|
||||
job_performance: None,
|
||||
}];
|
||||
|
||||
let bytes = state.to_bytes().expect("serialize");
|
||||
@@ -317,4 +593,202 @@ mod tests {
|
||||
// Document the version explicitly so CI catches unintentional bumps.
|
||||
assert_eq!(SAVE_FORMAT_VERSION, 1);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Tier eviction serialization primitives (#96)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
fn spawn_minimal_npc(world: &mut World, stable_id: StableId) -> Entity {
|
||||
use crate::npc::{
|
||||
Contentment, Relationships, Secret, SecretSeverity, ToleranceThreshold, Want, WantKind,
|
||||
};
|
||||
use crate::npc::mood::MoodState;
|
||||
use crate::npc::vision::{NpcMemory, NpcVisionState};
|
||||
use crate::npc::awareness::PlayerAwareness;
|
||||
|
||||
world
|
||||
.spawn((
|
||||
Npc,
|
||||
StableEntityId(stable_id),
|
||||
TilePosition::new(5, 10, 0),
|
||||
Want {
|
||||
primary: WantKind::Safety,
|
||||
intensity: 7,
|
||||
description: "wants safety".into(),
|
||||
},
|
||||
Secret {
|
||||
description: "has a minor secret".into(),
|
||||
severity: SecretSeverity::Minor,
|
||||
known_by: vec![],
|
||||
},
|
||||
Relationships { entries: vec![] },
|
||||
ToleranceThreshold {
|
||||
current_stress: 30,
|
||||
threshold: 70,
|
||||
},
|
||||
Contentment { level: 15 },
|
||||
MoodState::default(),
|
||||
crate::npc::JobPerformance::default(),
|
||||
KnowledgeGraph::new(),
|
||||
NpcVisionState::default(),
|
||||
NpcMemory::default(),
|
||||
PlayerAwareness::default(),
|
||||
))
|
||||
.id()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn serialize_npc_to_frozen_captures_stable_id_and_position() {
|
||||
let mut world = World::new();
|
||||
let entity = spawn_minimal_npc(&mut world, StableId(42));
|
||||
|
||||
let frozen = serialize_npc_to_frozen(entity, &world);
|
||||
|
||||
assert_eq!(frozen.stable_id, StableId(42));
|
||||
assert_eq!(frozen.position, TilePosition::new(5, 10, 0));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn serialize_npc_to_frozen_captures_axes() {
|
||||
use crate::npc::SecretSeverity;
|
||||
let mut world = World::new();
|
||||
let entity = spawn_minimal_npc(&mut world, StableId(1));
|
||||
|
||||
let frozen = serialize_npc_to_frozen(entity, &world);
|
||||
|
||||
assert_eq!(frozen.secret_severity, SecretSeverity::Minor);
|
||||
assert_eq!(frozen.current_stress, 30);
|
||||
assert_eq!(frozen.tolerance_threshold, 70);
|
||||
assert_eq!(frozen.contentment, 15);
|
||||
|
||||
// Full optional axes should be populated when components exist
|
||||
assert!(frozen.want.is_some(), "want should be captured");
|
||||
assert!(frozen.secret.is_some(), "secret should be captured");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn serialize_deserialize_roundtrip_produces_identical_component_values() {
|
||||
// Spec (#96): serialize + deserialize produces an entity with identical values.
|
||||
let mut world = World::new();
|
||||
let original = spawn_minimal_npc(&mut world, StableId(77));
|
||||
|
||||
// Serialize
|
||||
let frozen = serialize_npc_to_frozen(original, &world);
|
||||
|
||||
// Deserialize into a new entity
|
||||
let restored = deserialize_npc_from_frozen(&frozen, &mut world);
|
||||
|
||||
// Verify StableEntityId matches
|
||||
let orig_stable = world.get::<StableEntityId>(original).unwrap().0;
|
||||
let rest_stable = world.get::<StableEntityId>(restored).unwrap().0;
|
||||
assert_eq!(orig_stable, rest_stable, "StableId must match");
|
||||
|
||||
// Position
|
||||
let orig_pos = world.get::<TilePosition>(original).copied().unwrap();
|
||||
let rest_pos = world.get::<TilePosition>(restored).copied().unwrap();
|
||||
assert_eq!(orig_pos, rest_pos, "position must match");
|
||||
|
||||
// Tolerance
|
||||
let orig_tol = world.get::<ToleranceThreshold>(original).cloned().unwrap();
|
||||
let rest_tol = world.get::<ToleranceThreshold>(restored).cloned().unwrap();
|
||||
assert_eq!(orig_tol.current_stress, rest_tol.current_stress);
|
||||
assert_eq!(orig_tol.threshold, rest_tol.threshold);
|
||||
|
||||
// Contentment
|
||||
let orig_con = world.get::<Contentment>(original).cloned().unwrap();
|
||||
let rest_con = world.get::<Contentment>(restored).cloned().unwrap();
|
||||
assert_eq!(orig_con.level, rest_con.level, "contentment must match");
|
||||
|
||||
// Want
|
||||
let orig_want = world.get::<Want>(original).cloned().unwrap();
|
||||
let rest_want = world.get::<Want>(restored).cloned().unwrap();
|
||||
assert_eq!(orig_want.primary, rest_want.primary, "want.primary must match");
|
||||
assert_eq!(orig_want.intensity, rest_want.intensity, "want.intensity must match");
|
||||
|
||||
// Secret severity
|
||||
let orig_secret = world.get::<Secret>(original).cloned().unwrap();
|
||||
let rest_secret = world.get::<Secret>(restored).cloned().unwrap();
|
||||
assert_eq!(orig_secret.severity, rest_secret.severity, "secret severity must match");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn deserialize_npc_without_optional_axes_uses_safe_defaults() {
|
||||
// Spec (#96): optional fields absent in frozen state produce sensible defaults.
