feat(simulation): routine execution system with ActivityState (#101, D-031)
ActivityState component tracks the activity an NPC is currently performing at their routine destination (activity name, phase, started_tick). The enter_activity system runs after movement validation and sets ActivityState when an NPC has arrived with no active path. Cleared on phase transitions. Feeds TellTrigger::DuringActivity and D-028 Layer 2 situation matching. Unit tests verified via shift_change room integration. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
+417
-3
@@ -1,16 +1,43 @@
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//! Daily routine system (#88).
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//! Daily routine system (#88, #101).
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//!
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//! Detects day-phase transitions (D-031) and issues PathRequests for NPCs
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//! whose DailyRoutine has a location for the new phase.
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//! whose DailyRoutine has a location for the new phase. Tracks NPC activity
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//! state when they arrive at their routine destination (#101).
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//!
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//! Pipeline: phase transition → PathRequest → pathfinder → path_follow →
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//! NPC arrives → enter_activity sets ActivityState.
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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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use crate::npc::{DailyRoutine, Npc};
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use crate::simulation::movement::TilePosition;
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use crate::simulation::pathfinding::PathRequest;
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use crate::simulation::pathfinding::{ComputedPath, PathRequest};
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use crate::simulation::tier::ActiveSim;
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use crate::simulation::time::{DayPhase, SimulationTime};
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// ---------------------------------------------------------------------------
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// ActivityState component (#101)
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// ---------------------------------------------------------------------------
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/// Tracks the activity an NPC is currently performing at their routine location.
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///
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/// Set by `enter_activity` when an NPC:
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/// 1. Has no active `ComputedPath` or `PathRequest` (finished walking)
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/// 2. Is at the location specified by their `DailyRoutine` for the current phase
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///
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/// Cleared on phase transitions (replaced with new activity or removed).
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/// Feeds `TellTrigger::DuringActivity` and D-028 Layer 2 situation matching.
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct ActivityState {
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/// Activity name from `RoutineEntry.activity` (e.g., "Work", "Bar", "Sleep").
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pub activity: String,
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/// The day phase this activity belongs to.
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pub phase: DayPhase,
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/// Tick when the NPC arrived and started this activity.
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pub started_tick: u64,
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}
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/// Resource tracking the previous day phase for transition detection.
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#[derive(Resource, Debug, Clone)]
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pub struct PreviousDayPhase {
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@@ -57,6 +84,9 @@ pub fn check_phase_transition(
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previous.day = current_day;
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for (entity, current_pos, routine) in npcs.iter() {
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// Clear stale activity on phase transition — will be re-evaluated by enter_activity
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commands.entity(entity).remove::<ActivityState>();
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if let Some(expected_location) = routine.expected_location(current_phase) {
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if *current_pos != expected_location {
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commands.entity(entity).insert(PathRequest {
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@@ -73,6 +103,76 @@ pub fn check_phase_transition(
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}
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}
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// ---------------------------------------------------------------------------
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// System: enter_activity (#101)
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// ---------------------------------------------------------------------------
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/// Set ActivityState when an NPC has arrived at their routine destination.
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///
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/// Runs after movement validation. Checks NPCs that:
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/// - Have a DailyRoutine and ActiveSim tier
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/// - Are NOT currently pathfinding (no ComputedPath or PathRequest)
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/// - Are at the location specified for the current day phase
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/// - Don't already have the correct ActivityState for the current phase
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///
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/// When conditions are met, inserts an ActivityState component. When an NPC
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/// has a stale activity from a previous phase and isn't at the new phase's
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/// destination, the stale activity is removed.
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///
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/// System ordering: after validate_movement, before compute_observer_snapshot.
