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:
@@ -1,9 +1,21 @@
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// Simulation tier system
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// Implements D-026: Active/Background/State-saved/Ungenerated tiers
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// Tier transitions based on player approach distance (#99).
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// Scope tag system: NPCs with active scope tags stay pinned to ActiveSim (#98).
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// Timestamp-based eviction: LRU eviction when ActiveSim exceeds capacity (#97).
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use std::collections::{BTreeSet, BinaryHeap};
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use std::cmp::Reverse;
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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use crate::knowledge::graph::KnowledgeGraph;
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use crate::knowledge::registry::StableEntityId;
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use crate::knowledge::types::KnowledgeConfidence;
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use crate::npc::{Npc, RelationshipKind};
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use crate::npc::relationships::RelationshipGraph;
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use crate::simulation::movement::{PlayerCharacter, TilePosition};
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// --- Tier radius constants (D-026) ---
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@@ -38,20 +50,356 @@ pub struct BackgroundSim;
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#[derive(Component, Debug, Clone, Copy, Default)]
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pub struct StateSaved;
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// ---------------------------------------------------------------------------
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// Eviction system (D-026, #97)
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// ---------------------------------------------------------------------------
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/// Maximum number of entities in `ActiveSim` before LRU eviction kicks in (D-026).
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pub const ACTIVE_SIM_CAPACITY: usize = 80;
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/// Tracks the tick at which the player last interacted with or observed an NPC (#97).
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/// Updated by `update_last_interaction_tick` when an NPC is in the player's LOS.
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/// Used by `evict_excess_active` as the LRU sort key.
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#[derive(Component, Debug, Clone, Copy, Default, Serialize, Deserialize)]
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pub struct LastInteractionTick(pub u64);
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/// Tracks current `ActiveSim` entity count vs. capacity (#97, D-026).
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/// Updated each tick by `evict_excess_active`.
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#[derive(Resource, Debug, Clone)]
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pub struct SimSpacePressure {
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/// Number of entities currently in `ActiveSim`.
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pub active_count: usize,
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/// Capacity ceiling.
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pub capacity: usize,
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}
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impl Default for SimSpacePressure {
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fn default() -> Self {
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Self {
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active_count: 0,
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capacity: ACTIVE_SIM_CAPACITY,
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Scope tag system (D-026, #98)
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// ---------------------------------------------------------------------------
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/// Scope tag kinds: reasons why an NPC stays pinned to `ActiveSim` (D-026).
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///
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/// Four variants track distinct reasons for pinning. An NPC may have multiple
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/// reasons simultaneously — all are tracked in `ScopeTag`.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
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pub enum ScopeTagKind {
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/// NPC is in the player's immediate neighborhood.
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/// Set at session start for NPCs within `ACTIVE_RADIUS`. Managed by
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/// `assign_neighborhood_tags_on_start` (deferred: future sprint).
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Neighborhood,
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/// NPC is involved in an active quest.
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/// Reserved for the quest system (deferred: future sprint).
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ActiveQuest,
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/// NPC has a `Friend` or `Colleague` relationship with the player character.
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/// Assigned by `assign_scope_tags` each tick from `RelationshipGraph`.
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Colleague,
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/// NPC is known to the player with confidence >= `KnowsOf`.
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/// Assigned by `assign_scope_tags` each tick from player `KnowledgeGraph`.
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KnownContact,
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}
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/// Scope tag component: which scope tags currently apply to this NPC (D-026).
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///
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/// NPCs carrying at least one scope tag are kept in `ActiveSim` regardless of
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/// distance or LRU eviction pressure. `ScopePinned` is the eviction guard;
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/// this component is the source of truth.
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///
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/// Assignment:
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/// - `KnownContact` and `Colleague`: recomputed by `assign_scope_tags` each tick.
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/// - `Neighborhood`: set at session start (see `ScopeTagKind::Neighborhood`).
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/// - `ActiveQuest`: reserved for future quest system.
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#[derive(Component, Debug, Clone, Default, Serialize, Deserialize)]
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pub struct ScopeTag {
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pub tags: BTreeSet<ScopeTagKind>,
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}
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impl ScopeTag {
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/// Create a `ScopeTag` with a single initial kind.
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pub fn with(kind: ScopeTagKind) -> Self {
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let mut tags = BTreeSet::new();
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tags.insert(kind);
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Self { tags }
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}
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/// Add a scope tag kind.
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pub fn add(&mut self, kind: ScopeTagKind) {
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self.tags.insert(kind);
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}
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/// Remove a scope tag kind.
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pub fn remove(&mut self, kind: ScopeTagKind) {
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self.tags.remove(&kind);
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}
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/// True if this NPC carries at least one scope tag.
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pub fn is_pinned(&self) -> bool {
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!self.tags.is_empty()
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}
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/// True if this specific kind is present.
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pub fn contains(&self, kind: ScopeTagKind) -> bool {
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self.tags.contains(&kind)
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}
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}
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/// Marker component: this NPC is scope-pinned — the eviction system must skip it.
