Merge pull request #2: feat(simulation): add Rust/bevy_ecs server boilerplate
Merge origin/server into main. Resolve CHANGELOG.md conflict by keeping both sets of entries (main's review-pr skill + server's boilerplate entries). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -1,5 +1,6 @@
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# Build and cache
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.cache/
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server/target/
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# Database journal files (transient, not the DB itself)
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db/commonwealth.db-wal
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@@ -10,6 +10,21 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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- `/review-pr` skill — dual-agent PR review with Hoshe (code quality) and Tyre (architecture) in parallel, Gitea integration, vendor file exclusion patterns
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- Automated Rust install via `make setup` (tooling/install-rust script, rustup + clippy + rustfmt)
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- Automated Godot download/install via `make setup` (tooling/install-godot script, installs to ~/bin/godot4)
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- InputQueue tick ordering enforcement via debug_assert (determinism guard)
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- Serialization roundtrip tests for all PlayerAction and EntityKind variants (D-030 Layer 1)
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- Edge case tests: day wraparound at midnight, day() calculation, out-of-order input rejection
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- Test runner switched to cargo-nextest (D-030 requirement)
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- Rust/bevy_ecs simulation server boilerplate (epic 276) — Cargo project, module structure, core ECS types, plugin scaffolding, deterministic simulation resources, test infrastructure
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- SimulationTime resource with D-031 time system (10 ticks/game-minute, 4 day phases)
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- SimRng deterministic RNG resource (ChaCha20, seeded for replay)
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- InputQueue resource for timestamped semantic player actions
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- ObserverSnapshot and PlayerInput IPC types with MessagePack serialization (D-020)
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- SimBridge trait abstracting client-server transport
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- CauseChain production component for information provenance tracking (D-030)
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- SimulationTier types with LRU eviction support (D-026: Active/Background/StateSaved/Ungenerated)
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- NPC 10-axis model components (D-024: 7 essential + 3 supporting + CombatCapability)
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- Server test infrastructure: 11 inline unit tests + 4 integration tests (smoke + serialization round-trips)
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- make ci-server pipeline verified green (clippy, fmt, build, test)
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- Round 18 v0.1 gap analysis workshop — 7 agents, 2 rounds, 4 tracks (concept proof, wow factor, missing systems, testability)
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- D-030: Testability architecture — 8 sub-decisions for ticket #214 (gdUnit4, hybrid Rust testing, CauseChain component, three-layer IPC testing)
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- D-031: Time system — 10 ticks = 1 game-minute, 4 day phases (Morning/Afternoon/Evening/Night), diegetic clock display
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@@ -52,6 +67,9 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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- Rejected alternatives R-004 through R-010 documented (pure Bevy, pure Godot, GDExtension, C++ GDExtension, Fyrox, custom framework, protobuf)
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### Fixed
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- Cargo.toml edition 2024 → 2021 for broader toolchain compatibility
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- Relationship.target_name: String → target_id: u64 for entity scalability (Tyre review)
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- DayPhase enum now derives Serialize/Deserialize (consistent with other enums)
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- Replaced all absolute paths (macOS and Linux) with project-relative paths across round-16 docs
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- Removed duplicate ROUND-16-STATUS.md from project root (content already in round-16-session-notes.md)
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- Added relative-path convention to Qatux agent persona for cross-system consistency
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@@ -109,7 +109,22 @@ Key rules:
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Use conventional commits with project-specific scopes:
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`agents`, `skills`, `docs`, `briefings`, `discussions`, `schema`, `db`, `config`, `engine`, `simulation`, `client`, `ui`, `audio`, `assets`, `meta`
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### Pull requests
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**Use `tea` (Gitea CLI), not `gh` (GitHub CLI).** The remote is Gitea at `git.schweitz.internal`.
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Always provide all required flags to ensure non-interactive execution:
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```bash
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tea pr create \
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--repo jpmschweitzer/settled-reach \
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--login schweitz \
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--title "feat(scope): short description" \
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--description "PR body here" \
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--base main \
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--head branch-name
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```
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### Local services
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- Gitea: `http://git.schweitz.internal` (login: `schweitz`)
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- Qdrant: `http://tower-of-joy:6333/`
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- Ollama: `http://tower-of-joy:11434/` (nomic-embed-text)
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- Collection: `commonwealth` (768 dimensions, cosine distance)
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@@ -74,7 +74,7 @@ client:
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test: test-server test-client
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test-server:
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cd server && cargo test
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cd server && cargo nextest run
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test-client:
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@echo "Client tests run via gdUnit4 inside Godot."
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Binary file not shown.
