feat(simulation): add debug console server and LOS boundary wall margin

Debug and LOS tracks for Sprint 23 (#580, #584):

- DebugCommandKind enum with 10 variants (AdvanceTicks,
  SkipToContamination, TeleportToPosition, ForceContaminationActivate,
  InspectNpc, ListTriangles, ListPopulation, GetContaminationStatus,
  TeleportToLocation, ForceTriangleActivation)
- DebugResponsePayload on ObserverSnapshot, handle_debug_commands
  system gated by DebugEnabled resource
- PROTOCOL_VERSION bumped 17 → 18
- VisibilitySector::BoundaryWall variant — 1-tile wall margin beyond
  LOS boundary included in visible_tiles (not exploration/memory)
- compute_boundary_walls() pass in NaturalVision after FOV+cone

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-03 19:12:08 +01:00
co-authored by Claude Opus 4.6
parent 50f5d6c22e
commit c30197db0e
8 changed files with 666 additions and 1 deletions
+423
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@@ -0,0 +1,423 @@
//! Debug console command handler (#580).
//!
//! Processes `DebugCommandKind` variants buffered by `process_player_input`
//! and writes `DebugResponsePayload` to `SnapshotBuffer.pending_debug_response`.
//!
//! Security: only executes when `DebugEnabled` resource is true.
//! v0.1: enabled by default. Cannot be toggled mid-session.
use bevy_ecs::prelude::*;
use crate::bridge::types::{
DebugCommandKind, DebugEnabled, DebugResponsePayload, SnapshotBuffer,
};
use crate::content::template::TriangleState;
use crate::knowledge::EntityRegistry;
use crate::npc::Npc;
use crate::simulation::conversation::NpcName;
use crate::simulation::movement::{PlayerCharacter, TilePosition};
use crate::simulation::tier::ActiveSim;
use crate::simulation::time::SimulationTime;
use crate::storyteller::{ContaminationActive, ContaminationEventQueue, CONTAMINATION_DELAY_TICKS};
// ---------------------------------------------------------------------------
// Buffer resource
// ---------------------------------------------------------------------------
/// Buffer for debug commands forwarded from `process_player_input`.
///
/// Drained by `handle_debug_commands` each tick. Only the last command's
/// response is delivered (debug console is request-response, not batched).
#[derive(Resource, Default, Debug)]
pub struct DebugCommandBuffer {
commands: Vec<DebugCommandKind>,
}
impl DebugCommandBuffer {
pub fn push(&mut self, cmd: DebugCommandKind) {
self.commands.push(cmd);
}
pub fn drain(&mut self) -> Vec<DebugCommandKind> {
std::mem::take(&mut self.commands)
}
pub fn is_empty(&self) -> bool {
self.commands.is_empty()
}
}
// ---------------------------------------------------------------------------
// System
// ---------------------------------------------------------------------------
/// Processes buffered debug commands and writes responses to the snapshot buffer.
///
/// Runs after `process_player_input`, before `compute_observer_snapshot`.
/// Gated by `DebugEnabled` — if false, all commands are silently dropped.
