diff --git a/decisions/content.md b/decisions/content.md index 9cb8b89dd..610e05fc1 100644 --- a/decisions/content.md +++ b/decisions/content.md @@ -44,9 +44,10 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio - **Dissent:** None - **Amendment (2026-03-05, Where's the Fun? Workshop):** The 30/50/20 population split rationale survives but implementation context changes. [D-122](#d-122-all-npcs-generated--no-named-hand-authored-characters) (all NPCs generated) means no NPC is hand-authored. The "entangled 20%" are generated NPCs whose triangles happen to be flagged for intrigue content. For the tycoon v0.2 bookmark ([D-117](scope.md#d-117-tycoon-is-the-v02-bookmark--zero-investigation-content)), the split applies to economic, social, and mundane triangles rather than investigation-intrigue triangles. The specific ratios will be revisited after the generator spike ([D-119](scope.md#d-119-generator-spike-confirmed-for-sprint-25--critical-path)) proves what population density the generator can sustain. -### D-032: Separate monologue pools per character [SUPERSEDED] +### D-032: Separate monologue pools per character [SUPERSEDED — deferred to Phase 6] - **Date:** 2026-02-11 -- **Superseded by:** Development cascade (CLAUDE.md) — character/NPC monologue content is Phase 6 detail-coloring, below the current Phase 1 (wiki content). The smuggler/detective archetype enum and its hard-partitioned monologue pools were pre-cascade scaffolding and have been fully stripped from the server codebase (Sprint 37, #878). The original D-117 supersession framing (single tycoon character in v0.2) is itself obsolete now that v0.2 is dropped (CLAUDE.md: "v0.2 target is dropped"). The partition *design pattern* is preserved in this record for when culture-driven / generator-produced monologue is reintroduced in Phase 6, but no corresponding code or content exists today. Amendment (2026-04-21, Sprint 37): enum + content scaffolding deleted from `server/src/bridge/types.rs`, `server/src/simulation/monologue.rs`, observer relabeling logic, and `server/content/modules/tier1/smuggling_ring_v0_1.yaml`. +- **Superseded by:** Development cascade (CLAUDE.md) — character/NPC monologue content is Phase 6 detail-coloring, below the current Phase 1 (wiki content). The smuggler/detective archetype enum and its hard-partitioned monologue pools were pre-cascade scaffolding and have been fully stripped from the server codebase (Sprint 37, #878, PR #137). The original D-117 supersession framing (single tycoon character in v0.2) is itself obsolete now that v0.2 is dropped (CLAUDE.md: "v0.2 target is dropped"). The partition *design pattern* is preserved in this record for when culture-driven / generator-produced monologue is reintroduced in Phase 6, but no corresponding code or content exists today. +- **Amendment (2026-04-22, Sprint 37, PR #137):** Monologue pool selection is now unkeyed by archetype until a Phase 6 character system exists. `MonologueState.character` field and `CharacterArchetype` enum deleted from `server/src/bridge/types.rs`, `server/src/simulation/monologue.rs`, observer relabeling logic, and `server/content/modules/tier1/smuggling_ring_v0_1.yaml`. Uniform single-pool behavior is the intended end state pre-Phase-6 — not scaffolding deferred in place with a stub, but retired pending the real character system. Lead override recorded in `docs/architecture/sprint-37-878-audit.md` (2026-04-21 override section). Reintroduction gate: a confirmed Phase 6 character-model design is a prerequisite before this decision is revived. - **Decision:** Internal monologue content is hard-partitioned by playable character. The smuggler and detective have completely separate monologue pools — no shared lines. The `character` tag on monologue lines is a hard partition, not a filter. File structure uses separate files per character per location (e.g., `monologue-smuggler.yaml`, `monologue-detective.yaml`). - **Rationale:** Shared monologue would dilute character voice and undermine the dual-lens experience. Each character's internal