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pub fn enter_activity(
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mut commands: Commands,
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time: Res<SimulationTime>,
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npcs: Query<
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(
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Entity,
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&TilePosition,
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&DailyRoutine,
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Option<&ActivityState>,
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),
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(
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With<Npc>,
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With<ActiveSim>,
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Without<ComputedPath>,
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Without<PathRequest>,
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),
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>,
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) {
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let current_phase = time.day_phase();
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for (entity, pos, routine, activity_opt) in npcs.iter() {
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// Already performing the correct activity for this phase
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if let Some(activity) = activity_opt {
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if activity.phase == current_phase {
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continue;
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}
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}
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// Check if at routine destination for current phase
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if let Some(entry) = routine.entry_for_phase(current_phase) {
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if *pos == entry.location {
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commands.entity(entity).insert(ActivityState {
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activity: entry.activity.clone(),
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phase: current_phase,
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started_tick: time.tick,
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});
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tracing::trace!(
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"Entity {:?}: entered activity '{}' for {:?}",
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entity,
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entry.activity,
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current_phase,
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);
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} else {
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// Not at destination yet — remove stale activity
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commands.entity(entity).remove::<ActivityState>();
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}
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} else {
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// No routine entry for this phase — remove stale activity
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commands.entity(entity).remove::<ActivityState>();
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@@ -243,4 +343,318 @@ mod tests {
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let request = world.get::<PathRequest>(entity).unwrap();
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assert_eq!(request.goal, morning_loc);
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}
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// -- enter_activity tests (#101) ------------------------------------------
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#[test]
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fn npc_at_routine_destination_gets_activity_state() {
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let mut world = setup_world();
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// Time = Afternoon
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world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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let loc = TilePosition::new(10, 10, 0);
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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loc, // Already at afternoon destination
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DailyRoutine {
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entries: vec![RoutineEntry {
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phase: DayPhase::Afternoon,
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location: loc,
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activity: "Work".into(),
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}],
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description: "Test".into(),
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},
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))
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.id();
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(enter_activity);
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schedule.run(&mut world);
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world.flush();
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let state = world.get::<ActivityState>(entity).unwrap();
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assert_eq!(state.activity, "Work");
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assert_eq!(state.phase, DayPhase::Afternoon);
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assert_eq!(state.started_tick, MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE);
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}
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#[test]
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fn npc_not_at_destination_no_activity_state() {
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let mut world = setup_world();
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world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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TilePosition::new(5, 5, 0), // NOT at afternoon location
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DailyRoutine {
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entries: vec![RoutineEntry {
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phase: DayPhase::Afternoon,
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location: TilePosition::new(10, 10, 0),
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activity: "Work".into(),
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}],
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description: "Test".into(),
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},
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))
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.id();
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(enter_activity);
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schedule.run(&mut world);
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world.flush();
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assert!(world.get::<ActivityState>(entity).is_none());
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}
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#[test]
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fn npc_with_computed_path_excluded() {
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let mut world = setup_world();
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world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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let loc = TilePosition::new(10, 10, 0);
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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loc, // At destination but still has a path
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DailyRoutine {
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entries: vec![RoutineEntry {
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phase: DayPhase::Afternoon,
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location: loc,
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activity: "Work".into(),
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}],
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description: "Test".into(),
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},
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ComputedPath {
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steps: vec![],
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current_index: 0,
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},
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))
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.id();
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(enter_activity);
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schedule.run(&mut world);
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world.flush();
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assert!(
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world.get::<ActivityState>(entity).is_none(),
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"NPC with ComputedPath should not get ActivityState"
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);
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}
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#[test]
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fn npc_with_path_request_excluded() {
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let mut world = setup_world();
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world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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let loc = TilePosition::new(10, 10, 0);
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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loc,
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DailyRoutine {
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entries: vec![RoutineEntry {
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phase: DayPhase::Afternoon,
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location: loc,
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activity: "Work".into(),
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}],
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description: "Test".into(),
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},
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PathRequest { goal: loc },
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))
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.id();
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(enter_activity);
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schedule.run(&mut world);
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world.flush();
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assert!(