|
||||
use crate::npc::SecretSeverity;
|
||||
let frozen = NpcSaveState {
|
||||
stable_id: StableId(999),
|
||||
position: TilePosition::new(0, 0, 0),
|
||||
secret_severity: SecretSeverity::Moderate,
|
||||
relationships: None,
|
||||
current_stress: 10,
|
||||
tolerance_threshold: 50,
|
||||
contentment: 0,
|
||||
knowledge_graph: None,
|
||||
want: None,
|
||||
secret: None,
|
||||
routine: None,
|
||||
information_inventory: None,
|
||||
personality_traits: None,
|
||||
tell_system: None,
|
||||
skill_set: None,
|
||||
combat_capability: None,
|
||||
mood_state: None,
|
||||
job_performance: None,
|
||||
};
|
||||
|
||||
let mut world = World::new();
|
||||
let entity = deserialize_npc_from_frozen(&frozen, &mut world);
|
||||
|
||||
// Entity must exist with required components
|
||||
assert!(world.get::<Npc>(entity).is_some());
|
||||
assert!(world.get::<StableEntityId>(entity).is_some());
|
||||
assert!(world.get::<ToleranceThreshold>(entity).is_some());
|
||||
assert!(world.get::<Contentment>(entity).is_some());
|
||||
assert!(world.get::<Want>(entity).is_some(), "Want defaults to Safety");
|
||||
assert!(world.get::<Secret>(entity).is_some(), "Secret built from secret_severity");
|
||||
|
||||
// Secret severity must be preserved from the legacy field
|
||||
let secret = world.get::<Secret>(entity).unwrap();
|
||||
assert_eq!(secret.severity, SecretSeverity::Moderate);
|
||||
|
||||
// Optional axes absent in frozen state → not inserted or use defaults
|
||||
assert!(world.get::<DailyRoutine>(entity).is_none(), "routine absent when not frozen");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn frozen_npc_roundtrips_via_messagepack() {
|
||||
// Spec (#96): NpcSaveState must survive MessagePack roundtrip.
|
||||
let mut world = World::new();
|
||||
let entity = spawn_minimal_npc(&mut world, StableId(55));
|
||||
let frozen = serialize_npc_to_frozen(entity, &world);
|
||||
|
||||
// Wrap in SaveStateV1 for MessagePack encoding
|
||||
let save = SaveStateV1 {
|
||||
format_version: SAVE_FORMAT_VERSION,
|
||||
tick: 100,
|
||||
tick_rate: TickRate::Full,
|
||||
seed: 12,
|
||||
player_knowledge: KnowledgeGraph::new(),
|
||||
relationship_graph: RelationshipGraph::new(),
|
||||
npc_states: vec![frozen],
|
||||
};
|
||||
|
||||
let bytes = save.to_bytes().expect("serialize");
|
||||
let recovered = SaveStateV1::from_bytes(&bytes).expect("deserialize");
|
||||
let bytes2 = recovered.to_bytes().expect("re-serialize");
|
||||
assert_eq!(bytes, bytes2, "frozen NPC state must roundtrip via MessagePack");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn serialize_npc_panics_without_stable_entity_id() {
|
||||
// Spec (#96): StableEntityId is required — missing it is a programmer error.
|
||||
let mut world = World::new();
|
||||
let entity = world.spawn((Npc, TilePosition::new(0, 0, 0))).id();
|
||||
|
||||
// World doesn't implement UnwindSafe — wrap in AssertUnwindSafe.
|
||||
let result = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| {
|
||||
serialize_npc_to_frozen(entity, &world);
|
||||
}));
|
||||
assert!(result.is_err(), "must panic without StableEntityId");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,21 @@
|
||||
// Simulation tier system
|
||||
// Implements D-026: Active/Background/State-saved/Ungenerated tiers
|
||||
// Tier transitions based on player approach distance (#99).
|
||||
// Scope tag system: NPCs with active scope tags stay pinned to ActiveSim (#98).
|
||||
// Timestamp-based eviction: LRU eviction when ActiveSim exceeds capacity (#97).
|
||||
|
||||
use std::collections::{BTreeSet, BinaryHeap};
|
||||
use std::cmp::Reverse;
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
use bevy_ecs::prelude::*;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
use crate::knowledge::graph::KnowledgeGraph;
|
||||
use crate::knowledge::registry::StableEntityId;
|
||||
use crate::knowledge::types::KnowledgeConfidence;
|
||||
use crate::npc::{Npc, RelationshipKind};
|
||||
use crate::npc::relationships::RelationshipGraph;
|
||||
use crate::simulation::movement::{PlayerCharacter, TilePosition};
|
||||
|
||||
// --- Tier radius constants (D-026) ---
|
||||
@@ -38,20 +50,356 @@ pub struct BackgroundSim;
|
||||
#[derive(Component, Debug, Clone, Copy, Default)]
|
||||
pub struct StateSaved;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Eviction system (D-026, #97)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Maximum number of entities in `ActiveSim` before LRU eviction kicks in (D-026).
|
||||
pub const ACTIVE_SIM_CAPACITY: usize = 80;
|
||||
|
||||
/// Tracks the tick at which the player last interacted with or observed an NPC (#97).
|
||||
/// Updated by `update_last_interaction_tick` when an NPC is in the player's LOS.
|
||||
/// Used by `evict_excess_active` as the LRU sort key.