#[allow(clippy::too_many_arguments)]
pub fn handle_debug_commands(
debug_enabled: Option<Res<DebugEnabled>>,
mut cmd_buffer: ResMut<DebugCommandBuffer>,
mut buffer: ResMut<SnapshotBuffer>,
mut time: ResMut<SimulationTime>,
mut contamination: Option<ResMut<ContaminationActive>>,
mut contamination_queue: Option<ResMut<ContaminationEventQueue>>,
registry: Res<EntityRegistry>,
mut player_query: Query<(Entity, &mut TilePosition), With<PlayerCharacter>>,
triangles: Query<(Entity, &TriangleState), With<ActiveSim>>,
npcs: Query<(Entity, &TilePosition, Option<&NpcName>), (With<Npc>, With<ActiveSim>, Without<PlayerCharacter>)>,
) {
// Gate: debug must be enabled
let enabled = debug_enabled.as_ref().map_or(false, |d| d.0);
let commands = cmd_buffer.drain();
if commands.is_empty() {
return;
}
// Process each command; last response wins (single debug_response per tick)
for cmd in commands {
let response = if !enabled {
DebugResponsePayload {
command: format!("{:?}", cmd),
text: "Debug console is disabled.".to_string(),
success: false,
}
} else {
match cmd {
DebugCommandKind::AdvanceTicks(n) => {
let old_tick = time.tick;
time.tick = time.tick.saturating_add(n);
DebugResponsePayload {
command: format!("AdvanceTicks({})", n),
text: format!(
"Advanced {} ticks: {} -> {}",
n, old_tick, time.tick
),
success: true,
}
}
DebugCommandKind::SkipToContamination => {
let is_active = contamination.as_ref().map(|c| c.0);
match is_active {
None => DebugResponsePayload {
command: "SkipToContamination".to_string(),
text: "Contamination system not available.".to_string(),
success: false,
},
Some(true) => DebugResponsePayload {
command: "SkipToContamination".to_string(),
text: format!(
"Contamination already active (fired at or before tick {}). Current tick: {}",
time.tick, time.tick
),
success: true,
},
Some(false) => {
let old_tick = time.tick;
time.tick = CONTAMINATION_DELAY_TICKS;
DebugResponsePayload {
command: "SkipToContamination".to_string(),
text: format!(
"Skipped to contamination delay: tick {} -> {}. Contamination will fire on next system run.",
old_tick, time.tick
),
success: true,
}
}
}
}
DebugCommandKind::TeleportToPosition { x, y, z } => {
if let Ok((_, mut pos)) = player_query.single_mut() {
let old = (pos.x, pos.y, pos.z);
pos.x = x;
pos.y = y;
pos.z = z;
DebugResponsePayload {
command: format!("TeleportToPosition({}, {}, {})", x, y, z),
text: format!(
"Teleported player: ({}, {}, {}) -> ({}, {}, {})",
old.0, old.1, old.2, x, y, z
),
success: true,
}
} else {
DebugResponsePayload {
command: format!("TeleportToPosition({}, {}, {})", x, y, z),
text: "No player entity found.".to_string(),
success: false,
}
}
}
DebugCommandKind::TeleportToLocation(ref name) => {
// Location-based teleport requires ContentStore (future: resolve location
// center from tile_bounds). For now, report unimplemented.
DebugResponsePayload {
command: format!("TeleportToLocation({})", name),
text: format!(
"TeleportToLocation not yet implemented (needs location tile_bounds from ContentStore). Use TeleportToPosition instead."
),
success: false,
}
}
DebugCommandKind::ForceContaminationActivate => {
if contamination.is_none() {
DebugResponsePayload {
command: "ForceContaminationActivate".to_string(),
text: "Contamination system not available.".to_string(),
success: false,
}
} else if contamination.as_ref().unwrap().0 {
DebugResponsePayload {
command: "ForceContaminationActivate".to_string(),
text: "Contamination already active.".to_string(),
success: true,
}
} else {
contamination.as_mut().unwrap().0 = true;
// Also push an event so downstream systems react
if let Some(ref mut queue) = contamination_queue {
queue.push(crate::storyteller::ContaminationEvent {
tick: time.tick,
triangles_affected: 0, // no pressure delta applied — use SkipToContamination for that
});
}
DebugResponsePayload {
command: "ForceContaminationActivate".to_string(),
text: format!(
"Contamination force-activated at tick {}. Note: no tension delta applied (use SkipToContamination for full effect).",
time.tick
),
success: true,
}
}
}
DebugCommandKind::ForceTriangleActivation(ref slug) => {
// Future: match triangle by slug and force-activate.
// Requires TriangleId slug lookup which isn't indexed yet.
