fix(simulation): Clippy cleanup and CI enforcement (#635)

Fix all Clippy warnings across the server codebase (2411 insertions, 1341
deletions). Raise type-complexity-threshold to 750 and too-many-arguments
to 12 in .clippy.toml for idiomatic Bevy ECS system signatures. The server
now passes `cargo clippy -- --deny warnings` cleanly.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-17 10:33:15 +01:00
co-authored by Claude Opus 4.6
parent 7f7706442a
commit aa79dd97e7
84 changed files with 2409 additions and 1339 deletions
+136 -32
View File
@@ -13,17 +13,14 @@ use std::collections::BTreeMap;
use bevy_ecs::{schedule::Schedule, world::World};
use settled_reach_server::{
knowledge::{registry::EntityRegistry, types::StableId, StableEntityId},
npc::ToleranceThreshold,
simulation::triangle::{
apply_resolve_triangle, tick_triangle_escalation, ResolveTriangleCommand,
ResolveTriangleQueue, TemplateId, TriangleClassification, TriangleCrisisEventQueue,
TriangleDef, TriangleId, TrianglePhase, TriangleState,
},
knowledge::{registry::EntityRegistry, types::StableId, StableEntityId},
npc::ToleranceThreshold,
simulation::{
tier::ActiveSim,
time::SimulationTime,
},
simulation::{tier::ActiveSim, time::SimulationTime},
};
// ---------------------------------------------------------------------------
@@ -43,9 +40,18 @@ fn make_escalation_world() -> World {
fn spawn_npc_with_threshold(world: &mut World, stable_id_val: u64, threshold: i16) -> StableId {
let sid = StableId(stable_id_val);
let entity = world
.spawn((ActiveSim, StableEntityId(sid), ToleranceThreshold { current_stress: 0, threshold }))
.spawn((
ActiveSim,
StableEntityId(sid),
ToleranceThreshold {
current_stress: 0,
threshold,
},
))
.id();
world.resource_mut::<EntityRegistry>().register_existing(entity, sid);
world
.resource_mut::<EntityRegistry>()
.register_existing(entity, sid);
sid
}
@@ -190,7 +196,14 @@ fn d087_seed_dependent_escalation_timing() {
assignments.insert(RoleId::new("r"), npc);
// Spawn as separate triangles.
let slow = spawn_triangle(&mut world, 10, 0, 2, TrianglePhase::Simmering, assignments.clone());
let slow = spawn_triangle(
&mut world,
10,
0,
2,
TrianglePhase::Simmering,
assignments.clone(),
);
let fast = spawn_triangle(&mut world, 20, 0, 8, TrianglePhase::Simmering, assignments);
let mut schedule = Schedule::default();
@@ -202,8 +215,14 @@ fn d087_seed_dependent_escalation_timing() {
}
// Both should be Active by 400 ticks.
assert_eq!(world.get::<TriangleState>(slow).unwrap().phase, TrianglePhase::Active);
assert_eq!(world.get::<TriangleState>(fast).unwrap().phase, TrianglePhase::Active);
assert_eq!(
world.get::<TriangleState>(slow).unwrap().phase,
TrianglePhase::Active
);
assert_eq!(
world.get::<TriangleState>(fast).unwrap().phase,
TrianglePhase::Active
);
// Fast triangle should have activated earlier (higher tension accumulated faster).
let fast_tension = world.get::<TriangleState>(fast).unwrap().tension;
@@ -220,7 +239,7 @@ fn crisis_event_trigger_npc_is_lowest_threshold() {
let mut world = make_escalation_world();
let npc_high = spawn_npc_with_threshold(&mut world, 1, 50); // high tolerance
let npc_low = spawn_npc_with_threshold(&mut world, 2, 10); // low tolerance — trigger
let npc_low = spawn_npc_with_threshold(&mut world, 2, 10); // low tolerance — trigger
use settled_reach_server::simulation::triangle::RoleId;
let mut assignments = BTreeMap::new();
@@ -240,7 +259,10 @@ fn crisis_event_trigger_npc_is_lowest_threshold() {
queue.events[0].trigger_npc, npc_low,
"trigger NPC must be the one with the lowest threshold"
);
assert_eq!(queue.events[0].tick, 10, "crisis tick must match the game-minute");
assert_eq!(
queue.events[0].tick, 10,
"crisis tick must match the game-minute"
);
}
/// No crisis event when tension hasn't exceeded the threshold.