Generated
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Load Diff
@@ -0,0 +1,16 @@
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[package]
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name = "settled-reach-server"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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bevy_ecs = "0.18"
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bevy_app = "0.18"
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serde = { version = "1", features = ["derive"] }
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rmp-serde = "1"
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bincode = "1"
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rand = "0.9"
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rand_chacha = "0.9"
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thiserror = "2"
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tracing = "0.1"
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tracing-subscriber = { version = "0.3", features = ["env-filter"] }
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@@ -0,0 +1,40 @@
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// Bridge module - Client-server communication
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// Implements D-020 subprocess/IPC architecture
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// MessagePack serialization for Rust<->Godot communication
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use bevy_app::prelude::*;
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pub mod types;
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pub use types::*;
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/// Error type for bridge operations
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#[derive(Debug, thiserror::Error)]
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pub enum BridgeError {
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#[error("serialization error: {0}")]
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Serialization(#[from] rmp_serde::encode::Error),
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#[error("deserialization error: {0}")]
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Deserialization(#[from] rmp_serde::decode::Error),
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#[error("transport error: {0}")]
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Transport(String),
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}
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/// Abstracts transport layer (D-020)
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/// Implemented by LocalBridge (stdio) and future NetworkBridge
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pub trait SimBridge: Send + Sync {
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/// Send an observer snapshot to the client
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fn send_snapshot(&self, snapshot: &ObserverSnapshot) -> Result<(), BridgeError>;
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/// Receive player inputs from the client
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fn receive_inputs(&self) -> Result<Vec<PlayerInput>, BridgeError>;
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}
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/// Bridge plugin for client-server communication
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/// Abstracts transport layer (LocalBridge/NetworkBridge)
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pub struct BridgePlugin;
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impl Plugin for BridgePlugin {
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fn build(&self, _app: &mut App) {
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// Stub implementation - will be populated in phase 2
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tracing::debug!("BridgePlugin initialized");
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}
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}
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@@ -0,0 +1,61 @@
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// Bridge type definitions
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// ObserverSnapshot: data crossing the client-server boundary
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// PlayerInput: semantic actions from client
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use serde::{Deserialize, Serialize};
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/// The ONLY data structure crossing the client-server boundary (D-020)
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/// Contains all information visible to the observer at a given tick.
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///
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/// TODO: Planned fields — fog/visibility data, ambient sound events,
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/// internal monologue triggers, HUD state (D-020 expansion).
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct ObserverSnapshot {
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/// Simulation tick when this snapshot was produced
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pub tick: u64,
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/// All entities visible to the observer
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pub entities: Vec<VisibleEntity>,
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}
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/// A visible entity in the simulation
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct VisibleEntity {
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/// Wire-format entity identifier — NOT a bevy ECS Entity.
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/// Stable across serialization for client-server boundary (D-020).
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pub entity_id: u64,
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pub x: f32,
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pub y: f32,
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pub z: i32,
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pub kind: EntityKind,
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}
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/// Category of visible entity
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum EntityKind {
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Npc,
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Object,
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Terrain,
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}
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/// Semantic player actions, not raw key events (D-020)
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/// Timestamped for deterministic processing
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct PlayerInput {
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/// Tick when this input was issued
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pub tick: u64,
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/// The action to perform
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pub action: PlayerAction,
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}
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/// Player action variants
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum PlayerAction {
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MoveNorth,
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MoveSouth,
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MoveEast,
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MoveWest,
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Interact,
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UsePerceptionMode(String),
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Pause,
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Unpause,
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}
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@@ -0,0 +1,72 @@
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// Cause chain tracking system
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// Production component for information provenance (D-030)
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// Tracks monologue triggers, journal entries, debug causality
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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct CauseChain {
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pub causes: Vec<Cause>,
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}
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impl CauseChain {
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pub fn new() -> Self {
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Self { causes: Vec::new() }
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}
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pub fn with_cause(mut self, cause: Cause) -> Self {
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self.causes.push(cause);
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self
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}
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pub fn push(&mut self, cause: Cause) {
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self.causes.push(cause);
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}
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pub fn latest(&self) -> Option<&Cause> {
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self.causes.last()
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}
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}
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impl Default for CauseChain {
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fn default() -> Self {
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Self::new()
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}
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Cause {
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pub tick: u64,
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pub kind: CauseKind,
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pub description: String,
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}
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#[derive(Debug, Clone, Serialize, Deserialize, PartialEq, Eq)]
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pub enum CauseKind {