DebugResponsePayload {
command: format!("ForceTriangleActivation({})", slug),
text: "ForceTriangleActivation not yet implemented (needs TriangleId slug index).".to_string(),
success: false,
}
}
DebugCommandKind::InspectNpc(wire_id) => {
let stable_id = crate::knowledge::types::StableId(wire_id);
if let Some(entity) = registry.to_entity(&stable_id) {
if let Ok((_, pos, name)) = npcs.get(entity) {
let name_str = name.map(|n| n.0.as_str()).unwrap_or("(unnamed)");
DebugResponsePayload {
command: format!("InspectNpc({})", wire_id),
text: format!(
"NPC {} (stable_id={})\n Position: ({}, {}, {})\n Name: {}",
entity, wire_id, pos.x, pos.y, pos.z, name_str
),
success: true,
}
} else {
DebugResponsePayload {
command: format!("InspectNpc({})", wire_id),
text: format!("Entity {} exists but is not an Active-tier NPC.", wire_id),
success: false,
}
}
} else {
DebugResponsePayload {
command: format!("InspectNpc({})", wire_id),
text: format!("No entity found for stable_id {}.", wire_id),
success: false,
}
}
}
DebugCommandKind::ListTriangles => {
let mut lines = Vec::new();
lines.push("=== Triangles ===".to_string());
let mut count = 0u32;
for (entity, state) in &triangles {
count += 1;
lines.push(format!(
" {} | id={} | phase={:?} | tension={} | class={:?} | template={}",
entity,
state.triangle_id.0,
state.phase,
state.tension,
state.classification,
state.template_id.0,
));
}
lines.push(format!("Total: {}", count));
DebugResponsePayload {
command: "ListTriangles".to_string(),
text: lines.join("\n"),
success: true,
}
}
DebugCommandKind::ListPopulation => {
let mut lines = Vec::new();
lines.push("=== Active-Tier NPCs ===".to_string());
let mut count = 0u32;
for (entity, pos, name) in &npcs {
count += 1;
let stable = registry.to_stable(entity);
let name_str = name.map(|n| n.0.as_str()).unwrap_or("(unnamed)");
lines.push(format!(
" {} | sid={} | pos=({},{},{}) | {}",
entity,
stable.map(|s| s.0.to_string()).unwrap_or_else(|| "?".to_string()),
pos.x, pos.y, pos.z,
name_str,
));
}
lines.push(format!("Total: {}", count));
DebugResponsePayload {
command: "ListPopulation".to_string(),
text: lines.join("\n"),
success: true,
}
}
DebugCommandKind::GetContaminationStatus => {
if let Some(ref cont) = contamination {
DebugResponsePayload {
command: "GetContaminationStatus".to_string(),
text: format!(
"Contamination active: {}\nCurrent tick: {}\nContamination delay: {} ticks",
cont.0, time.tick, CONTAMINATION_DELAY_TICKS
),
success: true,
}
} else {
DebugResponsePayload {
command: "GetContaminationStatus".to_string(),
text: "Contamination system not available.".to_string(),
success: false,
}
}
}
}
};
tracing::debug!(command = %response.command, success = response.success, "Debug command processed");
buffer.pending_debug_response = Some(response);
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::simulation::movement::TilePosition;
use bevy_ecs::schedule::Schedule;
fn setup_debug_world() -> (World, Schedule) {
let mut world = World::new();
world.init_resource::<DebugCommandBuffer>();
world.init_resource::<SnapshotBuffer>();
world.init_resource::<SimulationTime>();
world.init_resource::<ContaminationActive>();
world.init_resource::<ContaminationEventQueue>();
world.init_resource::<EntityRegistry>();
world.insert_resource(DebugEnabled(true));
// Spawn a player entity
world.spawn((PlayerCharacter, TilePosition::new(10, 20, 0)));
let mut schedule = Schedule::default();
schedule.add_systems(handle_debug_commands);
(world, schedule)
}
#[test]
fn advance_ticks_updates_simulation_time() {
let (mut world, mut schedule) = setup_debug_world();
world.resource_mut::<SimulationTime>().tick = 100;
world.resource_mut::<DebugCommandBuffer>().push(DebugCommandKind::AdvanceTicks(50));
schedule.run(&mut world);
assert_eq!(world.resource::<SimulationTime>().tick, 150);
let resp = world.resource::<SnapshotBuffer>().pending_debug_response.as_ref().unwrap();
assert!(resp.success);
assert!(resp.text.contains("150"));
}
#[test]
fn skip_to_contamination_sets_tick() {
let (mut world, mut schedule) = setup_debug_world();
world.resource_mut::<SimulationTime>().tick = 10;
world.resource_mut::<DebugCommandBuffer>().push(DebugCommandKind::SkipToContamination);
schedule.run(&mut world);
assert_eq!(world.resource::<SimulationTime>().tick, CONTAMINATION_DELAY_TICKS);
