refactor(server): NearbyInteractionBuffer from Resource to Component

Per-entity Component attached to PlayerCharacter instead of global
Resource. Makes the interaction buffer multiplayer-ready (D-009) —
each observer gets their own buffer without pipeline refactoring.

Updated all 8 files touching the buffer: system signatures, player
spawn bundles, and ~30 test spawn sites.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 22:52:47 +01:00
co-authored by Claude Opus 4.6
parent c970d2eba7
commit 6f9537fff3
8 changed files with 317 additions and 873 deletions
+244
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//! Observer visibility query system (#112)
//!
//! Replaces the unfiltered `generate_snapshot` with a visibility-aware version.
//! Combines shadowcasting + vision cone to determine what the observer can see,
//! then populates ObserverSnapshot v2 with only visible entities and tiles.
use bevy_ecs::prelude::*;
use std::collections::HashSet;
use crate::bridge::types::*;
use crate::knowledge::{EntityRegistry, KnowledgeGraph};
use crate::perception::shadowcast::compute_fov;
use crate::perception::vision_cone::{apply_vision_cone, Facing, VisionConeConfig};
use crate::simulation::interaction::NearbyInteractionBuffer;
use crate::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
use crate::simulation::time::SimulationTime;
/// Compute observer snapshot with LOS filtering and vision cone.
///
/// System ordering: after validate_movement, before advance_tick.
/// Replaces bridge::generate_snapshot.
pub fn compute_observer_snapshot(
time: Res<SimulationTime>,
walkability: Res<WalkabilityMap>,
registry: Res<EntityRegistry>,
mut observer_query: Query<
(&TilePosition, Option<&Facing>, &KnowledgeGraph, &mut NearbyInteractionBuffer),
With<PlayerCharacter>,
>,
all_entities: Query<(
Entity,
&TilePosition,
Option<&PlayerCharacter>,
Option<&crate::npc::Npc>,
)>,
mut buffer: ResMut<SnapshotBuffer>,
) {
let Ok((observer_pos, facing_opt, observer_kg, mut interaction_buffer)) =
observer_query.single_mut()
else {
return;
};
let facing = facing_opt
.map(|f| f.0)
.unwrap_or(FacingDirection::default());
let config = VisionConeConfig::default();
let z = observer_pos.z;
// Step 1: Compute raw FOV using symmetric shadowcasting
let fov = compute_fov(
|x, y| !walkability.can_move_to(&TilePosition::new(x, y, z)),
observer_pos.x,
observer_pos.y,
config.forward_range,
z,
);
// Step 2: Apply vision cone to get sector-tagged tiles
let cone_tiles =
apply_vision_cone(&fov, observer_pos.x, observer_pos.y, facing, &config);
// Step 3: Build visible_tiles for the snapshot
let visible_tiles: Vec<VisibleTile> = cone_tiles
.iter()
.map(|&(x, y, sector)| VisibleTile {
x,
y,
z,
visibility: sector,
})
.collect();
// Step 4: Build lookup set for fast entity visibility check
let visible_positions: HashSet<(i32, i32)> =
cone_tiles.iter().map(|&(x, y, _)| (x, y)).collect();
// Build sector lookup (position -> sector)
let sector_lookup: std::collections::HashMap<(i32, i32), VisibilitySector> = cone_tiles
.iter()
.map(|&(x, y, sector)| ((x, y), sector))
.collect();
// Step 5: Filter entities by visibility, overlay knowledge
let mut entities = Vec::new();
let mut visible_entity_bits: HashSet<u64> = HashSet::new();
for (entity, pos, is_player, is_npc) in all_entities.iter() {
// Different z-level: not visible
if pos.z != z {
continue;
}
// Not in visible tile set: not visible
if !visible_positions.contains(&(pos.x, pos.y)) {
continue;
}
let (rx, ry, rz) = pos.to_render_coords();
let kind = if is_player.is_some() {
EntityKind::Player
} else if is_npc.is_some() {
EntityKind::Npc
} else {
EntityKind::Object
};
let sector = sector_lookup
.get(&(pos.x, pos.y))
.copied()
.unwrap_or(VisibilitySector::Peripheral);
// Look up relationship from knowledge graph (D-033 entity color)
let relationship = if is_player.is_some() {
RelationshipState::Known // Self
} else if let Some(stable_id) = registry.to_stable(entity) {
observer_kg.relationship_with(&stable_id)
} else {
RelationshipState::Unknown
};
// Fallback to Entity::to_bits() is intentional for per-frame systems:
// panicking would crash the server every tick. The error log makes this
// loud enough to catch in testing while keeping the server alive.