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///
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/// Kept in sync with `ScopeTag` by `sync_scope_pins`. Always use `ScopeTag`
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/// as the source of truth; treat `ScopePinned` as a query-optimisation cache.
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#[derive(Component, Debug, Clone, Copy, Default)]
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pub struct ScopePinned;
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/// Plugin registering the tier marker components and the tier transition system.
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pub struct TierPlugin;
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impl Plugin for TierPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<SimSpacePressure>();
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// Tier transition runs after movement so positions are current.
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app.add_systems(
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Update,
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update_tier_markers.after(crate::simulation::movement::validate_movement),
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);
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// Scope tag assignment runs each tick to keep KnownContact / Colleague current.
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// Must run before sync_scope_pins so pins are correct before eviction checks.
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// Eviction runs after scope pins are synced (respects ScopePinned).
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// LastInteractionTick update runs after visibility geometry.
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app.add_systems(
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Update,
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(
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assign_scope_tags,
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sync_scope_pins.after(assign_scope_tags),
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update_last_interaction_tick
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.after(crate::perception::observer::compute_visibility_geometry),
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evict_excess_active
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.after(sync_scope_pins)
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.after(update_tier_markers),
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),
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);
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tracing::debug!("TierPlugin initialized");
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}
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}
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// ---------------------------------------------------------------------------
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// Scope tag systems (D-026, #98)
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// ---------------------------------------------------------------------------
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/// System: assign `KnownContact` and `Colleague` scope tags from player epistemics.
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///
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/// Runs each tick. Clears and recomputes `KnownContact` and `Colleague` tags for all
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/// NPCs based on:
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/// - `KnownContact`: player `KnowledgeGraph` has an entry for this NPC with
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/// confidence >= `KnowsOf`.
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/// - `Colleague`: global `RelationshipGraph` has an edge from the player to this NPC
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/// with kind `Friend` or `Colleague`.
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///
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/// `Neighborhood` and `ActiveQuest` tags are NOT touched by this system:
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/// - `Neighborhood` is set at session start and persists (future sprint).
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/// - `ActiveQuest` is reserved for the quest system (future sprint).
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///
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/// No-op when there is no `PlayerCharacter` entity.
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pub fn assign_scope_tags(
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player_query: Query<(&KnowledgeGraph, &StableEntityId), With<PlayerCharacter>>,
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rel_graph: Res<RelationshipGraph>,
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mut npcs: Query<(Entity, &StableEntityId, Option<&mut ScopeTag>), With<Npc>>,
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mut commands: Commands,
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) {
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let Ok((player_kg, player_stable)) = player_query.single() else {
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return;
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};
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let player_id = player_stable.0;
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// Collect KnownContact set: entities in player KG with confidence >= KnowsOf.
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// BTreeSet for deterministic iteration (D-010).
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let known_contacts: BTreeSet<_> = player_kg
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.entities
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.iter()
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.filter(|(_, ek)| ek.confidence >= KnowledgeConfidence::KnowsOf)
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.map(|(id, _)| *id)
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.collect();
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// Collect Colleague set: player → NPC relationship edges with Friend/Colleague kind.
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let colleagues: BTreeSet<_> = rel_graph
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.relationships_of(&player_id)
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.into_iter()
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.filter(|(_, edge)| {
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matches!(edge.kind, RelationshipKind::Friend | RelationshipKind::Colleague)
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})
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.map(|(target_id, _)| *target_id)
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.collect();
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for (entity, npc_stable, maybe_scope_tag) in &mut npcs {
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let npc_id = npc_stable.0;
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let is_known = known_contacts.contains(&npc_id);
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let is_colleague = colleagues.contains(&npc_id);
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match maybe_scope_tag {
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Some(mut scope_tag) => {
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// Remove computed tags, then re-add if still applicable.
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scope_tag.remove(ScopeTagKind::KnownContact);
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scope_tag.remove(ScopeTagKind::Colleague);
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if is_known {
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scope_tag.add(ScopeTagKind::KnownContact);
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}
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if is_colleague {
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scope_tag.add(ScopeTagKind::Colleague);
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}
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}
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None if is_known || is_colleague => {
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// Create a new ScopeTag component for this NPC.
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let mut scope_tag = ScopeTag::default();
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if is_known {
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scope_tag.add(ScopeTagKind::KnownContact);
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}
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if is_colleague {
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scope_tag.add(ScopeTagKind::Colleague);
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}
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commands.entity(entity).insert(scope_tag);
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}
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None => {} // NPC not known or related — no scope tag needed.
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}
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}
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}
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/// System: keep `ScopePinned` markers in sync with `ScopeTag` components.
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///
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/// Runs after `assign_scope_tags`. For each NPC:
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/// - `ScopeTag` present and non-empty → add `ScopePinned` (if not already present).
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/// - `ScopeTag` absent or empty → remove `ScopePinned` (if present).
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///
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/// The eviction system (#97) queries `Without<ScopePinned>` to skip pinned NPCs.