voice must be independently coherent. Same trigger, different pool — this is how mirror moments work without either pool knowing about the other. - **Cross-reference:** Dialogue lines remain character-agnostic — the access tier system (D-028 Layer 1) handles per-character filtering without separate pools. @@ -92,6 +93,7 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio - **Amendment (Sprint 14):** Mood vocabulary renamed to match voice guide (monologue-voice-guide.md). Old → new: `fond`→`warm`, `comfortable`→`content`, `worried`→`anxious`, `concerned`→`frustrated`. Dropped: `analytical` (merged into `focused`), `conflicted` (modeled as `suspicious`+`warm` collision). Added: `hostile`. Final 8 moods: `anxious`, `frustrated`, `content`, `suspicious`, `warm`, `hostile`, `relieved`, `focused`. Neutral = untagged. - **Amendment (Sprint 24):** `triangle_activated` added as 15th situation (fires post-TriangleActivated when player observes anchor NPCs). Two freeform tags registered as conventions: `triangle-signal` (line is part of the triangle activation sequence) and `tell-observation` (line observes a behavioral tell without naming its cause). `npc_in_los` prerequisite added for LOS-gated monologue lines. Schema updated to match. - **Amendment (Sprint 15):** Line ID namespace changed from location-scoped to NPC-scoped. Old scheme: `{location_slug}_{d|m}_{###}` (e.g., `the-terminal_d_039`) — all NPCs at a location share one ID sequence, requiring cross-file coordination and causing collisions at scale. New scheme: `{npc-slug}_{d|m}_{###}` for dialogue, `{npc-slug}_m_{s|d}_{###}` for monologue (e.g., `kael-davan_d_001`, `dock-worker_d_001`). Each NPC's IDs are independent — no cross-file coordination needed. Auto-generated NPCs use their generated slug. Schema regex patterns unchanged (prefix is still `^[a-z][a-z0-9-]*`), only the `description` field and convention documentation update. Migration: mechanical rename of all existing line IDs across ~20 dialogue files and monologue pools. +- **Amendment (2026-04-22, Sprint 37, PR #137):** The `character` monologue-specific tag (historically `smuggler | detective`) is retired pending a Phase 6 character-model design — not deferred in place with a stub enum. Per the development cascade (CLAUDE.md), character-partitioned monologue is Phase 6 detail-coloring; the codebase has been stripped of the `CharacterArchetype` enum and the `MonologueState.character` field that keyed pool selection (#878). Pool selection is now archetype-independent. Authoring files that carry historical `character:` tags are content artifacts and will be re-evaluated when the Phase 6 character system is designed; engine consumption of the field is gone. Reintroduction gate: a confirmed Phase 6 character-model design is a prerequisite. See `docs/architecture/sprint-37-878-audit.md` (lead override section) for the cascade rationale. ### D-036: Sova Transit District / Van Maanen's Star as v0.1 setting - **Date:** 2026-02-11 diff --git a/decisions/perception.md b/decisions/perception.md index e67b0d9e6..fc2ad0bec 100644 --- a/decisions/perception.md +++ b/decisions/perception.md @@ -225,9 +225,9 @@ How the player observes and interacts with the world: camera, fog, line-of-sight - `GameState.insert_active` is the source of truth (defaults true in v0.1; wired from snapshot field `insert_active`). - Rationale: diegetically consistent — the body reacts to proximity; the insert reacts to commands. -### D-057: Entity interaction — vertical list, insert-styled [PARTIALLY SUPERSEDED] +### D-057: Entity interaction — vertical list, insert-styled [PARTIALLY SUPERSEDED — archetype portion deferred to Phase 6] - **Date:** 2026-02-13 -- **Supersession note (2026-04-21, Sprint 37, #878):** The character-archetype verb variation portion of this decision is superseded by the development cascade (CLAUDE.md) — archetype-driven verb relabeling is Phase 6 detail-coloring and has been stripped from the server. Vertical-list structure, Phase 1/Phase 2 split, POI priority flips, and contradiction