feat(simulation): #94 #99 active tier filtering and transition system

#94 — Active tier simulation (complete):
- Add ActiveSim marker to all 9 test world room NPC spawns
- Fix test entities in routine.rs and path_follow.rs to include ActiveSim
  so With<ActiveSim> queries match correctly in unit tests

#99 — Tier transition logic (complete):
- Implement update_tier_markers system in tier.rs
- Promotes/demotes tier markers by manhattan distance from PlayerCharacter:
  ≤40 tiles → ActiveSim, ≤120 → BackgroundSim, beyond → StateSaved
- Handles cross-z-level as u32::MAX (effectively unreachable)
- No-op when no PlayerCharacter entity present (headless tests safe)
- 11 new unit tests covering all distance bands and boundary cases
- TierPlugin now registers the system after movement::validate_movement

Also picks up extended test coverage added by hoshe:
- observer/tests.rs — 230 lines of perception observer tests
- sound.rs — additional sound event integration tests

All 548 tests pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-19 13:54:37 +01:00
co-authored by Claude Sonnet 4.6
parent 066f8031fd
commit 8e00db2b2d
15 changed files with 733 additions and 12 deletions
+22 -4
View File
@@ -10,7 +10,8 @@ use bevy_ecs::prelude::*;
use std::collections::BTreeSet;
use crate::bridge::types::*;
use crate::knowledge::types::KnowledgeState;
use crate::knowledge::graph::filter_by_access;
use crate::knowledge::types::{AccessRule, KnowledgeState};
use crate::knowledge::{EntityRegistry, KnowledgeGraph, StableId};
use crate::perception::cognitive_delay::CognitiveDelay;
use crate::perception::query::{ActivePerceptionMode, VisibilityGeometry};
@@ -80,6 +81,7 @@ pub fn compute_observer_snapshot(
&TilePosition,
Option<&PlayerCharacter>,
Option<&crate::npc::Npc>,
Option<&AccessRule>,
)>,
inventory_items: Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
mut buffer: ResMut<SnapshotBuffer>,
@@ -121,8 +123,13 @@ pub fn compute_observer_snapshot(
})
.unwrap_or_default();
// Resolve observer's StableId for component-level access control (#139, D-010)
let observer_stable_id = registry
.to_stable(observer_entity)
.unwrap_or(StableId(0));
let (mut entities, visible_ids, blocked_entities) =
filter_visible_entities(&geometry, &registry, observer_kg, &all_entities);
filter_visible_entities(&geometry, &registry, observer_kg, observer_stable_id, &all_entities);
collect_remembered_entities(
observer_kg,
@@ -237,18 +244,20 @@ fn filter_visible_entities(
geometry: &VisibilityGeometry,
registry: &EntityRegistry,
observer_kg: &KnowledgeGraph,
observer_stable_id: StableId,
all_entities: &Query<(
Entity,
&TilePosition,
Option<&PlayerCharacter>,
Option<&crate::npc::Npc>,
Option<&AccessRule>,
)>,
) -> (Vec<VisibleEntity>, BTreeSet<u64>, Vec<u64>) {
let mut entities = Vec::new();
let mut visible_ids: BTreeSet<u64> = BTreeSet::new();
let mut blocked_ids: BTreeSet<u64> = BTreeSet::new();
for (entity, pos, is_player, is_npc) in all_entities.iter() {
for (entity, pos, is_player, is_npc, access_rule) in all_entities.iter() {
if pos.z != geometry.observer_z {
continue;
}
@@ -289,7 +298,16 @@ fn filter_visible_entities(
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)
// D-010 principle 2: check access control before exposing relationship (#139)
let access_granted = match access_rule {
Some(rule) => filter_by_access(observer_stable_id, stable_id, &rule.0, observer_kg),
None => true, // No AccessRule → Public (default)
};
if access_granted {
observer_kg.relationship_with(&stable_id)
} else {
RelationshipState::Unknown // Access denied — redact relationship data
}
} else {
RelationshipState::Unknown
};