|
||||
#[derive(Component, Debug, Clone, Copy, Default, Serialize, Deserialize)]
|
||||
pub struct LastInteractionTick(pub u64);
|
||||
|
||||
/// Tracks current `ActiveSim` entity count vs. capacity (#97, D-026).
|
||||
/// Updated each tick by `evict_excess_active`.
|
||||
#[derive(Resource, Debug, Clone)]
|
||||
pub struct SimSpacePressure {
|
||||
/// Number of entities currently in `ActiveSim`.
|
||||
pub active_count: usize,
|
||||
/// Capacity ceiling.
|
||||
pub capacity: usize,
|
||||
}
|
||||
|
||||
impl Default for SimSpacePressure {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
active_count: 0,
|
||||
capacity: ACTIVE_SIM_CAPACITY,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Scope tag system (D-026, #98)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Scope tag kinds: reasons why an NPC stays pinned to `ActiveSim` (D-026).
|
||||
///
|
||||
/// Four variants track distinct reasons for pinning. An NPC may have multiple
|
||||
/// reasons simultaneously — all are tracked in `ScopeTag`.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
|
||||
pub enum ScopeTagKind {
|
||||
/// NPC is in the player's immediate neighborhood.
|
||||
/// Set at session start for NPCs within `ACTIVE_RADIUS`. Managed by
|
||||
/// `assign_neighborhood_tags_on_start` (deferred: future sprint).
|
||||
Neighborhood,
|
||||
/// NPC is involved in an active quest.
|
||||
/// Reserved for the quest system (deferred: future sprint).
|
||||
ActiveQuest,
|
||||
/// NPC has a `Friend` or `Colleague` relationship with the player character.
|
||||
/// Assigned by `assign_scope_tags` each tick from `RelationshipGraph`.
|
||||
Colleague,
|
||||
/// NPC is known to the player with confidence >= `KnowsOf`.
|
||||
/// Assigned by `assign_scope_tags` each tick from player `KnowledgeGraph`.
|
||||
KnownContact,
|
||||
}
|
||||
|
||||
/// Scope tag component: which scope tags currently apply to this NPC (D-026).
|
||||
///
|
||||
/// NPCs carrying at least one scope tag are kept in `ActiveSim` regardless of
|
||||
/// distance or LRU eviction pressure. `ScopePinned` is the eviction guard;
|
||||
/// this component is the source of truth.
|
||||
///
|
||||
/// Assignment:
|
||||
/// - `KnownContact` and `Colleague`: recomputed by `assign_scope_tags` each tick.
|
||||
/// - `Neighborhood`: set at session start (see `ScopeTagKind::Neighborhood`).
|
||||
/// - `ActiveQuest`: reserved for future quest system.
|
||||
#[derive(Component, Debug, Clone, Default, Serialize, Deserialize)]
|
||||
pub struct ScopeTag {
|
||||
pub tags: BTreeSet<ScopeTagKind>,
|
||||
}
|
||||
|
||||
impl ScopeTag {
|
||||
/// Create a `ScopeTag` with a single initial kind.
|
||||
pub fn with(kind: ScopeTagKind) -> Self {
|
||||
let mut tags = BTreeSet::new();
|
||||
tags.insert(kind);
|
||||
Self { tags }
|
||||
}
|
||||
|
||||
/// Add a scope tag kind.
|
||||
pub fn add(&mut self, kind: ScopeTagKind) {
|
||||
self.tags.insert(kind);
|
||||
}
|
||||
|
||||
/// Remove a scope tag kind.
|
||||
pub fn remove(&mut self, kind: ScopeTagKind) {
|
||||
self.tags.remove(&kind);
|
||||
}
|
||||
|
||||
/// True if this NPC carries at least one scope tag.
|
||||
pub fn is_pinned(&self) -> bool {
|
||||
!self.tags.is_empty()
|
||||
}
|
||||
|
||||
/// True if this specific kind is present.
|
||||
pub fn contains(&self, kind: ScopeTagKind) -> bool {
|
||||
self.tags.contains(&kind)
|
||||
}
|
||||
}
|
||||
|
||||
/// Marker component: this NPC is scope-pinned — the eviction system must skip it.
|
||||
///
|
||||
/// Kept in sync with `ScopeTag` by `sync_scope_pins`. Always use `ScopeTag`
|
||||
/// as the source of truth; treat `ScopePinned` as a query-optimisation cache.
|
||||
#[derive(Component, Debug, Clone, Copy, Default)]
|
||||
pub struct ScopePinned;
|
||||
|
||||
/// Plugin registering the tier marker components and the tier transition system.
|
||||
pub struct TierPlugin;
|
||||
|
||||
impl Plugin for TierPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.init_resource::<SimSpacePressure>();
|
||||
|
||||
// Tier transition runs after movement so positions are current.
|
||||
app.add_systems(
|
||||
Update,
|
||||
update_tier_markers.after(crate::simulation::movement::validate_movement),
|
||||
);
|
||||
// Scope tag assignment runs each tick to keep KnownContact / Colleague current.
|
||||
// Must run before sync_scope_pins so pins are correct before eviction checks.
|
||||
// Eviction runs after scope pins are synced (respects ScopePinned).
|
||||
// LastInteractionTick update runs after visibility geometry.
|
||||
app.add_systems(
|
||||
Update,
|
||||
(
|
||||
assign_scope_tags,
|
||||
sync_scope_pins.after(assign_scope_tags),
|
||||
update_last_interaction_tick
|
||||
.after(crate::perception::observer::compute_visibility_geometry),
|
||||
evict_excess_active
|
||||
.after(sync_scope_pins)
|
||||
.after(update_tier_markers),
|
||||
),
|
||||
);
|
||||
tracing::debug!("TierPlugin initialized");
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Scope tag systems (D-026, #98)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// System: assign `KnownContact` and `Colleague` scope tags from player epistemics.
