feat(simulation): smuggler inventory — CarriedBy, Take/Place verbs (#424)
Implement physical inventory system per D-065: - CarriedBy(StableId) component marks items as carried by an entity - ItemName and InventorySlot components for display and slot assignment - Take verb: removes TilePosition, adds CarriedBy + InventorySlot - Place verb: removes CarriedBy + InventorySlot, adds TilePosition - Observer snapshot populates player_inventory from carried items query - Info boundary: carried items lack TilePosition, naturally excluded from all spatial queries (visibility, interactions) for other entities - 9-slot capacity (3x3 grid per OQ-24), auto-assigns first free slot - 8 new tests covering take, place, sequential slots, full rejection Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -3,7 +3,11 @@
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// PlayerInput: semantic actions (MoveNorth, Interact, UsePerceptionMode, ToggleStance)
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use crate::bridge::types::{PlayerAction, PlayerInput};
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use crate::knowledge::{EntityRegistry, StableId};
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use crate::perception::vision_cone::{facing_from_delta, Facing};
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use crate::simulation::inventory::{
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find_next_slot, occupied_slots_for, CarriedBy, InventorySlot, ItemName, MAX_INVENTORY_SLOTS,
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};
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use crate::simulation::movement::{MoveIntent, PlayerCharacter, TilePosition};
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use crate::simulation::stance::{PlayerMoveCooldown, Stance};
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use crate::simulation::time::{SimulationTime, TickRate};
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@@ -56,16 +60,18 @@ impl InputQueue {
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}
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/// Drains InputQueue for the current tick, converts PlayerActions to ECS components.
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/// Handles stance toggling (D-053) and movement cooldown based on current stance.
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/// Handles stance toggling (D-053), movement cooldown, and Take/Place verbs (#424).
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#[allow(clippy::type_complexity)]
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pub fn process_player_input(
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mut input_queue: ResMut<InputQueue>,
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mut time: ResMut<SimulationTime>,
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mut commands: Commands,
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registry: Res<EntityRegistry>,
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mut player_query: Query<
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(Entity, &TilePosition, Option<&mut Stance>, Option<&mut PlayerMoveCooldown>),
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With<PlayerCharacter>,
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>,
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inventory_items: Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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) {
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let current_tick = time.tick;
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let inputs = input_queue.drain_for_tick(current_tick);
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@@ -137,12 +143,33 @@ pub fn process_player_input(
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time.tick_rate = rate;
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tracing::debug!("Tick rate set to {:?} by player input", rate);
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}
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PlayerAction::Interact { target_entity_id, verb } => {
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tracing::info!(
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"Interact: target={:?}, verb={:?} — logged only, dialogue dispatch future scope (#415)",
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target_entity_id,
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verb,
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);
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PlayerAction::Interact { target_entity_id, ref verb } => {
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match verb.as_deref() {
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Some("Take") => {
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handle_take(
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&mut commands,
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®istry,
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&player_query,
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&inventory_items,
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target_entity_id,
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);
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}
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Some("Place") => {
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handle_place(
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&mut commands,
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®istry,
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&player_query,
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target_entity_id,
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);
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}
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_ => {
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tracing::info!(
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"Interact: target={:?}, verb={:?} — logged only, dialogue dispatch future scope (#415)",
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target_entity_id,
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verb,
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);
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}
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}
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}
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PlayerAction::UsePerceptionMode(ref mode) => {
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tracing::trace!("UsePerceptionMode({}) — no-op for Sprint 1", mode);
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@@ -195,6 +222,105 @@ fn apply_move(
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.insert(Facing(facing_from_delta(dx, dy)));
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}
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/// Handle Take verb: pick up an item entity and add it to the player's inventory.
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/// Removes TilePosition (item is no longer on the ground — info boundary enforcement),
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/// adds CarriedBy + InventorySlot components.
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#[allow(clippy::type_complexity)]
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fn handle_take(
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commands: &mut Commands,
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registry: &EntityRegistry,
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player_query: &Query<
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(Entity, &TilePosition, Option<&mut Stance>, Option<&mut PlayerMoveCooldown>),
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With<PlayerCharacter>,
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>,
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inventory_items: &Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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target_entity_id: Option<u64>,
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) {
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let Some(target_id) = target_entity_id else {
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tracing::warn!("Take verb without target_entity_id");
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return;
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};
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let Ok((player_entity, _, _, _)) = player_query.single() else {
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return;
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};
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let Some(player_sid) = registry.to_stable(player_entity) else {
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tracing::error!("Player entity not in EntityRegistry");
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return;
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};
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// Resolve wire ID to ECS entity
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let target_stable = StableId(target_id);
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let Some(target_entity) = registry.to_entity(&target_stable) else {
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tracing::warn!(target_id, "Take: target entity not in registry");
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return;
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};
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// Check inventory capacity
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let occupied = occupied_slots_for(player_sid, inventory_items);
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let Some(slot) = find_next_slot(&occupied) else {
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tracing::info!("Inventory full ({} slots), cannot take item", MAX_INVENTORY_SLOTS);
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return;
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};
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// Remove TilePosition (item leaves the ground), add CarriedBy + InventorySlot
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commands.entity(target_entity)
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.remove::<TilePosition>()
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.insert((CarriedBy(player_sid), InventorySlot(slot)));
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tracing::info!(
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target_id,
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slot,
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"Take: item picked up and added to inventory slot",
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);
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}
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/// Handle Place verb: remove an item from inventory and place it on the ground
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/// at the player's current position. Removes CarriedBy + InventorySlot, adds
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/// TilePosition at the player's current tile.