let resp = world.resource::<SnapshotBuffer>().pending_debug_response.as_ref().unwrap();
assert!(resp.success);
}
#[test]
fn teleport_moves_player() {
let (mut world, mut schedule) = setup_debug_world();
world.resource_mut::<DebugCommandBuffer>().push(
DebugCommandKind::TeleportToPosition { x: 50, y: 60, z: 1 },
);
schedule.run(&mut world);
let mut q = world.query_filtered::<&TilePosition, With<PlayerCharacter>>();
let pos = q.single(&world).unwrap();
assert_eq!((pos.x, pos.y, pos.z), (50, 60, 1));
let resp = world.resource::<SnapshotBuffer>().pending_debug_response.as_ref().unwrap();
assert!(resp.success);
}
#[test]
fn force_contamination_activates() {
let (mut world, mut schedule) = setup_debug_world();
assert!(!world.resource::<ContaminationActive>().0);
world.resource_mut::<DebugCommandBuffer>().push(DebugCommandKind::ForceContaminationActivate);
schedule.run(&mut world);
assert!(world.resource::<ContaminationActive>().0);
assert!(!world.resource::<ContaminationEventQueue>().is_empty());
let resp = world.resource::<SnapshotBuffer>().pending_debug_response.as_ref().unwrap();
assert!(resp.success);
}
#[test]
fn debug_disabled_rejects_commands() {
let (mut world, mut schedule) = setup_debug_world();
world.insert_resource(DebugEnabled(false));
world.resource_mut::<DebugCommandBuffer>().push(DebugCommandKind::GetContaminationStatus);
schedule.run(&mut world);
let resp = world.resource::<SnapshotBuffer>().pending_debug_response.as_ref().unwrap();
assert!(!resp.success);
assert!(resp.text.contains("disabled"));
}
#[test]
fn get_contamination_status_reports_state() {
let (mut world, mut schedule) = setup_debug_world();
world.resource_mut::<SimulationTime>().tick = 42;
world.resource_mut::<DebugCommandBuffer>().push(DebugCommandKind::GetContaminationStatus);
schedule.run(&mut world);
let resp = world.resource::<SnapshotBuffer>().pending_debug_response.as_ref().unwrap();
assert!(resp.success);
assert!(resp.text.contains("false")); // not yet active
assert!(resp.text.contains("42")); // current tick
}
#[test]
fn no_commands_produces_no_response() {
let (mut world, mut schedule) = setup_debug_world();
schedule.run(&mut world);
assert!(world.resource::<SnapshotBuffer>().pending_debug_response.is_none());
}
}
+6
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@@ -6,6 +6,7 @@ use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
pub mod debug;
pub mod framing;
pub mod local;
pub mod tcp;
@@ -221,12 +222,17 @@ impl Plugin for BridgePlugin {
.init_resource::<ServerRunning>()
.init_resource::<HandshakeState>()
.init_resource::<SimErrorBuffer>()
.init_resource::<debug::DebugCommandBuffer>()
.init_resource::<DebugEnabled>()
.init_resource::<crate::perception::query::VisibilityGeometry>()
.init_resource::<crate::perception::query::ActivePerceptionMode>()
.add_systems(
Update,
(
receive_bridge_inputs.before(crate::simulation::input::process_player_input),
debug::handle_debug_commands
.after(crate::simulation::input::process_player_input)
.before(crate::perception::observer::compute_observer_snapshot),
crate::perception::observer::compute_visibility_geometry
.after(crate::simulation::movement::validate_movement),
crate::simulation::interaction::compute_nearby_interactions
+3
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@@ -192,6 +192,7 @@ fn sector_label(sector: VisibilitySector) -> &'static str {
match sector {
VisibilitySector::Forward => "Forward",
VisibilitySector::Peripheral => "Periph",
VisibilitySector::BoundaryWall => "BndWall",
}
}
@@ -316,6 +317,7 @@ mod tests {
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
debug_response: None,
}
}
@@ -454,6 +456,7 @@ mod tests {
triangle_crisis_events: vec![],
state_hash: None,
sim_errors: vec![],
debug_response: None,
};
let text = format_snapshot_text(&snap);
assert!(text.contains("Tick 0"));
+71 -1
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@@ -17,7 +17,7 @@ pub use crate::simulation::time::{DayPhase, TickRate};
/// negotiation is unnecessary. Client should reject snapshots with version !=
/// PROTOCOL_VERSION. New fields use #[serde(default)] only during the migration
/// period, then the default is removed once both sides are updated.
pub const PROTOCOL_VERSION: u8 = 17;
pub const PROTOCOL_VERSION: u8 = 18;
/// Handshake message sent as the very first framed message after connection (#555).