@@ -260,7 +282,10 @@ fn no_crisis_event_below_threshold() {
run_at_tick(&mut world, &mut schedule, 10);
let queue = world.resource::<TriangleCrisisEventQueue>();
assert!(queue.is_empty(), "no crisis event when tension (5) < threshold (100)");
assert!(
queue.is_empty(),
"no crisis event when tension (5) < threshold (100)"
);
}
// ---------------------------------------------------------------------------
@@ -281,28 +306,49 @@ fn active_triangle_continues_incrementing_no_new_event() {
run_at_tick(&mut world, &mut schedule, 20);
let queue = world.resource::<TriangleCrisisEventQueue>();
assert!(queue.is_empty(), "no crisis event for already-Active triangle");
assert!(
queue.is_empty(),
"no crisis event for already-Active triangle"
);
}
/// Active triangle tension saturates at u8::MAX (255).
#[test]
fn active_triangle_tension_saturates_at_u8_max() {
let mut world = make_escalation_world();
spawn_triangle(&mut world, 1, 252, 10, TrianglePhase::Active, BTreeMap::new());
spawn_triangle(
&mut world,
1,
252,
10,
TrianglePhase::Active,
BTreeMap::new(),
);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
run_at_tick(&mut world, &mut schedule, 10);
// First call: 252 + 10 = 262, saturates to 255
let entity = world.query::<bevy_ecs::entity::Entity>().iter(&world).next().unwrap();
let entity = world
.query::<bevy_ecs::entity::Entity>()
.iter(&world)
.next()
.unwrap();
// Can't query TriangleState after mutable borrow; check via resource
// (we verify by spawning directly and checking post-run)
let _ = entity; // entity used to ensure spawn worked
// Re-run test cleanly
let mut world2 = make_escalation_world();
let e2 = spawn_triangle(&mut world2, 2, 254, 50, TrianglePhase::Active, BTreeMap::new());
let e2 = spawn_triangle(
&mut world2,
2,
254,
50,
TrianglePhase::Active,
BTreeMap::new(),
);
let mut sched2 = Schedule::default();
sched2.add_systems(tick_triangle_escalation);
run_at_tick(&mut world2, &mut sched2, 10);
@@ -349,7 +395,14 @@ fn d026_non_active_tier_triangle_not_escalated() {
#[test]
fn dormant_triangle_not_escalated() {
let mut world = make_escalation_world();
let entity = spawn_triangle(&mut world, 1, 0, 10, TrianglePhase::Dormant, BTreeMap::new());
let entity = spawn_triangle(
&mut world,
1,
0,
10,
TrianglePhase::Dormant,
BTreeMap::new(),
);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
@@ -366,7 +419,14 @@ fn dormant_triangle_not_escalated() {
#[test]
fn resolved_triangle_not_escalated() {
let mut world = make_escalation_world();
let entity = spawn_triangle(&mut world, 1, 50, 5, TrianglePhase::Resolved, BTreeMap::new());
let entity = spawn_triangle(
&mut world,
1,
50,
5,
TrianglePhase::Resolved,
BTreeMap::new(),
);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
@@ -401,14 +461,20 @@ fn resolve_command_sets_phase_to_resolved() {
})
.id();
world.resource_mut::<ResolveTriangleQueue>().push(ResolveTriangleCommand(TriangleId(100)));
world
.resource_mut::<ResolveTriangleQueue>()
.push(ResolveTriangleCommand(TriangleId(100)));
let mut schedule = Schedule::default();
schedule.add_systems(apply_resolve_triangle);
schedule.run(&mut world);
let state = world.get::<TriangleState>(entity).unwrap();
assert_eq!(state.phase, TrianglePhase::Resolved, "resolve command must set phase to Resolved");
assert_eq!(
state.phase,
TrianglePhase::Resolved,
"resolve command must set phase to Resolved"
);
assert_eq!(state.tension, 50, "tension must not change on resolve");
}
@@ -455,7 +521,9 @@ fn d089_resolve_does_not_cascade() {
.id();
// Resolve only triangle 100.
