feat(simulation): add ObserverSnapshot v2 schema with visibility types (#358, #25)

Expand wire protocol with version field, GameTime (day/phase/paused),
FacingDirection (8-directional), VisibleTile, VisibilitySector
(Forward/Peripheral), and visibility tag on VisibleEntity.
Regenerate all msgpack fixtures for client compatibility.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 00:20:46 +01:00
co-authored by Claude Opus 4.6
parent c065d98325
commit bb6bc287e9
8 changed files with 270 additions and 36 deletions
+73 -6
View File
@@ -1,21 +1,86 @@
// Bridge type definitions
// ObserverSnapshot: data crossing the client-server boundary
// Bridge type definitions — v2 (Sprint 2: See)
// ObserverSnapshot: data crossing the client-server boundary (D-020)
// PlayerInput: semantic actions from client
use bevy_ecs::prelude::*;
use serde::{Deserialize, Serialize};
pub use crate::simulation::time::DayPhase;
/// The ONLY data structure crossing the client-server boundary (D-020)
/// Contains all information visible to the observer at a given tick.
///
/// TODO: Planned fields — fog/visibility data, ambient sound events,
/// internal monologue triggers, HUD state (D-020 expansion).
/// v2 adds: game_time, player_facing, visible_tiles, visibility sectors.
/// Future fields: ambient sound events, internal monologue triggers,
/// HUD state (D-020 expansion).
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ObserverSnapshot {
/// Protocol version for forward compatibility. Current: 2.
pub version: u8,
/// Simulation tick when this snapshot was produced
pub tick: u64,
/// All entities visible to the observer
/// Game time data for client HUD display (D-031)
pub game_time: GameTime,
/// Player character's facing direction for vision cone (D-015)
pub player_facing: FacingDirection,
/// All entities visible to the observer (filtered by LOS + vision cone)
pub entities: Vec<VisibleEntity>,
/// Tiles visible to the observer for fog rendering
pub visible_tiles: Vec<VisibleTile>,
}
/// Game time data for client display (D-031)
/// 10 ticks = 1 game-minute, 4 day phases of 360 minutes each.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct GameTime {
/// Current day (0-indexed)
pub day: u64,
/// Time of day in game-minutes (0..1439)
pub time_of_day: u64,
/// Current day phase (Morning/Afternoon/Evening/Night)
pub day_phase: DayPhase,
/// Whether simulation is paused
pub paused: bool,
}
/// 8-directional facing direction, matching movement system.
/// Used for vision cone computation (D-015) and snapshot wire format.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum FacingDirection {
North,
Northeast,
East,
Southeast,
South,
Southwest,
West,
Northwest,
}
impl Default for FacingDirection {
fn default() -> Self {
FacingDirection::North
}
}
/// A tile visible to the observer with its visibility quality
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct VisibleTile {
pub x: i32,
pub y: i32,
pub z: i32,
/// Which vision cone sector this tile falls in (D-015)
pub visibility: VisibilitySector,
}
/// Vision cone sectors per D-015.
/// Behind = not visible at all (tile absent from visible_tiles list).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum VisibilitySector {
/// Full LOS, full detail (forward arc)
Forward,
/// Reduced range, dimmer rendering (side arcs)
Peripheral,
}
/// A visible entity in the simulation
@@ -28,10 +93,12 @@ pub struct VisibleEntity {
pub y: f32,
pub z: i32,
pub kind: EntityKind,
/// Which vision cone sector this entity falls in (D-015)
pub visibility: VisibilitySector,
}
/// Category of visible entity
#[derive(Debug, Clone, Serialize, Deserialize)]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum EntityKind {
Player,
Npc,