fix(simulation): PR #66 review — dedup vision, spawn components, doc fixes

- vision.rs: deduplicate own-tile entity iteration, add same-tile test
- spawn.rs: add NpcVisionState, NpcMemory, PlayerAwareness to content-
  spawned NPCs (matching generate_npc)
- pressure.rs: update who_knows_full_scan doc to reflect actual call
  frequency, document O(N) acceptability at call site
- types.rs: fix stale protocol version comment (13→14)
- generate.rs: format!() → .to_string() (clippy)
- vision.rs: hardcoded 10 → TICKS_PER_GAME_MINUTE
- relationships.rs: fix comment "15%" → "20%" to match code
- pressure.rs: document total() floor-truncation
- save_state.rs: document NpcMemory exclusion as intentional

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-25 10:04:18 +01:00
co-authored by Claude Opus 4.6
parent abd1657d94
commit 768a431c38
8 changed files with 81 additions and 13 deletions
+1 -1
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@@ -38,7 +38,7 @@ pub const PROTOCOL_VERSION: u8 = 14;
/// Future fields: ambient sound events, HUD state (D-020 expansion).
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ObserverSnapshot {
/// Protocol version for forward compatibility. Current: 13.
/// Protocol version for forward compatibility. Current: 14.
pub version: u8,
/// Simulation tick when this snapshot was produced
pub tick: u64,
+8
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@@ -205,6 +205,14 @@ fn spawn_npc(world: &mut World, profile: &types::NpcProfile, result: &mut SpawnR
// TODO: CombatCapability — no content schema type exists yet. When combat content
// is authored, add weapon_proficiency + combat_style mapping here.
// Vision + awareness components (#115, #244) — must match generate_npc().
// Without these, vision/awareness systems silently skip content-spawned NPCs.
entity_commands.insert((
npc::vision::NpcVisionState::default(),
npc::vision::NpcMemory::default(),
npc::awareness::PlayerAwareness::default(),
));
let entity = entity_commands.id();
// Register in EntityRegistry for StableId mapping
+1 -1
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@@ -269,7 +269,7 @@ fn gen_routine(rng: &mut SimRng, location_pool: &[(DayPhase, TilePosition)]) ->
DailyRoutine {
entries,
description: format!("Routine schedule"),
description: "Routine schedule".to_string(),
}
}
+3 -3
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@@ -141,7 +141,8 @@ impl RelationshipGraph {
}
/// Get all entities who have feelings about a target.
/// O(N) full scan of all edges — use for event detection, not per-tick queries.
/// O(N) full scan of all edges. Called once per game-minute (every 10 ticks)
/// by the pressure system — acceptable at v0.1 NPC counts.
pub fn who_knows_full_scan(&self, target: &StableId) -> Vec<(&StableId, &RelationshipEdge)> {
self.edges
.iter()
@@ -292,8 +293,7 @@ impl DelayedTrustQueue {
/// (D-010: integer-only determinism). Returns 0 when the scaled value would
/// round to zero — small deltas naturally attenuate to nothing.
///
/// Factor is expressed in tenths (e.g. 4 = 40%, 2 = 15%... using 2/10=20%
/// as closest deterministic integer approximation of 15%).
/// Factor is expressed in tenths (e.g. 4 = 40%, 2 = 20%).
///
/// Rounding: away from zero (ceiling of abs value, preserving sign).
fn scale_delta(delta: i8, factor_tenths: i8) -> i8 {
+37 -6
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@@ -30,7 +30,7 @@ use crate::perception::shadowcast::compute_fov;
use crate::perception::vision_cone::{apply_vision_cone, Facing, VisionConeConfig};
use crate::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
use crate::simulation::spatial::{NaiveSpatialIndex, SpatialIndex};
use crate::simulation::time::SimulationTime;
use crate::simulation::time::{SimulationTime, TICKS_PER_GAME_MINUTE};
use crate::simulation::tier::ActiveSim;
/// NPC vision range in tiles (matches player forward range from VisionConeConfig).