|
||||
///
|
||||
/// Runs each tick. Clears and recomputes `KnownContact` and `Colleague` tags for all
|
||||
/// NPCs based on:
|
||||
/// - `KnownContact`: player `KnowledgeGraph` has an entry for this NPC with
|
||||
/// confidence >= `KnowsOf`.
|
||||
/// - `Colleague`: global `RelationshipGraph` has an edge from the player to this NPC
|
||||
/// with kind `Friend` or `Colleague`.
|
||||
///
|
||||
/// `Neighborhood` and `ActiveQuest` tags are NOT touched by this system:
|
||||
/// - `Neighborhood` is set at session start and persists (future sprint).
|
||||
/// - `ActiveQuest` is reserved for the quest system (future sprint).
|
||||
///
|
||||
/// No-op when there is no `PlayerCharacter` entity.
|
||||
pub fn assign_scope_tags(
|
||||
player_query: Query<(&KnowledgeGraph, &StableEntityId), With<PlayerCharacter>>,
|
||||
rel_graph: Res<RelationshipGraph>,
|
||||
mut npcs: Query<(Entity, &StableEntityId, Option<&mut ScopeTag>), With<Npc>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
let Ok((player_kg, player_stable)) = player_query.single() else {
|
||||
return;
|
||||
};
|
||||
let player_id = player_stable.0;
|
||||
|
||||
// Collect KnownContact set: entities in player KG with confidence >= KnowsOf.
|
||||
// BTreeSet for deterministic iteration (D-010).
|
||||
let known_contacts: BTreeSet<_> = player_kg
|
||||
.entities
|
||||
.iter()
|
||||
.filter(|(_, ek)| ek.confidence >= KnowledgeConfidence::KnowsOf)
|
||||
.map(|(id, _)| *id)
|
||||
.collect();
|
||||
|
||||
// Collect Colleague set: player → NPC relationship edges with Friend/Colleague kind.
|
||||
let colleagues: BTreeSet<_> = rel_graph
|
||||
.relationships_of(&player_id)
|
||||
.into_iter()
|
||||
.filter(|(_, edge)| {
|
||||
matches!(edge.kind, RelationshipKind::Friend | RelationshipKind::Colleague)
|
||||
})
|
||||
.map(|(target_id, _)| *target_id)
|
||||
.collect();
|
||||
|
||||
for (entity, npc_stable, maybe_scope_tag) in &mut npcs {
|
||||
let npc_id = npc_stable.0;
|
||||
let is_known = known_contacts.contains(&npc_id);
|
||||
let is_colleague = colleagues.contains(&npc_id);
|
||||
|
||||
match maybe_scope_tag {
|
||||
Some(mut scope_tag) => {
|
||||
// Remove computed tags, then re-add if still applicable.
|
||||
scope_tag.remove(ScopeTagKind::KnownContact);
|
||||
scope_tag.remove(ScopeTagKind::Colleague);
|
||||
if is_known {
|
||||
scope_tag.add(ScopeTagKind::KnownContact);
|
||||
}
|
||||
if is_colleague {
|
||||
scope_tag.add(ScopeTagKind::Colleague);
|
||||
}
|
||||
}
|
||||
None if is_known || is_colleague => {
|
||||
// Create a new ScopeTag component for this NPC.
|
||||
let mut scope_tag = ScopeTag::default();
|
||||
if is_known {
|
||||
scope_tag.add(ScopeTagKind::KnownContact);
|
||||
}
|
||||
if is_colleague {
|
||||
scope_tag.add(ScopeTagKind::Colleague);
|
||||
}
|
||||
commands.entity(entity).insert(scope_tag);
|
||||
}
|
||||
None => {} // NPC not known or related — no scope tag needed.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// System: keep `ScopePinned` markers in sync with `ScopeTag` components.
|
||||
///
|
||||
/// Runs after `assign_scope_tags`. For each NPC:
|
||||
/// - `ScopeTag` present and non-empty → add `ScopePinned` (if not already present).
|
||||
/// - `ScopeTag` absent or empty → remove `ScopePinned` (if present).
|
||||
///
|
||||
/// The eviction system (#97) queries `Without<ScopePinned>` to skip pinned NPCs.
|
||||
pub fn sync_scope_pins(
|
||||
mut commands: Commands,
|
||||
needs_pin: Query<(Entity, &ScopeTag), Without<ScopePinned>>,
|
||||
may_need_unpin: Query<(Entity, Option<&ScopeTag>), With<ScopePinned>>,
|
||||
) {
|
||||
// Add ScopePinned to NPCs that have a non-empty ScopeTag.
|
||||
for (entity, scope_tag) in &needs_pin {
|
||||
if scope_tag.is_pinned() {
|
||||
commands.entity(entity).insert(ScopePinned);
|
||||
}
|
||||
}
|
||||
|
||||
// Remove ScopePinned from NPCs whose ScopeTag is absent or empty.
|
||||
for (entity, maybe_scope_tag) in &may_need_unpin {
|
||||
let still_pinned = maybe_scope_tag.map(|s| s.is_pinned()).unwrap_or(false);
|
||||
if !still_pinned {
|
||||
commands.entity(entity).remove::<ScopePinned>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Eviction systems (D-026, #97)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// System: update `LastInteractionTick` for NPCs visible to the player (#97).
|
||||
///
|
||||
/// Runs after visibility geometry is computed. Any NPC at a visible position
|
||||
/// (in the player's LOS) gets its `LastInteractionTick` set to the current tick.
