feat(simulation): integrate knowledge graph into observer snapshot (#366)

VisibleEntity now carries relationship state (D-033 entity color) and
observation type (Visible vs Remembered). compute_observer_snapshot
queries the player's KnowledgeGraph to overlay relationship data on
visible entities and include remembered (not-in-LOS) entities as fog
ghosts at their last known position. Regenerated msgpack fixtures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 01:28:53 +01:00
co-authored by Claude Opus 4.6
parent 12dc0bc0bf
commit 9c0190c7c2
12 changed files with 270 additions and 10 deletions
+228 -9
View File
@@ -8,6 +8,7 @@ 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::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
@@ -20,7 +21,8 @@ use crate::simulation::time::SimulationTime;
pub fn compute_observer_snapshot(
time: Res<SimulationTime>,
walkability: Res<WalkabilityMap>,
observer_query: Query<(&TilePosition, Option<&Facing>), With<PlayerCharacter>>,
registry: Res<EntityRegistry>,
observer_query: Query<(&TilePosition, Option<&Facing>, &KnowledgeGraph), With<PlayerCharacter>>,
all_entities: Query<(
Entity,
&TilePosition,
@@ -29,7 +31,7 @@ pub fn compute_observer_snapshot(
)>,
mut buffer: ResMut<SnapshotBuffer>,
) {
let Ok((observer_pos, facing_opt)) = observer_query.single() else {
let Ok((observer_pos, facing_opt, observer_kg)) = observer_query.single() else {
return;
};
@@ -74,8 +76,9 @@ pub fn compute_observer_snapshot(
.map(|&(x, y, sector)| ((x, y), sector))
.collect();
// Step 5: Filter entities by visibility
// 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 {
@@ -101,17 +104,72 @@ pub fn compute_observer_snapshot(
.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
};
visible_entity_bits.insert(entity.to_bits());
entities.push(VisibleEntity {
entity_id: entity.to_bits(), // Temporary: use entity.to_bits() until #362 StableEntityId
entity_id: entity.to_bits(),
x: rx,
y: ry,
z: rz,
kind,
visibility: sector,
relationship,
observation: EntityVisibility::Visible,
});
}
// Step 6: Build GameTime from SimulationTime
// Step 6: Add remembered entities from knowledge graph (#366)
// Entities the observer knows about but can't currently see.
for (stable_id, knowledge) in observer_kg.known_entities_iter() {
// Skip if currently visible (already in the entity list)
if let Some(entity) = registry.to_entity(stable_id) {
if visible_entity_bits.contains(&entity.to_bits()) {
continue;
}
}
// Skip if no known position (never directly observed)
let Some(position) = knowledge.last_known_position else {
continue;
};
// Direct confidence means the entity should be in LOS — if it isn't,
// that's a transient data inconsistency. Skip rather than show a ghost.
if knowledge.confidence == KnowledgeConfidence::Direct {
continue;
}
let (rx, ry, rz) = position.to_render_coords();
let age_ticks = time.tick.saturating_sub(knowledge.last_observed_tick);
let entity_id = registry
.to_entity(stable_id)
.map(|e| e.to_bits())
.unwrap_or(stable_id.0);
entities.push(VisibleEntity {
entity_id,
x: rx,
y: ry,
z: rz,
kind: EntityKind::Npc, // Remembered entities are NPCs (only NPCs are tracked)
visibility: VisibilitySector::Forward, // Not meaningful for remembered entities
relationship: knowledge.relationship,
observation: EntityVisibility::Remembered {
confidence: knowledge.confidence,
age_ticks,
},
});
}
// Step 7: Build GameTime from SimulationTime
let game_time = GameTime {
day: time.day(),
time_of_day: time.time_of_day_minutes(),
@@ -120,13 +178,14 @@ pub fn compute_observer_snapshot(
};
tracing::trace!(
"compute_observer_snapshot: tick={}, entities={}, tiles={}",
"compute_observer_snapshot: tick={}, visible={}, remembered={}, tiles={}",
time.tick,
entities.len(),
visible_entity_bits.len(),
entities.len() - visible_entity_bits.len(),
visible_tiles.len(),
);
// Step 7: Assemble v2 snapshot
// Step 8: Assemble snapshot
buffer.snapshot = Some(ObserverSnapshot {
version: 2,
tick: time.tick,
@@ -140,15 +199,17 @@ pub fn compute_observer_snapshot(
#[cfg(test)]
mod tests {
use super::*;
use crate::knowledge::{EntityRegistry, KnowledgeGraph};
use crate::perception::vision_cone::Facing;
use bevy_ecs::world::World;
/// Helper: set up a test world with player and walkability map
/// Helper: set up a test world with player, walkability map, and knowledge resources
fn setup_world(width: i32, height: i32) -> World {
let mut world = World::new();
world.insert_resource(SimulationTime::default());
world.insert_resource(WalkabilityMap::new(width, height, 1));
world.init_resource::<SnapshotBuffer>();
world.init_resource::<EntityRegistry>();
world
}
@@ -159,6 +220,7 @@ mod tests {
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
));
let mut schedule = bevy_ecs::schedule::Schedule::default();
@@ -170,6 +232,7 @@ mod tests {
assert_eq!(snapshot.version, 2);
assert_eq!(snapshot.entities.len(), 1);
assert!(matches!(snapshot.entities[0].kind, EntityKind::Player));