/// Client reads this before entering the normal tick loop and validates
@@ -191,6 +191,11 @@ pub struct ObserverSnapshot {
/// Empty in normal operation. Client may display a warning toast.
#[serde(default, skip_serializing_if = "Vec::is_empty")]
pub sim_errors: Vec<SimError>,
/// Debug console response for this tick (#580).
/// Present when a debug command was processed. Client renders in
/// the tilde console overlay. None in normal gameplay.
#[serde(default, skip_serializing_if = "Option::is_none")]
pub debug_response: Option<DebugResponsePayload>,
}
/// Game time data for client display (D-031)
@@ -336,6 +341,10 @@ pub enum VisibilitySector {
Forward,
/// Reduced range, dimmer rendering (side arcs)
Peripheral,
/// Wall tile 1 beyond the LOS boundary (#584).
/// Gives the client wall data at the fog edge so fog composites over
/// real geometry rather than empty space. Not stored in exploration/memory.
BoundaryWall,
}
/// A visible entity in the simulation
@@ -473,6 +482,9 @@ pub enum PlayerAction {
/// Client sends this when the player selects a save file to load.
/// Server executes load_from_file and sends SaveLoadResultWire confirmation.
LoadGame { path: String },
/// Debug console command (#580). Only processed when `DebugEnabled` is true.
/// Response delivered via `ObserverSnapshot.debug_response`.
DebugCommand(DebugCommandKind),
}
impl PlayerAction {
@@ -492,6 +504,62 @@ impl PlayerAction {
}
}
/// Debug command variants for the in-game console (#580).
///
/// Sent via `PlayerAction::DebugCommand`. Only processed when `DebugEnabled`
/// resource is true. Response returned in `ObserverSnapshot.debug_response`.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum DebugCommandKind {
/// Fast-forward simulation by N ticks.
AdvanceTicks(u64),
/// Advance simulation to `CONTAMINATION_DELAY_TICKS` (skip early game).
SkipToContamination,
/// Move player to absolute tile position.
TeleportToPosition { x: i32, y: i32, z: i32 },
/// Move player to a named location's origin (e.g. "the-terminal").
TeleportToLocation(String),
/// Bypass contamination timer — fire `ContaminationActive` immediately.
ForceContaminationActivate,
/// Force-activate a triangle by its string slug identifier.
ForceTriangleActivation(String),
/// Dump NPC state: current routine, knowledge graph summary, relationships.
InspectNpc(u64),
/// Return all `TriangleState` entities with phase/tension/classification.
ListTriangles,
/// Return all Active-tier NPCs with tier, position, and name.
ListPopulation,
/// Return `ContaminationActive` status and current tick.
GetContaminationStatus,
}
/// Debug response payload included in `ObserverSnapshot` (#580).
///
/// Carries the result of a debug command as a human-readable text block
/// plus structured data where useful. The client's debug console displays
/// the `text` field directly.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct DebugResponsePayload {
/// The command that produced this response (for client-side echo).
pub command: String,
/// Human-readable response text (multi-line, displayed in console).
pub text: String,
/// Whether the command succeeded.
pub success: bool,
}
/// Whether the debug console is enabled (#580).
///
/// Set at server startup. Cannot be toggled mid-session via IPC.
/// v0.1: defaults to true. Production builds will default to false.
#[derive(Resource, Debug, Clone)]
pub struct DebugEnabled(pub bool);
impl Default for DebugEnabled {
fn default() -> Self {
Self(true)
}
}
/// Available interaction verbs for a nearby entity (D-060, #404)
/// Embedded in ObserverSnapshot.nearby_interactions.