markers remain live. Relabeling (Open→"Move"/"Stash" vs "Scan"/"Flag") is deleted; verbs now render with their base labels regardless of character. +- **Supersession note (2026-04-21 / amended 2026-04-22, Sprint 37, #878, PR #137):** The character-archetype verb variation portion of this decision is retired pending a Phase 6 character-model design — not deferred in place with a stub. Per the development cascade (CLAUDE.md), archetype-driven verb relabeling is Phase 6 detail-coloring and has been stripped from the server. Vertical-list structure, Phase 1/Phase 2 split, POI priority flips, and contradiction markers remain live. Relabeling (Open→"Move"/"Stash" vs "Scan"/"Flag") is deleted; container verb labels are now identical across all player states, and uniform labeling is the intended pre-Phase-6 end state, not a regression. Reintroduction gate: a confirmed Phase 6 character-model design is a prerequisite. See `docs/architecture/sprint-37-878-audit.md` (lead override section) for the cascade rationale. - **Decision:** Entity interactions use a compact vertical list (not radial). 2-4 options max, anchored to entity position. Insert-styled with Araminta's geometric aesthetic. New options unlocked by knowledge changes are highlighted with a gradient glow background. Radial menu reserved for world menu only ([D-058](#d-058-world-menu--radial-4-spokes)). Max 3 visible response options in dialogue context. - **Server architecture:** Two-phase verb computation. Phase 1 (simulation, no KG): compute maximum possible verb set from ObjectType component (Readable, Container, Terminal, Door, Pickup, Furniture — each with specific verb sets). Phase 2 (observer, reads KG): filter by character's knowledge (Confront requires KnowsDetails+ per [D-041](architecture.md#d-041-knowledge-graph-data-model)), apply POI priority flips, add contradiction markers. ~~Character-archetype verb variation implemented as Phase 2 observer filter rules (same crate: smuggler sees "Move/Stash", detective sees "Scan/Flag").~~ *[Removed Sprint 37 — archetype verb relabeling deleted; see supersession note above.]* - **Diegetic test:** Labels render on z-layer 6. If insert is off, labels disappear. diff --git a/docs/architecture/sprint-37-878-audit.md b/docs/architecture/sprint-37-878-audit.md index d464dd256..6986dda21 100644 --- a/docs/architecture/sprint-37-878-audit.md +++ b/docs/architecture/sprint-37-878-audit.md @@ -1,11 +1,108 @@ # Sprint 37 #878 — CharacterArchetype audit (D-032 obsolete claim) **Author:** Tyre (architecture) -**Date:** 2026-04-21 +**Date:** 2026-04-21 (audit); 2026-04-22 (lead override amendment) **Ticket:** #878 — Audit and purge dead smuggler/detective character enum (D-032 obsolete) -**Status:** BLOCKED — load-bearing code found, awaiting lead decision before destructive work. +**Status:** CLOSED — lead override 2026-04-21: strip stays. See override section below. -## TL;DR +--- + +## Lead override (2026-04-21) + +**Decision:** STRIP the full `CharacterArchetype` trace from the server. The +original audit (below) recommended Option A (no-op, docs-only) on the basis +that grep identified five load-bearing consumers. The lead reframed the +live-vs-filler determination: + +> "It is live because we have not scrapped the system loading it in the +> client. This is not live gameplay. Only the character creation elements +> and the insert screens are actual production code. The rest is uncleaned +> filler — per the cascade, we don't deal with character and NPC +> instructions." — Jeroen, 2026-04-21 + +**Rationale — the cascade framing.