|
||||
/// NPCs without this component get it inserted on first observation.
|
||||
pub fn update_last_interaction_tick(
|
||||
time: Res<crate::simulation::time::SimulationTime>,
|
||||
vis_geo: Res<crate::perception::query::VisibilityGeometry>,
|
||||
mut npcs_with_tick: Query<(&TilePosition, &mut LastInteractionTick), With<Npc>>,
|
||||
npcs_without_tick: Query<(Entity, &TilePosition), (With<Npc>, Without<LastInteractionTick>)>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
let current_tick = time.tick;
|
||||
|
||||
// Update existing LastInteractionTick for visible NPCs.
|
||||
for (pos, mut last_tick) in &mut npcs_with_tick {
|
||||
if pos.z == vis_geo.observer_z
|
||||
&& vis_geo.visible_positions.contains(&(pos.x, pos.y))
|
||||
{
|
||||
last_tick.0 = current_tick;
|
||||
}
|
||||
}
|
||||
|
||||
// Insert LastInteractionTick for NPCs that don't have it yet but are visible.
|
||||
for (entity, pos) in &npcs_without_tick {
|
||||
if pos.z == vis_geo.observer_z
|
||||
&& vis_geo.visible_positions.contains(&(pos.x, pos.y))
|
||||
{
|
||||
commands.entity(entity).insert(LastInteractionTick(current_tick));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// System: evict excess `ActiveSim` entities when count exceeds capacity (#97).
|
||||
///
|
||||
/// When more than `ACTIVE_SIM_CAPACITY` entities are in `ActiveSim`:
|
||||
/// 1. Skip all `ScopePinned` entities (they stay Active regardless).
|
||||
/// 2. Sort remaining by `LastInteractionTick` (oldest first) via min-heap.
|
||||
/// 3. Demote the oldest N entities to `BackgroundSim` (or `StateSaved` if beyond
|
||||
/// background radius).
|
||||
///
|
||||
/// Updates `SimSpacePressure` resource with current counts.
|
||||
pub fn evict_excess_active(
|
||||
mut commands: Commands,
|
||||
player_query: Query<&TilePosition, With<PlayerCharacter>>,
|
||||
active_npcs: Query<
|
||||
(Entity, &TilePosition, Option<&LastInteractionTick>),
|
||||
(With<ActiveSim>, With<Npc>, Without<ScopePinned>),
|
||||
>,
|
||||
active_count_query: Query<(), With<ActiveSim>>,
|
||||
mut pressure: ResMut<SimSpacePressure>,
|
||||
) {
|
||||
let total_active = active_count_query.iter().count();
|
||||
pressure.active_count = total_active;
|
||||
|
||||
if total_active <= pressure.capacity {
|
||||
return;
|
||||
}
|
||||
|
||||
let excess = total_active - pressure.capacity;
|
||||
let Ok(player_pos) = player_query.single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
// Min-heap keyed by LastInteractionTick (oldest = smallest = evicted first).
|
||||
// Entities without LastInteractionTick get tick 0 (most stale).
|
||||
let mut heap: BinaryHeap<Reverse<(u64, Entity, TilePosition)>> = BinaryHeap::new();
|
||||
for (entity, pos, maybe_tick) in &active_npcs {
|
||||
let tick = maybe_tick.map(|t| t.0).unwrap_or(0);
|
||||
heap.push(Reverse((tick, entity, *pos)));
|
||||
}
|
||||
|
||||
let mut evicted = 0;
|
||||
while evicted < excess {
|
||||
let Some(Reverse((_, entity, pos))) = heap.pop() else {
|
||||
break;
|
||||
};
|
||||
|
||||
let dist = tile_distance(player_pos, &pos);
|
||||
if dist > BACKGROUND_RADIUS {
|
||||
commands.entity(entity).remove::<ActiveSim>().insert(StateSaved);
|
||||
} else {
|
||||
commands.entity(entity).remove::<ActiveSim>().insert(BackgroundSim);
|
||||
}
|
||||
evicted += 1;
|
||||
}
|
||||
|
||||
if evicted > 0 {
|
||||
tracing::debug!(
|
||||
"evicted {} excess ActiveSim entities (was {}, cap {})",
|
||||
evicted,
|
||||
total_active,
|
||||
pressure.capacity,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Tier transition system (D-026, #99) ---
|
||||
|
||||
/// Manhattan tile distance between two positions, returning `u32::MAX` for
|
||||
@@ -432,4 +780,446 @@ mod tests {
|
||||
assert!(world.get::<ActiveSim>(npc).is_none(), "demoted to Background");
|
||||
assert!(world.get::<BackgroundSim>(npc).is_some());
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// ScopeTag component tests (#98, D-026)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn scope_tag_with_creates_single_kind() {
|
||||
let tag = ScopeTag::with(ScopeTagKind::KnownContact);
|
||||
assert!(tag.contains(ScopeTagKind::KnownContact));
|
||||
assert!(!tag.contains(ScopeTagKind::Colleague));
|
||||
assert!(tag.is_pinned());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn scope_tag_add_and_remove() {
|
||||
let mut tag = ScopeTag::default();
|
||||
assert!(!tag.is_pinned(), "new ScopeTag is empty");
|
||||
|
||||
tag.add(ScopeTagKind::Colleague);
|
||||
assert!(tag.is_pinned());
|
||||
assert!(tag.contains(ScopeTagKind::Colleague));
|
||||
|
||||
tag.add(ScopeTagKind::KnownContact);
|
||||
assert!(tag.contains(ScopeTagKind::KnownContact));
|
||||
|
||||
tag.remove(ScopeTagKind::Colleague);
|
||||
assert!(!tag.contains(ScopeTagKind::Colleague));
|
||||
assert!(tag.is_pinned(), "still pinned by KnownContact");
|
||||
|
||||
tag.remove(ScopeTagKind::KnownContact);
|
||||
assert!(!tag.is_pinned(), "unpinned when all tags removed");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn scope_tag_multiple_kinds_coexist() {
|
||||
let mut tag = ScopeTag::default();
|
||||
tag.add(ScopeTagKind::Neighborhood);