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#[allow(clippy::type_complexity)]
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fn handle_place(
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commands: &mut Commands,
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registry: &EntityRegistry,
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player_query: &Query<
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(Entity, &TilePosition, Option<&mut Stance>, Option<&mut PlayerMoveCooldown>),
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With<PlayerCharacter>,
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>,
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target_entity_id: Option<u64>,
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) {
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let Some(target_id) = target_entity_id else {
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tracing::warn!("Place verb without target_entity_id");
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return;
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};
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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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let target_stable = StableId(target_id);
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let Some(target_entity) = registry.to_entity(&target_stable) else {
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tracing::warn!(target_id, "Place: target entity not in registry");
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return;
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};
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let place_pos = *player_pos;
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// Remove inventory components, place item at player's tile
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commands.entity(target_entity)
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.remove::<CarriedBy>()
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.remove::<InventorySlot>()
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.insert(place_pos);
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tracing::info!(
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target_id,
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x = place_pos.x,
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y = place_pos.y,
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z = place_pos.z,
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"Place: item dropped at player position",
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);
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@@ -245,6 +371,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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@@ -268,6 +395,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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@@ -286,6 +414,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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@@ -305,6 +434,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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@@ -321,6 +451,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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@@ -346,6 +477,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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world.spawn((
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PlayerCharacter,
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@@ -373,6 +505,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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world.spawn((
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PlayerCharacter,
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@@ -400,6 +533,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((
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@@ -446,6 +580,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((
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@@ -483,6 +618,7 @@ mod tests {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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@@ -507,4 +643,180 @@ mod tests {
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schedule.run(&mut world);
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assert!(world.get::<MoveIntent>(player).is_some());
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}
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#[test]
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fn take_verb_picks_up_item() {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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// Spawn player and register
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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.id();
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let player_sid = world.resource_mut::<crate::knowledge::EntityRegistry>().register(player);
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// Spawn item near player
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let item = world
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.spawn((
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TilePosition::new(5, 4, 0),
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ItemName("Manifest Copy".into()),
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))
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.id();
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let item_sid = world.resource_mut::<crate::knowledge::EntityRegistry>().register(item);
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// Issue Take verb
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::Interact {
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target_entity_id: Some(item_sid.0),
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verb: Some("Take".into()),
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},
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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// Item should have CarriedBy + InventorySlot, no TilePosition
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assert!(world.get::<TilePosition>(item).is_none(), "item should leave the ground");
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let carried = world.get::<CarriedBy>(item).expect("item should have CarriedBy");
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assert_eq!(carried.0, player_sid);
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let slot = world.get::<InventorySlot>(item).expect("item should have slot");
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assert_eq!(slot.0, 0, "first item goes to slot 0");
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}
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#[test]
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fn place_verb_drops_item() {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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.id();
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let player_sid = world.resource_mut::<crate::knowledge::EntityRegistry>().register(player);
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// Spawn item already in inventory (no TilePosition)
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let item = world
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.spawn((
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CarriedBy(player_sid),
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ItemName("Manifest Copy".into()),
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InventorySlot(0),
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))
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.id();
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let item_sid = world.resource_mut::<crate::knowledge::EntityRegistry>().register(item);
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// Issue Place verb
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::Interact {
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target_entity_id: Some(item_sid.0),
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verb: Some("Place".into()),
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},
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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// Item should have TilePosition at player's location, no CarriedBy/InventorySlot
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let pos = world.get::<TilePosition>(item).expect("item should be on ground");
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assert_eq!(*pos, TilePosition::new(5, 5, 0), "placed at player position");
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assert!(world.get::<CarriedBy>(item).is_none(), "CarriedBy removed");
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assert!(world.get::<InventorySlot>(item).is_none(), "InventorySlot removed");
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}
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#[test]
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fn take_verb_assigns_sequential_slots() {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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.id();
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let player_sid = world.resource_mut::<crate::knowledge::EntityRegistry>().register(player);
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// Item already in slot 0
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world.spawn((
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CarriedBy(player_sid),
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ItemName("Manifest".into()),
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InventorySlot(0),
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));
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// New item on the ground
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let item2 = world
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.spawn((
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TilePosition::new(5, 4, 0),
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ItemName("Token".into()),
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))
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.id();
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let item2_sid = world.resource_mut::<crate::knowledge::EntityRegistry>().register(item2);
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::Interact {
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target_entity_id: Some(item2_sid.0),
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verb: Some("Take".into()),
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},
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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let slot = world.get::<InventorySlot>(item2).expect("item should have slot");
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assert_eq!(slot.0, 1, "second item goes to slot 1");
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}
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#[test]
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fn take_verb_full_inventory_rejected() {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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world.init_resource::<crate::knowledge::EntityRegistry>();
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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.id();
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let player_sid = world.resource_mut::<crate::knowledge::EntityRegistry>().register(player);
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// Fill all 9 slots
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for slot in 0..MAX_INVENTORY_SLOTS {
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world.spawn((
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CarriedBy(player_sid),
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ItemName(format!("Item {}", slot)),
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InventorySlot(slot),
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));
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}
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// Try to take another item
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let item = world
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.spawn((
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TilePosition::new(5, 4, 0),
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ItemName("Overflow".into()),
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))
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.id();
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let item_sid = world.resource_mut::<crate::knowledge::EntityRegistry>().register(item);
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::Interact {
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target_entity_id: Some(item_sid.0),
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verb: Some("Take".into()),
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},
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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// Item should still be on the ground
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assert!(world.get::<TilePosition>(item).is_some(), "item stays on ground");
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assert!(world.get::<CarriedBy>(item).is_none(), "no CarriedBy when full");
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}
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}
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Reference in New Issue
Block a user