world.resource_mut::<ResolveTriangleQueue>().push(ResolveTriangleCommand(TriangleId(100)));
world
.resource_mut::<ResolveTriangleQueue>()
.push(ResolveTriangleCommand(TriangleId(100)));
let mut schedule = Schedule::default();
schedule.add_systems(apply_resolve_triangle);
@@ -498,9 +566,13 @@ fn resolve_twice_is_idempotent() {
let mut schedule = Schedule::default();
schedule.add_systems(apply_resolve_triangle);
world.resource_mut::<ResolveTriangleQueue>().push(ResolveTriangleCommand(TriangleId(100)));
world
.resource_mut::<ResolveTriangleQueue>()
.push(ResolveTriangleCommand(TriangleId(100)));
schedule.run(&mut world);
world.resource_mut::<ResolveTriangleQueue>().push(ResolveTriangleCommand(TriangleId(100)));
world
.resource_mut::<ResolveTriangleQueue>()
.push(ResolveTriangleCommand(TriangleId(100)));
schedule.run(&mut world);
assert_eq!(
@@ -526,7 +598,14 @@ fn crisis_events_accumulate_until_drained() {
assignments.insert(RoleId::new("r"), npc);
// Two triangles that will both escalate.
spawn_triangle(&mut world, 10, 0, 6, TrianglePhase::Simmering, assignments.clone());
spawn_triangle(
&mut world,
10,
0,
6,
TrianglePhase::Simmering,
assignments.clone(),
);
spawn_triangle(&mut world, 20, 0, 6, TrianglePhase::Simmering, assignments);
let mut schedule = Schedule::default();
@@ -578,16 +657,37 @@ fn d087_all_v01_conflict_types_produce_escalatable_states() {
use settled_reach_server::simulation::triangle::{ConflictType, NpcAxis, RoleId};
let defs = [
("kael-davan", "smuggler", "ring-contact", ConflictType::ResourceCompetition),
("sera-venn", "detective", "commission-inspector", ConflictType::SecretExposure),
(
"kael-davan",
"smuggler",
"ring-contact",
ConflictType::ResourceCompetition,
),
(
"sera-venn",
"detective",
"commission-inspector",
ConflictType::SecretExposure,
),
("naia", "kael-davan", "hael", ConflictType::LatentTension),
("drin", "ring-system", "dock-supervisor", ConflictType::ResourceCompetition),
("worried-partner", "ring-member", "neighbor", ConflictType::LatentTension),
(
"drin",
"ring-system",
"dock-supervisor",
ConflictType::ResourceCompetition,
),
(
"worried-partner",
"ring-member",
"neighbor",
ConflictType::LatentTension,
),
];
for (r0, r1, r2, conflict) in &defs {
let roles = [RoleId::new(r0), RoleId::new(r1), RoleId::new(r2)];
let tid = settled_reach_server::simulation::triangle::TriangleId::from_seed_and_roles(42, &roles);
let tid =
settled_reach_server::simulation::triangle::TriangleId::from_seed_and_roles(42, &roles);
let def = TriangleDef {
triangle_id: tid,
roles: roles.clone(),
@@ -595,7 +695,11 @@ fn d087_all_v01_conflict_types_produce_escalatable_states() {
interest_axes: [NpcAxis::Want, NpcAxis::Secret, NpcAxis::Relationships],
relationship_constraints: vec![],
};
assert!(def.validate().is_ok(), "D-087 triangle must be valid: {:?}", def.validate());
assert!(
def.validate().is_ok(),
"D-087 triangle must be valid: {:?}",
def.validate()
);
// Can construct a TriangleState from the def.
let mut assignments = BTreeMap::new();