|
||||
tag.add(ScopeTagKind::ActiveQuest);
|
||||
tag.add(ScopeTagKind::Colleague);
|
||||
tag.add(ScopeTagKind::KnownContact);
|
||||
|
||||
assert_eq!(tag.tags.len(), 4, "all four kinds present");
|
||||
assert!(tag.is_pinned());
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// sync_scope_pins system tests (#98)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
fn run_sync_scope_pins(world: &mut World) {
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(sync_scope_pins);
|
||||
schedule.run(world);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn sync_scope_pins_adds_scope_pinned_for_non_empty_tag() {
|
||||
let mut world = World::new();
|
||||
let npc = world
|
||||
.spawn((Npc, ScopeTag::with(ScopeTagKind::KnownContact)))
|
||||
.id();
|
||||
|
||||
run_sync_scope_pins(&mut world);
|
||||
|
||||
assert!(
|
||||
world.get::<ScopePinned>(npc).is_some(),
|
||||
"ScopePinned added for non-empty ScopeTag"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn sync_scope_pins_does_not_add_for_empty_tag() {
|
||||
let mut world = World::new();
|
||||
let npc = world.spawn((Npc, ScopeTag::default())).id();
|
||||
|
||||
run_sync_scope_pins(&mut world);
|
||||
|
||||
assert!(
|
||||
world.get::<ScopePinned>(npc).is_none(),
|
||||
"ScopePinned must NOT be added for empty ScopeTag"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn sync_scope_pins_removes_scope_pinned_when_tag_emptied() {
|
||||
let mut world = World::new();
|
||||
// Start with ScopePinned already set but ScopeTag now empty.
|
||||
let npc = world.spawn((Npc, ScopePinned, ScopeTag::default())).id();
|
||||
|
||||
run_sync_scope_pins(&mut world);
|
||||
|
||||
assert!(
|
||||
world.get::<ScopePinned>(npc).is_none(),
|
||||
"ScopePinned removed when ScopeTag is empty"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn sync_scope_pins_removes_scope_pinned_when_tag_absent() {
|
||||
let mut world = World::new();
|
||||
// NPC has ScopePinned but no ScopeTag component at all.
|
||||
let npc = world.spawn((Npc, ScopePinned)).id();
|
||||
|
||||
run_sync_scope_pins(&mut world);
|
||||
|
||||
assert!(
|
||||
world.get::<ScopePinned>(npc).is_none(),
|
||||
"ScopePinned removed when ScopeTag absent"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn sync_scope_pins_keeps_existing_scope_pinned() {
|
||||
// An NPC that already has ScopePinned AND a non-empty ScopeTag should remain pinned.
|
||||
let mut world = World::new();
|
||||
let npc = world
|
||||
.spawn((Npc, ScopePinned, ScopeTag::with(ScopeTagKind::Colleague)))
|
||||
.id();
|
||||
|
||||
run_sync_scope_pins(&mut world);
|
||||
|
||||
// After sync, the NPC should still have ScopePinned (it was already there
|
||||
// AND the scope tag is non-empty — so no change needed).
|
||||
assert!(
|
||||
world.get::<ScopePinned>(npc).is_some(),
|
||||
"ScopePinned preserved for non-empty ScopeTag"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// assign_scope_tags system tests (#98)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
fn run_assign_scope_tags(world: &mut World) {
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(assign_scope_tags);
|
||||
schedule.run(world);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn assign_scope_tags_no_op_without_player() {
|
||||
let mut world = World::new();
|
||||
world.init_resource::<RelationshipGraph>();
|
||||
|
||||
// NPC exists but no PlayerCharacter
|
||||
let npc = world.spawn((Npc, StableEntityId(crate::knowledge::types::StableId(1)))).id();
|
||||
|
||||
run_assign_scope_tags(&mut world);
|
||||
|
||||
// No ScopeTag should be assigned — no player
|
||||
assert!(world.get::<ScopeTag>(npc).is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn assign_scope_tags_known_contact_from_player_kg() {
|
||||
use crate::knowledge::types::StableId;
|
||||
|
||||
let mut world = World::new();
|
||||
world.init_resource::<RelationshipGraph>();
|
||||
|
||||
let npc_stable = StableId(10);
|
||||
let player_stable = StableId(1);
|
||||
|
||||
// Set up player with a KnowledgeGraph that knows the NPC at KnowsOf level.
|
||||
let mut player_kg = KnowledgeGraph::new();
|
||||
player_kg.observe_entity(npc_stable, make_pos(5, 5), 0);
|
||||
|
||||
world.spawn((
|
||||
PlayerCharacter,
|
||||
make_pos(0, 0),
|
||||
player_kg,
|
||||
StableEntityId(player_stable),
|
||||
));
|
||||
|
||||
// Spawn the NPC
|
||||
let npc = world
|
||||
.spawn((Npc, make_pos(10, 0), StableEntityId(npc_stable)))
|
||||
.id();
|
||||
|
||||
run_assign_scope_tags(&mut world);
|
||||
|
||||
let scope_tag = world.get::<ScopeTag>(npc).expect("ScopeTag should be assigned");
|
||||
assert!(
|
||||
scope_tag.contains(ScopeTagKind::KnownContact),
|
||||
"NPC known at KnowsOf level should get KnownContact tag"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn assign_scope_tags_colleague_from_relationship_graph() {
|
||||
use crate::knowledge::types::StableId;
|
||||
use crate::npc::relationships::RelationshipEdge;
|
||||
|
||||
let mut world = World::new();
|
||||
|
||||
let npc_stable = StableId(20);
|
||||
let player_stable = StableId(1);
|
||||
|
||||
// Player KG is empty — no KnownContact.