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pub fn sync_scope_pins(
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mut commands: Commands,
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needs_pin: Query<(Entity, &ScopeTag), Without<ScopePinned>>,
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may_need_unpin: Query<(Entity, Option<&ScopeTag>), With<ScopePinned>>,
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) {
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// Add ScopePinned to NPCs that have a non-empty ScopeTag.
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for (entity, scope_tag) in &needs_pin {
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if scope_tag.is_pinned() {
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commands.entity(entity).insert(ScopePinned);
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}
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}
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// Remove ScopePinned from NPCs whose ScopeTag is absent or empty.
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for (entity, maybe_scope_tag) in &may_need_unpin {
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let still_pinned = maybe_scope_tag.map(|s| s.is_pinned()).unwrap_or(false);
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if !still_pinned {
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commands.entity(entity).remove::<ScopePinned>();
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Eviction systems (D-026, #97)
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// ---------------------------------------------------------------------------
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/// System: update `LastInteractionTick` for NPCs visible to the player (#97).
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///
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/// Runs after visibility geometry is computed. Any NPC at a visible position
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/// (in the player's LOS) gets its `LastInteractionTick` set to the current tick.
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/// NPCs without this component get it inserted on first observation.
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pub fn update_last_interaction_tick(
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time: Res<crate::simulation::time::SimulationTime>,
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vis_geo: Res<crate::perception::query::VisibilityGeometry>,
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mut npcs_with_tick: Query<(&TilePosition, &mut LastInteractionTick), With<Npc>>,
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npcs_without_tick: Query<(Entity, &TilePosition), (With<Npc>, Without<LastInteractionTick>)>,
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mut commands: Commands,
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) {
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let current_tick = time.tick;
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// Update existing LastInteractionTick for visible NPCs.
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for (pos, mut last_tick) in &mut npcs_with_tick {
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if pos.z == vis_geo.observer_z
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&& vis_geo.visible_positions.contains(&(pos.x, pos.y))
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{
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last_tick.0 = current_tick;
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}
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}
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// Insert LastInteractionTick for NPCs that don't have it yet but are visible.
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for (entity, pos) in &npcs_without_tick {
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if pos.z == vis_geo.observer_z
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&& vis_geo.visible_positions.contains(&(pos.x, pos.y))
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{
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commands.entity(entity).insert(LastInteractionTick(current_tick));
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}
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}
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}
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/// System: evict excess `ActiveSim` entities when count exceeds capacity (#97).
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///
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/// When more than `ACTIVE_SIM_CAPACITY` entities are in `ActiveSim`:
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/// 1. Skip all `ScopePinned` entities (they stay Active regardless).
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/// 2. Sort remaining by `LastInteractionTick` (oldest first) via min-heap.
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/// 3. Demote the oldest N entities to `BackgroundSim` (or `StateSaved` if beyond
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/// background radius).
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///
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/// Updates `SimSpacePressure` resource with current counts.
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pub fn evict_excess_active(
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mut commands: Commands,
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player_query: Query<&TilePosition, With<PlayerCharacter>>,
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active_npcs: Query<
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(Entity, &TilePosition, Option<&LastInteractionTick>),
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(With<ActiveSim>, With<Npc>, Without<ScopePinned>),
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>,
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active_count_query: Query<(), With<ActiveSim>>,
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mut pressure: ResMut<SimSpacePressure>,
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) {
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let total_active = active_count_query.iter().count();
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pressure.active_count = total_active;
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if total_active <= pressure.capacity {
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return;
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}
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let excess = total_active - pressure.capacity;
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let Ok(player_pos) = player_query.single() else {
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return;
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};
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|
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// Min-heap keyed by LastInteractionTick (oldest = smallest = evicted first).
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// Entities without LastInteractionTick get tick 0 (most stale).
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let mut heap: BinaryHeap<Reverse<(u64, Entity, TilePosition)>> = BinaryHeap::new();
|
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for (entity, pos, maybe_tick) in &active_npcs {
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let tick = maybe_tick.map(|t| t.0).unwrap_or(0);
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heap.push(Reverse((tick, entity, *pos)));
|
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}
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|
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let mut evicted = 0;
|
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while evicted < excess {
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let Some(Reverse((_, entity, pos))) = heap.pop() else {
|
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break;
|
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};
|
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|
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let dist = tile_distance(player_pos, &pos);
|
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if dist > BACKGROUND_RADIUS {
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commands.entity(entity).remove::<ActiveSim>().insert(StateSaved);
|
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} else {
|
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commands.entity(entity).remove::<ActiveSim>().insert(BackgroundSim);
|
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}
|
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evicted += 1;
|
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}
|
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|
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if evicted > 0 {
|
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tracing::debug!(
|
||||
"evicted {} excess ActiveSim entities (was {}, cap {})",
|
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evicted,
|
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total_active,
|
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pressure.capacity,
|
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);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Tier transition system (D-026, #99) ---
|
||||
|
||||
/// Manhattan tile distance between two positions, returning `u32::MAX` for
|
||||
@@ -432,4 +780,446 @@ mod tests {
|
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assert!(world.get::<ActiveSim>(npc).is_none(), "demoted to Background");
|
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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));
|
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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);
|
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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