#[derive(Debug, Clone, Serialize, Deserialize)]
@@ -804,6 +872,8 @@ pub struct SnapshotBuffer {
pub snapshot: Option<ObserverSnapshot>,
/// Pending save/load result, consumed once by `compute_observer_snapshot` (#553).
pub pending_save_result: Option<SaveLoadResultWire>,
/// Pending debug response, consumed once by `compute_observer_snapshot` (#580).
pub pending_debug_response: Option<DebugResponsePayload>,
}
#[cfg(test)]
+1
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@@ -300,6 +300,7 @@ fn send_panic_error(app: &App, panic_msg: &str) {
save_result: None,
triangle_crisis_events: vec![],
state_hash: None,
debug_response: None,
sim_errors: vec![SimError {
kind: SimErrorKind::Panic,
message: format!("Simulation panic: {}", panic_msg),
+4
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@@ -392,6 +392,9 @@ pub fn compute_observer_snapshot(
// Consume pending save/load result for this tick (#553).
let save_result = buffer.pending_save_result.take();
// Consume pending debug response for this tick (#580).
let debug_response = buffer.pending_debug_response.take();
// Drain triangle crisis events (#250) and convert to wire format.
// Drain triangle crisis events (#250) and filter role_assignments against
// observer KG (D-010 principle 2: information boundaries are universal).
@@ -464,6 +467,7 @@ pub fn compute_observer_snapshot(
triangle_crisis_events,
state_hash,
sim_errors,
debug_response,
});
}
+148
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@@ -96,6 +96,23 @@ impl PerceptionQuery for NaturalVision {
.map(|&(x, y, sector)| ((x, y), sector))
.collect();
// --- Boundary wall margin pass (#584) ---
// Walk the LOS boundary and include non-walkable tiles 1 tile beyond.
// This gives the client wall geometry at the fog edge.
let boundary_walls = compute_boundary_walls(&visible_positions, walkability, z);
for (bx, by) in &boundary_walls {
visible_tiles.push(VisibleTile {
x: *bx,
y: *by,
z,
visibility: VisibilitySector::BoundaryWall,
tile_kind: TileKind::Wall,
zone_id: None,
});
}
// Re-sort after adding boundary walls
visible_tiles.sort_by_key(|t| (t.x, t.y));
VisibilityGeometry {
visible_tiles,
visible_positions,
@@ -105,6 +122,37 @@ impl PerceptionQuery for NaturalVision {
}
}
/// Compute wall tiles 1 tile beyond the LOS boundary (#584).
///
/// For each tile on the boundary of the visible set (has at least one
/// 4-neighbor outside the set), check each non-visible neighbor.
/// If that neighbor is not walkable, include it as a boundary wall.
///
/// Returns deduplicated (x, y) positions of wall tiles to add.
fn compute_boundary_walls(
visible_positions: &BTreeSet<(i32, i32)>,
walkability: &WalkabilityMap,
z: i32,
) -> Vec<(i32, i32)> {
const NEIGHBORS: [(i32, i32); 4] = [(0, -1), (0, 1), (-1, 0), (1, 0)];
let mut walls = BTreeSet::new();
for &(x, y) in visible_positions {
for (dx, dy) in NEIGHBORS {
let nx = x + dx;
let ny = y + dy;
if !visible_positions.contains(&(nx, ny)) {
let pos = TilePosition::new(nx, ny, z);
if !walkability.can_move_to(&pos) {
walls.insert((nx, ny));
}
}
}
}
walls.into_iter().collect()
}
/// Resource wrapping the active perception mode (D-017).
/// Defaults to NaturalVision. Swap this resource to change perception modes.
#[derive(Resource)]
@@ -115,3 +163,103 @@ impl Default for ActivePerceptionMode {
Self(Box::new(NaturalVision))
}
}
#[cfg(test)]
mod tests {
use super::*;
/// Build a small walkability map with walls around the edges.
/// Layout (5x5, z=0):
/// W W W W W
/// W F F F W
/// W F F F W
/// W F F F W
/// W W W W W
fn make_walled_map() -> WalkabilityMap {
let mut map = WalkabilityMap::new(5, 5, 1);
// All tiles start walkable (floor). Set border to non-walkable (wall).
for x in 0..5 {
map.set_walkable(&TilePosition::new(x, 0, 0), false);
map.set_walkable(&TilePosition::new(x, 4, 0), false);
}
for y in 0..5 {
map.set_walkable(&TilePosition::new(0, y, 0), false);
map.set_walkable(&TilePosition::new(4, y, 0), false);
}
map
}
#[test]
fn boundary_walls_include_adjacent_walls() {
// Visible set: just the center tile (2,2)
let visible: BTreeSet<(i32, i32)> = [(2, 2)].into_iter().collect();
let map = make_walled_map();
let walls = compute_boundary_walls(&visible, &map, 0);
// All 4 neighbors of (2,2) are floor tiles (walkable), so no walls.