** Per `CLAUDE.md`, development follows a +strict six-phase cascade. Current focus is Phase 1 (wiki content). Character +model, NPC differentiation, verb-label relabeling, and character-keyed +monologue pools all belong to Phase 6 (detail coloring). Code that executes +at runtime is **not** automatically production — if the topic belongs to a +later cascade phase, it is pre-cascade filler regardless of how deeply it is +wired in. + +The audit's identification of `archetype_verb_label` as "live feature code" +was mechanically correct: the code runs, produces output, and is observed on +the wire. But the **feature itself is premature**. Container verb +differentiation (Smuggler Move/Stash vs Detective Scan/Flag) and +archetype-keyed monologue pools are Phase 6 detail, not Phase 1–3 +scaffolding. Uniform verb labels and a single monologue pool are the +intended end state until a Phase 6 character system is designed — not a +regression. + +**Audit correction.** The audit's TL;DR conclusion ("v0.2 dropped reverses +D-117 which reverses D-032-obsolete, therefore keep the enum") was the +wrong frame. The supersession chain collapsed — yes — but the correct +reading is that **all three decisions sit below the current cascade +floor**, so the enum is cruft on cascade grounds independent of the D-117 +revocation. The audit should have consulted the cascade phase before +grep-counting consumers; that is the non-obvious precedent captured in +memory (`feedback_running_code_not_production.md`). + +**Scope of the strip (Sprint 37, #878, merged via PR #137). Commit `cae3d3ab` +— "refactor(simulation): strip archetype trace + HeritageRoot per cascade +(#877, #878)" — is the authoritative file list; the summary below is the +high-signal view:** + +- `server/src/bridge/types.rs` — `CharacterArchetype` enum + + `StartupMessage.character_archetype` field removed. Protocol break rides + the `PROTOCOL_VERSION` drop in #874 (D-192), co-shipped in the same PR. +- `server/src/perception/observer/mod.rs` — `apply_phase2_verb_filter` + loses its archetype parameter; `archetype_verb_label` helper + the + container-relabeling block deleted. +- `server/src/simulation/monologue.rs` — `MonologueState.character` + field + `Default` value removed. Pool selection is now uniform. +- `server/src/simulation/examine.rs` — `generate_examine_text` collapses + two archetype-specific branches into a single detective-style frame. +- `server/src/test_world/mod.rs` + `server/src/main.rs` — `setup_gauntlet` + and `setup_proof_room` drop the archetype parameter; all internal + callsites + the production main loop updated. +- `server/tests/archetype_monologue.rs` — deleted (regression guard for + #587's archetype→monologue wiring; wiring itself deleted). +- `server/tests/v01_integration_playthrough.rs` — deleted (5 + archetype-using integration tests; superseded by Gauntlet coverage). +- `server/content/schemas/drama_module.schema.yaml` — deleted. +- `server/content/modules/tier1/smuggling_ring_v0_1.yaml` — deleted. + +**Client follow-up: ticket #882** — *"Strip archetype-driven client code +(follow-up to #878 server)"*. The server strip leaves client-side code +referencing the removed `character_archetype` wire field and archetype- +keyed palette/monologue branches. Client cleanup preserves the character- +creation UI and insert screens (production per the lead call) and strips +`lattice_profile` branching, `character.txt` session I/O, and protocol +decoding of the removed field. Blocked by this PR; cross-referenced in +the server task description. + +**Decision record amendments (2026-04-22):** + +- `decisions/content.md` D-032 `[SUPERSEDED]` header rewritten to cite the + cascade instead of the dropped D-117. +- `decisions/content.md` D-035 monologue `character` enum note updated + (was `[Obsolete post-D-117]`, now cites the cascade strip). +- `decisions/perception.md` D-057 marked `[PARTIALLY SUPERSEDED]` with + the archetype verb relabeling portion crossed out; vertical-list + + Phase 1/2 split preserved. + +**Regression guards for the new uniform behavior** are being added under +separate tasks (Hoshe, Sprint 37) — positive assertions that container +verb labels and monologue pool selection are archetype-independent, to +prevent silent reintroduction. + +**DECISION: STRIP.