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world.get::<ActivityState>(entity).is_none(),
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"NPC with PathRequest should not get ActivityState"
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);
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}
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#[test]
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fn existing_activity_same_phase_not_overwritten() {
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let mut world = setup_world();
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let tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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world.resource_mut::<SimulationTime>().tick = tick + 100;
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let loc = TilePosition::new(10, 10, 0);
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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loc,
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DailyRoutine {
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entries: vec![RoutineEntry {
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phase: DayPhase::Afternoon,
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location: loc,
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activity: "Work".into(),
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}],
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description: "Test".into(),
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},
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ActivityState {
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activity: "Work".into(),
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phase: DayPhase::Afternoon,
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started_tick: tick, // Set earlier
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},
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))
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.id();
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(enter_activity);
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schedule.run(&mut world);
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world.flush();
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let state = world.get::<ActivityState>(entity).unwrap();
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assert_eq!(
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state.started_tick, tick,
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"started_tick should be preserved, not updated"
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);
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}
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#[test]
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fn stale_activity_replaced_on_phase_change() {
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let mut world = setup_world();
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// Time = Evening (after Afternoon)
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let evening_tick = 2 * MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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world.resource_mut::<SimulationTime>().tick = evening_tick;
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let evening_loc = TilePosition::new(20, 20, 0);
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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evening_loc, // Already at evening location
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DailyRoutine {
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entries: vec![
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RoutineEntry {
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phase: DayPhase::Afternoon,
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location: TilePosition::new(10, 10, 0),
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activity: "Work".into(),
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},
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RoutineEntry {
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phase: DayPhase::Evening,
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location: evening_loc,
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activity: "Bar".into(),
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},
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],
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description: "Test".into(),
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},
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// Stale activity from previous phase
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ActivityState {
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activity: "Work".into(),
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phase: DayPhase::Afternoon,
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started_tick: 1000,
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},
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))
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.id();
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(enter_activity);
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schedule.run(&mut world);
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world.flush();
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let state = world.get::<ActivityState>(entity).unwrap();
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assert_eq!(state.activity, "Bar");
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assert_eq!(state.phase, DayPhase::Evening);
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assert_eq!(state.started_tick, evening_tick);
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}
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#[test]
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fn no_routine_for_phase_clears_stale_activity() {
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let mut world = setup_world();
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// Time = Night
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let night_tick = 3 * MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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world.resource_mut::<SimulationTime>().tick = night_tick;
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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TilePosition::new(10, 10, 0),
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DailyRoutine {
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entries: vec![RoutineEntry {
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phase: DayPhase::Evening,
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location: TilePosition::new(10, 10, 0),
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activity: "Bar".into(),
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}],
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description: "Test".into(),
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},
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// Stale activity from Evening, no Night entry
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ActivityState {
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activity: "Bar".into(),
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phase: DayPhase::Evening,
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started_tick: 1000,
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},
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))
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.id();
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(enter_activity);
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schedule.run(&mut world);
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world.flush();
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assert!(
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world.get::<ActivityState>(entity).is_none(),
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"Stale activity should be cleared when no routine entry for current phase"
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);
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}
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#[test]
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fn phase_transition_clears_activity_state() {
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let mut world = setup_world();
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let loc = TilePosition::new(10, 10, 0);
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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loc,
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DailyRoutine {
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entries: vec![
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RoutineEntry {
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phase: DayPhase::Morning,
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location: loc,
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activity: "Work".into(),
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},
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RoutineEntry {
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phase: DayPhase::Afternoon,
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location: TilePosition::new(20, 20, 0),
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activity: "Lunch".into(),
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},
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],
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description: "Test".into(),
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},
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ActivityState {
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activity: "Work".into(),
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phase: DayPhase::Morning,
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started_tick: 0,
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},
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))
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.id();
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// Trigger phase transition to Afternoon
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world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(check_phase_transition);
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schedule.run(&mut world);
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world.flush();
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// ActivityState should be cleared by phase transition
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assert!(
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world.get::<ActivityState>(entity).is_none(),
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"Phase transition should clear ActivityState"
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);
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// PathRequest should be set for the new phase location
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assert!(world.get::<PathRequest>(entity).is_some());
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}
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}
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Reference in New Issue
Block a user