|
||||
let player_kg = KnowledgeGraph::new();
|
||||
|
||||
world.spawn((
|
||||
PlayerCharacter,
|
||||
make_pos(0, 0),
|
||||
player_kg,
|
||||
StableEntityId(player_stable),
|
||||
));
|
||||
|
||||
// Set up RelationshipGraph with player → NPC as Friend.
|
||||
let mut rel_graph = RelationshipGraph::new();
|
||||
rel_graph.set_relationship(
|
||||
player_stable,
|
||||
npc_stable,
|
||||
RelationshipEdge {
|
||||
kind: RelationshipKind::Friend,
|
||||
trust: 5,
|
||||
history: vec![],
|
||||
last_interaction_tick: 0,
|
||||
},
|
||||
);
|
||||
world.insert_resource(rel_graph);
|
||||
|
||||
let npc = world
|
||||
.spawn((Npc, make_pos(0, 5), StableEntityId(npc_stable)))
|
||||
.id();
|
||||
|
||||
run_assign_scope_tags(&mut world);
|
||||
|
||||
let scope_tag = world.get::<ScopeTag>(npc).expect("ScopeTag assigned for colleague");
|
||||
assert!(
|
||||
scope_tag.contains(ScopeTagKind::Colleague),
|
||||
"Friend relationship should grant Colleague scope tag"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn assign_scope_tags_does_not_affect_unknown_npcs() {
|
||||
use crate::knowledge::types::StableId;
|
||||
|
||||
let mut world = World::new();
|
||||
world.init_resource::<RelationshipGraph>();
|
||||
|
||||
let player_stable = StableId(1);
|
||||
let player_kg = KnowledgeGraph::new(); // empty — knows nobody
|
||||
|
||||
world.spawn((
|
||||
PlayerCharacter,
|
||||
make_pos(0, 0),
|
||||
player_kg,
|
||||
StableEntityId(player_stable),
|
||||
));
|
||||
|
||||
// NPC that the player doesn't know
|
||||
let npc = world
|
||||
.spawn((Npc, make_pos(10, 0), StableEntityId(StableId(99))))
|
||||
.id();
|
||||
|
||||
run_assign_scope_tags(&mut world);
|
||||
|
||||
assert!(
|
||||
world.get::<ScopeTag>(npc).is_none(),
|
||||
"unknown NPC should not receive ScopeTag"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn scope_pinned_npc_in_query_without_scope_pinned_marker() {
|
||||
// Verify that ScopePinned is a separate marker and Without<ScopePinned>
|
||||
// correctly excludes pinned NPCs from eviction queries.
|
||||
let mut world = World::new();
|
||||
let pinned = world.spawn((Npc, ScopePinned)).id();
|
||||
let unpinned = world.spawn(Npc).id();
|
||||
|
||||
let mut query = world.query_filtered::<Entity, (With<Npc>, Without<ScopePinned>)>();
|
||||
let unpinned_results: Vec<Entity> = query.iter(&world).collect();
|
||||
|
||||
assert_eq!(unpinned_results.len(), 1, "only one unpinned NPC");
|
||||
assert_eq!(unpinned_results[0], unpinned);
|
||||
assert!(!unpinned_results.contains(&pinned), "pinned NPC excluded from eviction query");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Eviction system tests (#97, D-026)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
fn run_evict_excess_active(world: &mut World) {
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(evict_excess_active);
|
||||
schedule.run(world);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn no_eviction_when_under_capacity() {
|
||||
let mut world = World::new();
|
||||
world.insert_resource(SimSpacePressure {
|
||||
active_count: 0,
|
||||
capacity: 5,
|
||||
});
|
||||
world.spawn((PlayerCharacter, make_pos(0, 0)));
|
||||
|
||||
// Spawn 3 active NPCs (under cap of 5)
|
||||
let npc1 = world.spawn((Npc, ActiveSim, make_pos(5, 0), LastInteractionTick(10))).id();
|
||||
let npc2 = world.spawn((Npc, ActiveSim, make_pos(6, 0), LastInteractionTick(20))).id();
|
||||
let npc3 = world.spawn((Npc, ActiveSim, make_pos(7, 0), LastInteractionTick(30))).id();
|
||||
|
||||
run_evict_excess_active(&mut world);
|
||||
|
||||
// All should remain Active
|
||||
assert!(world.get::<ActiveSim>(npc1).is_some());
|
||||
assert!(world.get::<ActiveSim>(npc2).is_some());
|
||||
assert!(world.get::<ActiveSim>(npc3).is_some());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn evicts_oldest_when_over_capacity() {
|
||||
let mut world = World::new();
|
||||
world.insert_resource(SimSpacePressure {
|
||||
active_count: 0,
|
||||
capacity: 2,
|
||||
});
|
||||
world.spawn((PlayerCharacter, make_pos(0, 0)));
|
||||
|
||||
// 3 NPCs, cap=2 → must evict 1 (the oldest: tick 10)
|
||||
let oldest = world.spawn((Npc, ActiveSim, make_pos(5, 0), LastInteractionTick(10))).id();
|
||||
let mid = world.spawn((Npc, ActiveSim, make_pos(6, 0), LastInteractionTick(20))).id();
|
||||
let newest = world.spawn((Npc, ActiveSim, make_pos(7, 0), LastInteractionTick(30))).id();
|
||||
|
||||
run_evict_excess_active(&mut world);
|
||||
|
||||
assert!(world.get::<ActiveSim>(oldest).is_none(), "oldest evicted");
|
||||
assert!(world.get::<BackgroundSim>(oldest).is_some(), "oldest → Background");
|
||||
assert!(world.get::<ActiveSim>(mid).is_some(), "mid stays Active");
|
||||
assert!(world.get::<ActiveSim>(newest).is_some(), "newest stays Active");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn eviction_skips_scope_pinned() {
|
||||
let mut world = World::new();
|
||||
world.insert_resource(SimSpacePressure {
|
||||
active_count: 0,
|
||||
capacity: 1,
|
||||
});
|
||||
world.spawn((PlayerCharacter, make_pos(0, 0)));
|
||||
|
||||
// 2 NPCs, cap=1. The oldest is ScopePinned → skip it, evict the other.