let wire_id = registry
.to_stable(entity)
.map(|sid| sid.0)
.unwrap_or_else(|| {
tracing::error!(?entity, "entity visible but not in EntityRegistry");
entity.to_bits()
});
visible_entity_bits.insert(wire_id);
entities.push(VisibleEntity {
entity_id: wire_id,
x: rx,
y: ry,
z: rz,
kind,
visibility: sector,
relationship,
observation: EntityVisibility::Visible,
});
}
// Step 6: Add remembered entities from knowledge graph (#366)
collect_remembered_entities(
observer_kg,
&visible_entity_bits,
&visible_positions,
z,
time.tick,
&mut entities,
);
// Step 7: Build GameTime from SimulationTime
let game_time = GameTime {
day: time.day(),
time_of_day: time.time_of_day_minutes(),
day_phase: time.day_phase(),
tick_rate: time.tick_rate,
};
tracing::trace!(
"compute_observer_snapshot: tick={}, visible={}, remembered={}, tiles={}",
time.tick,
visible_entity_bits.len(),
entities.len() - visible_entity_bits.len(),
visible_tiles.len(),
);
// Step 8: Assemble snapshot (v4: added nearby_interactions)
buffer.snapshot = Some(ObserverSnapshot {
version: crate::bridge::types::PROTOCOL_VERSION,
tick: time.tick,
game_time,
player_facing: facing,
entities,
visible_tiles,
nearby_interactions: interaction_buffer.take(),
});
}
/// Collect remembered entities from the knowledge graph — entities the observer
/// knows about but can't currently see. Filters out: already-visible entities,
/// entities without known positions, wrong z-level, visible-tile ghosts, and
/// transient Direct-confidence inconsistencies.
fn collect_remembered_entities(
observer_kg: &KnowledgeGraph,
visible_ids: &HashSet<u64>,
visible_positions: &HashSet<(i32, i32)>,
observer_z: i32,
current_tick: u64,
entities: &mut Vec<VisibleEntity>,
) {
for (stable_id, knowledge) in observer_kg.known_entities_iter() {
if visible_ids.contains(&stable_id.0) {
continue;
}
let Some(position) = knowledge.last_known_position else {
continue;
};
if position.z != observer_z {
continue;
}
// Tile is visible but entity isn't there — player knows it moved
if visible_positions.contains(&(position.x, position.y)) {
continue;
}
// Direct confidence = should be in LOS; skip transient inconsistency
if knowledge.confidence == KnowledgeConfidence::Direct {
continue;
}
let (rx, ry, rz) = position.to_render_coords();
debug_assert!(
knowledge.last_observed_tick <= current_tick,
"last_observed_tick {} > current tick {}",
knowledge.last_observed_tick,
current_tick,
);
let age_ticks = current_tick.saturating_sub(knowledge.last_observed_tick);
entities.push(VisibleEntity {
entity_id: stable_id.0,
x: rx,
y: ry,
z: rz,
kind: EntityKind::Npc,
visibility: VisibilitySector::Forward,
relationship: knowledge.relationship,
observation: EntityVisibility::Remembered {
confidence: knowledge.confidence,
age_ticks,
},
});
}
}
#[cfg(test)]
mod tests;