assert_eq!(snapshot.entities[0].observation, EntityVisibility::Visible);
}
#[test]
@@ -179,6 +242,7 @@ mod tests {
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
));
// NPC directly north of player (in forward cone)
world.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)));
@@ -196,6 +260,7 @@ mod tests {
.find(|e| matches!(e.kind, EntityKind::Npc))
.expect("NPC should be visible");
assert_eq!(npc.visibility, VisibilitySector::Forward);
assert_eq!(npc.observation, EntityVisibility::Visible);
}
#[test]
@@ -205,6 +270,7 @@ mod tests {
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
));
// Wall between player and NPC
let mut walkability = world.resource_mut::<WalkabilityMap>();
@@ -234,6 +300,7 @@ mod tests {
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
));
// NPC far behind player (south, in blind spot)
world.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)));
@@ -259,6 +326,7 @@ mod tests {
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
));
// NPC on different z-level
world.spawn((crate::npc::Npc, TilePosition::new(16, 14, 1)));
@@ -288,6 +356,7 @@ mod tests {
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
));
let mut schedule = bevy_ecs::schedule::Schedule::default();
@@ -311,6 +380,7 @@ mod tests {
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
));
let mut schedule = bevy_ecs::schedule::Schedule::default();
@@ -330,4 +400,153 @@ mod tests {
.any(|t| t.x == 16 && t.y == 16 && t.z == 0);
assert!(has_observer_tile, "observer tile should be visible");
}
#[test]
fn visible_npc_has_relationship_from_knowledge() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
.id();
let npc_sid = registry.register(npc);
// Player knows NPC is hostile
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.set_relationship(&npc_sid, RelationshipState::Hostile);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
));
world.insert_resource(registry);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(compute_observer_snapshot);
schedule.run(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
let npc_entity = snapshot
.entities
.iter()
.find(|e| matches!(e.kind, EntityKind::Npc))
.expect("NPC should be visible");
assert_eq!(npc_entity.relationship, RelationshipState::Hostile);
assert_eq!(npc_entity.observation, EntityVisibility::Visible);
}
#[test]
fn remembered_entity_appears_as_ghost() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC exists but is behind a wall (not visible)
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 10, 0)))
.id();
let npc_sid = registry.register(npc);
// Player previously saw NPC, now it left LOS (KnowsDetails)
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.observe_entity_leaving_los(&npc_sid, 60);
kg.set_relationship(&npc_sid, RelationshipState::PersonOfInterest);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
))
.id();
registry.register(player);
// Wall blocks LOS to NPC's actual position
let mut walkability = world.resource_mut::<WalkabilityMap>();
walkability.set_walkable(&TilePosition::new(16, 12, 0), false);
world.insert_resource(registry);
world.insert_resource(SimulationTime { tick: 100, paused: false });
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(compute_observer_snapshot);
schedule.run(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// Should have player (visible) + NPC (remembered)
let remembered: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
.collect();
assert_eq!(remembered.len(), 1, "should have one remembered entity");
assert_eq!(remembered[0].relationship, RelationshipState::PersonOfInterest);
// Remembered entity should be at last_known_position (16, 14) not actual (16, 10)
assert_eq!(remembered[0].x, 16.5);
assert_eq!(remembered[0].y, 14.5);
if let EntityVisibility::Remembered { confidence, age_ticks } = &remembered[0].observation {
assert_eq!(*confidence, KnowledgeConfidence::KnowsDetails);
assert_eq!(*age_ticks, 50); // tick 100 - last_observed 50
}
}
#[test]
fn direct_confidence_not_shown_as_remembered() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC exists but not in LOS
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 10, 0)))
.id();
let npc_sid = registry.register(npc);
// Knowledge still shows Direct (transient inconsistency)
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
// Still Direct — don't show as ghost
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
))
.id();
registry.register(player);
// Wall blocks actual NPC position
let mut walkability = world.resource_mut::<WalkabilityMap>();
walkability.set_walkable(&TilePosition::new(16, 12, 0), false);
world.insert_resource(registry);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(compute_observer_snapshot);
schedule.run(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
let remembered: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
.collect();
assert!(
remembered.is_empty(),
"Direct-confidence entities should not appear as remembered ghosts"
);
}
}