// This verifies we don't add walkable tiles as boundary walls.
assert!(walls.is_empty());
}
#[test]
fn boundary_walls_found_at_edge() {
// Visible set: tiles along the north interior edge (y=1)
let visible: BTreeSet<(i32, i32)> = [(1, 1), (2, 1), (3, 1)].into_iter().collect();
let map = make_walled_map();
let walls = compute_boundary_walls(&visible, &map, 0);
// North neighbors (y=0) are all walls: (1,0), (2,0), (3,0)
// Also (0,1) is a wall (west of (1,1)) and (4,1) (east of (3,1))
assert!(walls.contains(&(1, 0)));
assert!(walls.contains(&(2, 0)));
assert!(walls.contains(&(3, 0)));
assert!(walls.contains(&(0, 1)));
assert!(walls.contains(&(4, 1)));
}
#[test]
fn boundary_walls_deduplicated() {
// Two adjacent visible tiles share a wall neighbor
let visible: BTreeSet<(i32, i32)> = [(1, 1), (2, 1)].into_iter().collect();
let map = make_walled_map();
let walls = compute_boundary_walls(&visible, &map, 0);
// Count how many times (1,0) appears — should be exactly 1 (deduplicated)
let count = walls.iter().filter(|&&(x, y)| x == 1 && y == 0).count();
assert_eq!(count, 1, "boundary walls should be deduplicated");
}
#[test]
fn boundary_walls_not_in_visible_positions() {
// Verify the full NaturalVision pipeline produces BoundaryWall tiles
// that are NOT in visible_positions.
let map = make_walled_map();
let nv = NaturalVision;
let pos = TilePosition::new(2, 2, 0);
let geometry = nv.compute_geometry(&pos, FacingDirection::North, &map);
let boundary_tiles: Vec<_> = geometry
.visible_tiles
.iter()
.filter(|t| t.visibility == VisibilitySector::BoundaryWall)
.collect();
// There should be boundary wall tiles (the 5x5 map has walls at edges)
assert!(!boundary_tiles.is_empty(), "expected boundary wall tiles");
// None of the boundary wall tiles should be in visible_positions
for tile in &boundary_tiles {
assert!(
!geometry.visible_positions.contains(&(tile.x, tile.y)),
"BoundaryWall tile ({}, {}) should NOT be in visible_positions",
tile.x,
tile.y
);
}
// All boundary wall tiles should have TileKind::Wall
for tile in &boundary_tiles {
assert_eq!(tile.tile_kind, TileKind::Wall);
}
}
}
+10
View File
@@ -2,6 +2,7 @@
// Timestamped player input events for deterministic simulation (D-010 principle 4)
// PlayerInput: semantic actions (MoveNorth, Interact, UsePerceptionMode, ToggleStance)
use crate::bridge::debug::DebugCommandBuffer;
use crate::bridge::types::{FacingDirection, ObjectType, PlayerAction, PlayerInput};
use crate::knowledge::{EntityRegistry, StableId};
use crate::perception::vision_cone::{facing_from_delta, Facing};
@@ -98,6 +99,7 @@ pub fn process_player_input(
reset_triggers: Query<&RoomResetTrigger>,
mut room_snapshots: Option<ResMut<RoomSnapshots>>,
mut save_load: Option<ResMut<SaveLoadPending>>,
mut debug_cmd_buffer: Option<ResMut<DebugCommandBuffer>>,
door_states: Query<&DoorState>,
object_types: Query<&ObjectType>,
) {
@@ -119,6 +121,7 @@ pub fn process_player_input(
| PlayerAction::TeleportToHub
| PlayerAction::SaveGame { .. }
| PlayerAction::LoadGame { .. }
| PlayerAction::DebugCommand(_)
)
{
continue;
@@ -364,6 +367,13 @@ pub fn process_player_input(
tracing::warn!("LoadGame received but SaveLoadPending resource not registered");
}
}
PlayerAction::DebugCommand(cmd) => {
if let Some(ref mut buf) = debug_cmd_buffer {
buf.push(cmd);
} else {
tracing::warn!("DebugCommand received but DebugCommandBuffer not registered");
}
}
}
}