@@ -140,11 +140,10 @@ pub fn compute_npc_vision(
let mut new_visible = BTreeSet::new();
let mut player_vis = false;
// Query entities within vision range, then filter by FOV tile set
let nearby = spatial_index.entities_in_range(npc_pos, NPC_VISION_RANGE as u32);
let at_origin = spatial_index.entities_at(npc_pos);
// Single-pass query: all entities within vision range including own tile
let candidates = spatial_index.entities_within(npc_pos, NPC_VISION_RANGE as u32);
for entity in nearby.into_iter().chain(at_origin.into_iter()) {
for entity in candidates {
if entity == npc_entity {
continue;
}
@@ -262,7 +261,7 @@ pub fn degrade_npc_inferences(
time: Res<SimulationTime>,
mut npc_query: Query<&mut NpcMemory, (With<Npc>, With<ActiveSim>)>,
) {
if time.tick % 10 != 0 {
if time.tick % TICKS_PER_GAME_MINUTE != 0 {
return;
}
@@ -494,6 +493,38 @@ mod tests {
);
}
#[test]
fn npc_sees_non_npc_entity_on_same_tile() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let mut spatial = NaiveSpatialIndex::new();
// NPC at (16, 16)
let npc = world
.spawn((Npc, ActiveSim, pos(16, 16), NpcVisionState::default()))
.id();
registry.register(npc);
spatial.update(npc, pos(16, 16));
// Non-NPC entity on the same tile (e.g. dropped item)
let item = world.spawn(pos(16, 16)).id();
let item_sid = registry.register(item);
spatial.update(item, pos(16, 16));
world.insert_resource(registry);
world.insert_resource(spatial);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(compute_npc_vision);
schedule.run(&mut world);
let vision = world.get::<NpcVisionState>(npc).unwrap();
assert!(
vision.visible_entities.contains(&item_sid),
"NPC should see non-NPC entity sharing its tile"
);
}
#[test]
fn background_npc_not_processed() {
let mut world = setup_world(32, 32);
+7 -2
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@@ -82,9 +82,12 @@ pub struct CharacterPressure {
}
impl CharacterPressure {
/// Total pressure as a weighted average of all axes (0100).
/// Total pressure as a simple average of all axes (0100).
///
/// Uses integer division — remainders are floor-truncated (D-010, no floats).
/// Maximum rounding error is 2 units (e.g. axis sum 101 → 33 instead of 33.67).
pub fn total(&self) -> i32 {
// Simple average, clamped. Integer arithmetic only (D-010).
// Simple average, clamped. Integer division truncates toward zero (D-010).
((self.exposure + self.institutional + self.relationship) / 3).clamp(0, 100)
}
@@ -178,6 +181,8 @@ pub fn update_character_pressure(
// --- Relationship pressure ---
let player_stable = registry.to_stable(player_entity);
if let Some(player_sid) = player_stable {
// O(N) over all relationship edges — called once per game-minute, not every tick.
// Acceptable at v0.1 NPC counts (<100 NPCs = <100 edge iterations).
let hostile_edges = relationship_graph
.who_knows_full_scan(&player_sid)
.iter()
+2
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@@ -31,6 +31,8 @@
//! - Full ECS world extraction/injection (system not yet written)
//! - Pathfinding state (reconstructed from position + routine)
//! - Tier transitions in-flight (dropped to background state on load)
//! - `NpcMemory` (intentionally excluded — stale inferences would be wrong after
//! reload; memory degrades naturally over time so reset-on-load is acceptable)
use serde::{Deserialize, Serialize};
+22
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@@ -21,6 +21,15 @@ pub trait SpatialIndex: Send + Sync {
/// Return all entities at the exact `position`.
fn entities_at(&self, position: &TilePosition) -> Vec<Entity>;
/// Return all entities within Manhattan distance `radius` of `position`,
/// **including** entities exactly at `position`. Single-pass alternative to
/// `entities_in_range` + `entities_at`.
fn entities_within(&self, position: &TilePosition, radius: u32) -> Vec<Entity> {
let mut result = self.entities_in_range(position, radius);
result.extend(self.entities_at(position));
result
}
/// Insert or update an entity's position in the index.
fn update(&mut self, entity: Entity, position: TilePosition);
@@ -78,6 +87,19 @@ impl SpatialIndex for NaiveSpatialIndex {
.collect()
}
fn entities_within(&self, position: &TilePosition, radius: u32) -> Vec<Entity> {
self.entries
.iter()
.filter(|(_, pos)| {
pos == position
|| pos
.manhattan_distance(position)
.is_some_and(|d| d <= radius)
})
.map(|(entity, _)| *entity)
.collect()
}
fn update(&mut self, entity: Entity, position: TilePosition) {
if let Some(entry) = self.entries.iter_mut().find(|(e, _)| *e == entity) {
entry.1 = position;