** + +The original audit body below is retained as a historical record of the +pre-override analysis. Do not take its recommendation as current. + +--- + +## TL;DR (original audit, SUPERSEDED by lead override above) The ticket's premise — that `CharacterArchetype` (Smuggler/Detective) is dead code per D-032's "[Obsolete post-D-117]" footnote — is **stale**. The @@ -102,9 +199,13 @@ Three options, cheapest first: doesn't actually change runtime. **Not recommended** unless the lead specifically wants the naming to match post-cascade vocabulary. -## Recommendation +## Recommendation (SUPERSEDED — see "Lead override" at top) -Go with **Option A**. The enum is architecturally sound, the ticket is +~~Go with **Option A**. The enum is architecturally sound, the ticket is a casualty of the v0.2→cascade pivot, and the cleanup is documentation- -only. I have completed #877 cleanly; I'll park #878 in_progress pending -the lead's call on A/B/C. +only.~~ + +**Actual decision:** strip (Option D, not enumerated above — full trace +purge driven by cascade framing, not by the D-117/v0.2 supersession +chain). The audit's grep-count-first methodology was the wrong starting +heuristic; cascade phase comes first. See top of document. diff --git a/server/src/bridge/types.rs b/server/src/bridge/types.rs index 7a550a90b..6d6cf17f3 100644 --- a/server/src/bridge/types.rs +++ b/server/src/bridge/types.rs @@ -23,12 +23,11 @@ pub struct HandshakeMessage {} /// Startup message sent by the client after receiving HandshakeMessage (#175). /// Contains the world seed for deterministic simulation (D-010, D-029). /// -/// Protocol flow: +/// Protocol flow (D-192: no version field, no validation step): /// 1. Server sends HandshakeMessage (server → client) -/// 2. Client validates protocol_version -/// 3. Client sends StartupMessage (client → server) -/// 4. Server reads world_seed, initializes SimRng -/// 5. Normal tick loop begins +/// 2. Client sends StartupMessage (client → server) +/// 3. Server reads world_seed, initializes SimRng +/// 4. Normal tick loop begins /// /// Wire format: MessagePack, same 4-byte length-prefixed framing. #[derive(Debug, Clone, Serialize, Deserialize, PartialEq, Eq)] @@ -65,13 +64,21 @@ pub struct StartupMessage { /// sim_errors (#85, structured error reporting to client). /// v18 adds: debug_response (#580, debug console server — command/response wire). /// v19 adds: current_ticker (#591). (character_archetype on StartupMessage was -/// added in #587 and removed in Sprint 37 per D-032 purge / cascade cleanup.) +/// added in #587 and removed in Sprint 37 — see "Sprint 37 wire-format shifts" below.) /// v20 adds: settings_response (#627, SQLite settings IPC). /// v21 adds: economy_snapshot (#822, D-181 7-signal snapshot per queried system), /// EconStateQuery PlayerAction variant (#822). /// v22 adds: bookmark_catalog (#614, D-115/D-117 CK3-style bookmark system), /// RequestBookmarkCatalog + ConfirmBookmark PlayerAction variants (#614). /// v23 removes: conversation_events, conversation_ended (D-078 scrapped per R-012). +/// Sprint 37 wire-format shifts (no snapshot-version bump needed — PROTOCOL_VERSION lockstep gone): +/// - D-192 (#874): `PROTOCOL_VERSION` field removed from `HandshakeMessage`. The +/// handshake is now an empty marker ("server ready"); there is no negotiated +/// version field on the wire. Genuine schema drift surfaces as MessagePack +/// missing-field errors downstream — that is the intended signal per D-192. +/// - #878 (cascade cleanup): `character_archetype` field removed from +/// `StartupMessage`. This protocol break rides the D-192 drop. +/// /// Future fields: ambient sound events, HUD state (D-020 expansion). #[derive(Debug, Clone, Serialize, Deserialize)] pub struct ObserverSnapshot { diff --git a/server/src/perception/observer/tests.rs b/server/src/perception/observer/tests.rs index 73d155ad7..9ca572f89 100644 --- a/server/src/perception/observer/tests.rs +++ b/server/src/perception/observer/tests.rs @@ -941,7 +941,11 @@ fn phase2_no_contradiction_for_active_knowledge() { #[test] fn phase2_non_container_keeps_default_labels() { - // Readable objects keep their default labels (post-archetype cleanup, D-032 SUPERSEDED). + // Readable objects keep their Phase 1 verb labels unchanged through