refactor(simulation): move content/ under server/ (#669)
Content files (RON templates, YAML campaigns, gauntlet data) are consumed exclusively by the server. Colocate them at server/content/ and update all path references in Rust source, tooling scripts, and schema files. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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scope: cross_room
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description: "Cross-room checks applied to every Gauntlet room visit."
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conditions:
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- id: cross-player-entity-present
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description: "Player entity (StableId 0) always present in snapshot"
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condition_type: entity_present
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entity_id: 0
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@@ -0,0 +1,42 @@
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room_id: inventory_warehouse
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room_name: Inventory Warehouse
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description: "Tests D-065 (9-slot inventory), pickup/drop verbs, CarriedBy component. 10 crates (StableId 13-22) + 1 NPC (StableId 23)."
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conditions:
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- id: inv-player-spawn
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description: "Player starts near warehouse spawn position"
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condition_type: player_near
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x: 17
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y: 54
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radius: 2.0
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- id: inv-player-facing-east
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description: "Player faces east at spawn"
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condition_type: player_facing
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direction: East
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- id: inv-crate-01-visible
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description: "First crate (Keycard) is visible from spawn"
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condition_type: entity_present
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entity_id: 13
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- id: inv-crate-10-visible
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description: "Last crate (Chip) is visible"
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condition_type: entity_present
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entity_id: 22
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- id: inv-npc-warehouse-visible
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description: "Warehouse supervisor NPC is present"
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condition_type: entity_present
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entity_id: 23
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- id: inv-crate-pickup-verb
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description: "Pickup verb available on crate when nearby"
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condition_type: expected_interaction_verb
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entity_id: 13
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verb: Pickup
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- id: inv-npc-talk-verb
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description: "Talk verb available on warehouse NPC"
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condition_type: expected_interaction_verb
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entity_id: 23
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verb: Talk
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@@ -0,0 +1,41 @@
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room_id: occlusion_corridor
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room_name: Occlusion Corridor
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description: "Tests D-035 (symmetric shadowcasting), D-017 (perception modes), D-015 (vision cone sectors). 4 NPCs (StableId 9-12)."
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conditions:
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- id: occ-player-spawn
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description: "Player starts at corridor entrance"
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condition_type: player_near
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x: 84
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y: 58
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radius: 2.0
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- id: occ-player-facing-east
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description: "Player faces east down the corridor"
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condition_type: player_facing
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direction: East
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- id: occ-guard-visible
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description: "Guard NPC in clear LOS from spawn"
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condition_type: entity_present
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entity_id: 9
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- id: occ-hidden-npc-absent
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description: "NPC behind north wall segment is NOT visible from spawn"
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condition_type: entity_absent
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entity_id: 10
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- id: occ-peripheral-npc-visible
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description: "South alcove NPC visible in peripheral vision sector"
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condition_type: entity_present
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entity_id: 11
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- id: occ-far-end-visible
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description: "Far end NPC visible down corridor"
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condition_type: entity_present
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entity_id: 12
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- id: occ-guard-talk-verb
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description: "Talk verb available on guard NPC when nearby"
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condition_type: expected_interaction_verb
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entity_id: 9
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verb: Talk
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@@ -0,0 +1,26 @@
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room_id: pause_chamber
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room_name: Pause Chamber
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description: "Tests D-031 (pause/unpause), Bug #3 regression (movement while paused). 1 NPC (StableId 29)."
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conditions:
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- id: pause-player-spawn
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description: "Player starts at chamber center"
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condition_type: player_near
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x: 50
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y: 86
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radius: 2.0
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- id: pause-player-facing-north
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description: "Player faces north at spawn"
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condition_type: player_facing
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direction: North
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- id: pause-npc-present
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description: "Pause target NPC is visible"
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condition_type: entity_present
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entity_id: 29
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- id: pause-talk-verb
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description: "Talk verb available on NPC (should work while paused)"
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condition_type: expected_interaction_verb
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entity_id: 29
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verb: Talk
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