feat(simulation): persist template ownership and references in save state
Adds TemplateOwnership to NpcSaveState and TemplateReferenceMap to SaveStateV1 so cross-template links survive save/load and tier eviction (D-025, D-026). Both fields use serde(default) for backward compatibility with existing saves. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -39,6 +39,7 @@ use bevy_ecs::entity::Entity;
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use bevy_ecs::world::World;
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use serde::{Deserialize, Serialize};
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use crate::content::template::{TemplateOwnership, TemplateReferenceMap};
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use crate::knowledge::graph::KnowledgeGraph;
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use crate::knowledge::registry::StableEntityId;
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use crate::knowledge::types::StableId;
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@@ -83,6 +84,11 @@ pub struct SaveStateV1 {
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/// Per-NPC summary state for each simulated NPC.
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/// Order is deterministic (sorted by stable_id in ascending order).
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pub npc_states: Vec<NpcSaveState>,
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/// Cross-template reference links (#165).
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/// Preserved across save/load so that tier-evicted templates retain their
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/// relationship metadata even when their NPCs are not in Active tier.
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#[serde(default)]
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pub template_references: TemplateReferenceMap,
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}
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/// Per-NPC state snapshot for `SaveStateV1`.
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@@ -184,6 +190,12 @@ pub struct NpcSaveState {
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/// Job performance score — drifts over time, persist across tier transitions.
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#[serde(default)]
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pub job_performance: Option<JobPerformance>,
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/// Template ownership (#165): which template owns this NPC and which role it fills.
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/// `None` for NPCs that predate the template system or were hand-authored without
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/// template assignment. Preserved across tier transitions (D-025 single-ownership).
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#[serde(default)]
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pub template_ownership: Option<TemplateOwnership>,
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}
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impl SaveStateV1 {
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@@ -258,6 +270,7 @@ pub fn serialize_npc_to_frozen(entity: Entity, world: &World) -> NpcSaveState {
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combat_capability: world.get::<CombatCapability>(entity).cloned(),
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mood_state: world.get::<MoodState>(entity).cloned(),
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job_performance: world.get::<JobPerformance>(entity).cloned(),
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template_ownership: world.get::<TemplateOwnership>(entity).cloned(),
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}
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}
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@@ -353,6 +366,10 @@ pub fn deserialize_npc_from_frozen(state: &NpcSaveState, world: &mut World) -> E
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if let Some(combat) = state.combat_capability.clone() {
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em.insert(combat);
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}
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// Restore template ownership if present — never reassigned after initial spawn (D-025).
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if let Some(ownership) = state.template_ownership.clone() {
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em.insert(ownership);
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}
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}
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entity
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@@ -381,6 +398,7 @@ mod tests {
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player_knowledge: KnowledgeGraph::new(),
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relationship_graph: RelationshipGraph::new(),
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npc_states: vec![],
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template_references: TemplateReferenceMap::default(),
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}
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}
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@@ -449,6 +467,7 @@ mod tests {
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combat_capability: None,
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mood_state: None,
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job_performance: None,
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template_ownership: None,
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},
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NpcSaveState {
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stable_id: StableId(202),
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@@ -469,6 +488,7 @@ mod tests {
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combat_capability: None,
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mood_state: None,
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job_performance: None,
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template_ownership: None,
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},
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];
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@@ -577,6 +597,7 @@ mod tests {
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combat_capability: None,
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mood_state: None,
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job_performance: None,
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template_ownership: None,
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}];
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let bytes = state.to_bytes().expect("serialize");
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@@ -734,6 +755,7 @@ mod tests {
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combat_capability: None,
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mood_state: None,
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job_performance: None,
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template_ownership: None,
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};
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let mut world = World::new();
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@@ -771,6 +793,7 @@ mod tests {
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player_knowledge: KnowledgeGraph::new(),
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relationship_graph: RelationshipGraph::new(),
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npc_states: vec![frozen],
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template_references: TemplateReferenceMap::default(),
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};
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let bytes = save.to_bytes().expect("serialize");
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