Phase 2. + // Regression guard: archetype-verb differentiation is Phase 6 detail — not present + // in the current server per the development cascade (CLAUDE.md). D-057 superseded. + // If this test fails, a character-class relabelling branch was reintroduced before + // Phase 6 scope is confirmed by the team lead. let mut world = setup_world(32, 32); let mut registry = EntityRegistry::new(0); @@ -2596,3 +2600,124 @@ fn tell_state_none_when_npc_has_no_derived_tell_component() { "NPC without DerivedTellState component should have tell_state = None" ); } + +// ----------------------------------------------------------------------- +// Regression: Phase 2 container verb labels are uniform (D-057 / #878) +// ----------------------------------------------------------------------- + +#[test] +fn phase2_container_verb_labels_uniform_regardless_of_player_state() { + // Regression guard (D-057 superseded, #878 cascade purge): + // apply_phase2_verb_filter no longer has an archetype branch that relabels + // container verbs. Labels must be the Phase-1 defaults — "Open", "Search", + // "Observe" — regardless of the observer's KnowledgeGraph contents or + // relationship state with other entities. + // + // This test FAILS if a character-class verb-label branch is reintroduced + // without a confirmed Phase 6 scope decision from the team lead. + + // --- Trial A: empty KnowledgeGraph --- + { + let mut world = setup_world(32, 32); + let mut registry = EntityRegistry::new(0); + + let container = world + .spawn(( + TilePosition::new(16, 15, 0), + crate::simulation::interaction::Interactable, + ObjectType::Container, + )) + .id(); + registry.register(container); + + world.spawn(( + PlayerCharacter, + TilePosition::new(16, 16, 0), + Facing(FacingDirection::North), + KnowledgeGraph::new(), + NearbyInteractionBuffer::default(), + MonologueBuffer::default(), + )); + world.insert_resource(registry); + + run_full_pipeline(&mut world); + + let buffer = world.resource::(); + let snapshot = buffer.snapshot.as_ref().unwrap(); + assert_eq!(snapshot.nearby_interactions.len(), 1); + let labels: Vec<&str> = snapshot.nearby_interactions[0] + .verbs + .iter() + .map(|v| v.label.as_str()) + .collect(); + assert_eq!( + labels, + ["Open", "Search", "Observe"], + "Trial A (empty KG): container verb labels must equal Phase-1 defaults" + ); + } + + // --- Trial B: KG with PersonOfInterest NPC nearby --- + // Player has a non-trivial knowledge state; container labels must still be + // the Phase-1 defaults — Phase 2 NPC-specific logic must not bleed into + // ObjectType::Container interactions. + { + let mut world = setup_world(32, 32); + let mut registry = EntityRegistry::new(0); + + let container = world + .spawn(( + TilePosition::new(16, 15, 0), + crate::simulation::interaction::Interactable, + ObjectType::Container, + )) + .id(); + registry.register(container); + + // NPC out of close-range so Confront is not injected; still in KG as POI. + let npc = world + .spawn(( + crate::npc::Npc, + TilePosition::new(16, 13, 0), + crate::simulation::interaction::Interactable, + )) + .id(); + let npc_sid = registry.register(npc); + + let mut kg = KnowledgeGraph::new(); + kg.observe_entity(npc_sid, TilePosition::new(16, 13, 0), 5); + kg.set_relationship(&npc_sid, RelationshipState::PersonOfInterest); + + world.spawn(( + PlayerCharacter, + TilePosition::new(16, 16, 0), + Facing(FacingDirection::North), + kg, + NearbyInteractionBuffer::default(), + MonologueBuffer::default(), + )); + world.insert_resource(registry); + + run_full_pipeline(&mut world); + + let buffer = world.resource::(); + let snapshot = buffer.snapshot.as_ref().unwrap(); + + let container_interaction = snapshot + .nearby_interactions + .iter() + .find(|i| i.object_type == Some(ObjectType::Container)) + .expect("container interaction must be present"); + + let labels: Vec<&str> = container_interaction + .verbs + .iter() + .map(|v| v.label.as_str()) + .collect(); + assert_eq!