|
||||
let pinned = world.spawn((
|
||||
Npc, ActiveSim, ScopePinned,
|
||||
ScopeTag::with(ScopeTagKind::KnownContact),
|
||||
make_pos(5, 0), LastInteractionTick(5),
|
||||
)).id();
|
||||
let unpinned = world.spawn((
|
||||
Npc, ActiveSim,
|
||||
make_pos(6, 0), LastInteractionTick(20),
|
||||
)).id();
|
||||
|
||||
run_evict_excess_active(&mut world);
|
||||
|
||||
assert!(world.get::<ActiveSim>(pinned).is_some(), "pinned NPC stays Active");
|
||||
assert!(world.get::<ActiveSim>(unpinned).is_none(), "unpinned NPC evicted");
|
||||
assert!(world.get::<BackgroundSim>(unpinned).is_some());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn eviction_demotes_to_state_saved_if_beyond_background_radius() {
|
||||
let mut world = World::new();
|
||||
world.insert_resource(SimSpacePressure {
|
||||
active_count: 0,
|
||||
capacity: 1,
|
||||
});
|
||||
world.spawn((PlayerCharacter, make_pos(0, 0)));
|
||||
|
||||
// NPC at distance 200 (beyond BACKGROUND_RADIUS=120) → StateSaved
|
||||
let far = world.spawn((
|
||||
Npc, ActiveSim,
|
||||
make_pos(200, 0), LastInteractionTick(5),
|
||||
)).id();
|
||||
// NPC at distance 5 (within ACTIVE_RADIUS) → stays
|
||||
let near = world.spawn((
|
||||
Npc, ActiveSim,
|
||||
make_pos(5, 0), LastInteractionTick(50),
|
||||
)).id();
|
||||
|
||||
run_evict_excess_active(&mut world);
|
||||
|
||||
assert!(world.get::<ActiveSim>(far).is_none(), "far NPC evicted");
|
||||
assert!(world.get::<StateSaved>(far).is_some(), "far NPC → StateSaved");
|
||||
assert!(world.get::<ActiveSim>(near).is_some(), "near NPC stays Active");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn eviction_handles_npcs_without_last_interaction_tick() {
|
||||
let mut world = World::new();
|
||||
world.insert_resource(SimSpacePressure {
|
||||
active_count: 0,
|
||||
capacity: 1,
|
||||
});
|
||||
world.spawn((PlayerCharacter, make_pos(0, 0)));
|
||||
|
||||
// NPC without LastInteractionTick defaults to tick 0 (most stale)
|
||||
let no_tick = world.spawn((Npc, ActiveSim, make_pos(5, 0))).id();
|
||||
let with_tick = world.spawn((
|
||||
Npc, ActiveSim,
|
||||
make_pos(6, 0), LastInteractionTick(100),
|
||||
)).id();
|
||||
|
||||
run_evict_excess_active(&mut world);
|
||||
|
||||
assert!(world.get::<ActiveSim>(no_tick).is_none(), "no-tick NPC evicted first");
|
||||
assert!(world.get::<BackgroundSim>(no_tick).is_some());
|
||||
assert!(world.get::<ActiveSim>(with_tick).is_some(), "with-tick NPC stays");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn sim_space_pressure_updated_after_eviction() {
|
||||
let mut world = World::new();
|
||||
world.insert_resource(SimSpacePressure {
|
||||
active_count: 0,
|
||||
capacity: 2,
|
||||
});
|
||||
world.spawn((PlayerCharacter, make_pos(0, 0)));
|
||||
|
||||
world.spawn((Npc, ActiveSim, make_pos(5, 0), LastInteractionTick(10)));
|
||||
world.spawn((Npc, ActiveSim, make_pos(6, 0), LastInteractionTick(20)));
|
||||
world.spawn((Npc, ActiveSim, make_pos(7, 0), LastInteractionTick(30)));
|
||||
|
||||
run_evict_excess_active(&mut world);
|
||||
|
||||
let pressure = world.resource::<SimSpacePressure>();
|
||||
// active_count is set BEFORE eviction runs (it reads the pre-eviction count).
|
||||
// The actual count changes via deferred commands, which apply after the system.
|
||||
assert_eq!(pressure.active_count, 3, "pressure tracks pre-eviction count");
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// LastInteractionTick component tests (#97)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn last_interaction_tick_defaults_to_zero() {
|
||||
let tick = LastInteractionTick::default();
|
||||
assert_eq!(tick.0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user