( + labels, + ["Open", "Search", "Observe"], + "Trial B (POI NPC in KG): container verb labels must equal Phase-1 defaults" + ); + } +} diff --git a/server/src/simulation/monologue.rs b/server/src/simulation/monologue.rs index d066cc64a..2b853ee85 100644 --- a/server/src/simulation/monologue.rs +++ b/server/src/simulation/monologue.rs @@ -2125,4 +2125,103 @@ mod tests { "queue should be empty after monologue consumed the event" ); } + + // ----------------------------------------------------------------------- + // Regression: monologue pool selection is uniform (D-032 / #878) + // ----------------------------------------------------------------------- + + #[test] + fn monologue_pool_selection_uniform_no_archetype_key() { + // Regression guard (D-032 cascade purge, #878): + // trigger_event_monologue previously partitioned pool selection by + // CharacterArchetype key (MonologueState.character). That field is gone. + // Pool selection is now by trigger string only — "observe_npc", "hear_sound", + // "post_conversation" — and the line IDs are drawn exclusively from the + // corresponding hardcoded constant (OBSERVE_NPC_LINES et al.). + // + // This test asserts the POSITIVE behaviour: an observe_npc trigger always + // produces a line whose ID begins with "observe_npc_", regardless of any + // additional observer state. It FAILS if an archetype-keyed dispatch path + // is reintroduced (which would produce IDs outside that prefix or panic on + // a missing archetype field). + + // Known line IDs from OBSERVE_NPC_LINES (compile-checked below). + const VALID_OBSERVE_NPC_IDS: &[&str] = + &["observe_npc_01", "observe_npc_02", "observe_npc_03"]; + + // --- Observer A: minimal state (no extra components) --- + let line_a = { + let mut world = setup_event_world(); + let player = spawn_event_player(&mut world); + + world + .resource_mut::() + .push(ObservationEvent { + tick: 1, + trigger: ObservationTrigger::NewEntity { + entity: StableId(10), + location: TilePosition::new(12, 12, 0), + }, + observer: player, + }); + + run_event_system(&mut world); + + let buf = world.get::(player).unwrap(); + buf.event + .as_ref() + .expect("observe_npc trigger must fire a monologue") + .id + .clone() + }; + + // --- Observer B: player has heard a previous sound (last_fired_tick set) --- + // Simulates a player with non-default MonologueState — the pool key must + // still resolve to OBSERVE_NPC_LINES, not an archetype-partitioned variant. + let line_b = { + let mut world = setup_event_world(); + let player = spawn_event_player(&mut world); + + // Pre-populate state to exercise a non-fresh observer + world.resource_mut::().tick = 10; + { + let mut state = world.get_mut::(player).unwrap(); + state.last_fired_tick = 3; + } + + world + .resource_mut::() + .push(ObservationEvent { + tick: 5, + trigger: ObservationTrigger::NewEntity { + entity: StableId(20), + location: TilePosition::new(14, 14, 0), + }, + observer: player, + }); + + run_event_system(&mut world); + + let buf = world.get::(player).unwrap(); + buf.event + .as_ref() + .expect("observe_npc trigger must fire for observer B") + .id + .clone() + }; + + // Both observers must produce IDs from the unified observe_npc pool. + assert!( + VALID_OBSERVE_NPC_IDS.contains(&line_a.as_str()), + "Observer A line_id '{}' is not from OBSERVE_NPC_LINES — \ + archetype-keyed pool dispatch may have been reintroduced", + line_a + ); + assert!( + VALID_OBSERVE_NPC_IDS.contains(&line_b.as_str()), + "Observer B line_id '{}' is not from OBSERVE_NPC_LINES — \ + archetype-keyed pool dispatch may have been reintroduced", + line_b + ); + } } diff --git a/tests/run-atlas-determinism b/tests/run-atlas-determinism index 14353c35f..10e49180e 100755 --- a/tests/run-atlas-determinism +++ b/tests/run-atlas-determinism @@ -133,4 +133,7 @@ fi printf '{"suite":"atlas-determinism","total":%d,"passed":%d,"failed":%d,"duration_ms":%d}\n' \ "$TOTAL" "$PASSED" "$FAILED" "$DURATION_MS" -exit $EXIT_CODE + +# Exit code 2 = venv/DB missing → treated as skip, not failure (exit 0 for run-all). +# Exit code 1 = determinism failure → exit 1 to fail CI. +[[ $EXIT_CODE -eq 2 ]] && exit 0 || exit $EXIT_CODE