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Observed,
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Heard,
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Informed,
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Inferred,
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Background,
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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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#[test]
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fn chain_preserves_order() {
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let chain = CauseChain::new()
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.with_cause(Cause {
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tick: 1,
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kind: CauseKind::Observed,
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description: "Saw NPC".into(),
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})
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.with_cause(Cause {
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tick: 5,
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kind: CauseKind::Inferred,
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description: "NPC still inside".into(),
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});
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assert_eq!(chain.causes.len(), 2);
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assert_eq!(chain.latest().unwrap().tick, 5);
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assert_eq!(chain.latest().unwrap().kind, CauseKind::Inferred);
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}
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}
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@@ -0,0 +1,9 @@
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// The Settled Reach - Simulation Server
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// Rust/bevy_ecs simulation server for D-010 client-server architecture
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pub mod bridge;
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pub mod cause_chain;
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pub mod npc;
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pub mod perception;
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pub mod simulation;
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pub mod storyteller;
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@@ -0,0 +1,31 @@
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// The Settled Reach - Simulation Server
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// Entry point for standalone simulation binary
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use bevy_app::prelude::*;
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use tracing_subscriber::{layer::SubscriberExt, util::SubscriberInitExt};
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use settled_reach_server::bridge::BridgePlugin;
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use settled_reach_server::simulation::SimulationPlugin;
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fn main() {
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// Initialize tracing subscriber for logging
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tracing_subscriber::registry()
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.with(
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tracing_subscriber::EnvFilter::try_from_default_env()
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.unwrap_or_else(|_| "settled_reach_server=debug".into()),
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)
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.with(tracing_subscriber::fmt::layer())
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.init();
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tracing::info!("The Settled Reach - Simulation Server starting");
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// Create the bevy App and add plugins
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let mut app = App::new();
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app.add_plugins(SimulationPlugin);
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app.add_plugins(BridgePlugin);
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// Single tick for smoke verification; real game loop in phase 2
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app.update();
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tracing::info!("Simulation server update complete");
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}
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@@ -0,0 +1,77 @@
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// NPC module - NPC entity definitions and AI systems
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// Implements D-024: 10-axis NPC model + CombatCapability component
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// Background tier state machines for schedule, mood, relationships, job
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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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|
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#[derive(Component, Debug)]
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pub struct Npc;
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// 7 essential axes (D-024)
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct Want {
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pub description: String,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct Secret {
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pub description: String,
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}
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|
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct Relationships {
|
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pub entries: Vec<Relationship>,
|
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}
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|
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Relationship {
|
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/// Wire-format entity ID of the relationship target (scales to 10K+ NPCs)
|
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pub target_id: u64,
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pub kind: String,
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pub trust_level: f32,
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}
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|
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct ToleranceThreshold {
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pub current_stress: f32,
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pub threshold: f32,
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}
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|
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct DailyRoutine {
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pub description: String,
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}
|
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|
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
|
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pub struct InformationInventory {
|
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pub known_facts: Vec<String>,
|
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}
|
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|
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
|
||||
pub struct Contentment {
|
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pub level: f32,
|
||||
}
|
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|
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// 3 supporting axes (D-024)
|
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
|
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pub struct PersonalityTraits {
|
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pub traits: Vec<String>,
|
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}
|
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|
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
|
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pub struct TellSystem {
|
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pub tells: Vec<String>,
|
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}
|
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|
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
|
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pub struct SkillSet {
|
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pub skills: Vec<String>,
|
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pub combat_trained: bool,
|
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}
|
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|
||||
#[derive(Component, Debug, Clone, Serialize, Deserialize)]
|
||||
pub struct CombatCapability {
|
||||
pub weapon_proficiency: f32,
|
||||
pub combat_style: String,
|
||||
}
|
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@@ -0,0 +1,16 @@
|
||||
// Perception module - Information boundary system
|
||||
// Implements D-010 principle 2: every piece of state is tagged with who knows it
|
||||
// Generates ObserverSnapshot for client rendering
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
|
||||
/// Perception system plugin
|
||||
/// Manages information boundaries and observer snapshots
|
||||
pub struct PerceptionPlugin;
|
||||
|
||||
impl Plugin for PerceptionPlugin {
|
||||
fn build(&self, _app: &mut App) {
|
||||
// Stub implementation - will be populated in phase 2
|
||||
tracing::debug!("PerceptionPlugin initialized");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
// Input processing system
|
||||
// Timestamped player input events for deterministic simulation (D-010 principle 4)
|
||||
// PlayerInput: semantic actions (MoveNorth, Interact, UsePerceptionMode)
|
||||
|
||||
use crate::bridge::types::PlayerInput;
|
||||
use bevy_ecs::prelude::*;
|
||||
use std::collections::VecDeque;
|
||||
|
||||
/// Queue of pending player inputs, ordered by tick
|
||||
#[derive(Resource, Debug, Default)]
|
||||
pub struct InputQueue {
|
||||
queue: VecDeque<PlayerInput>,
|
||||
}
|
||||
|
||||
impl InputQueue {
|
||||
/// Add a new input to the queue.
|
||||
/// Inputs must be pushed in tick order for deterministic processing.
|
||||
/// Panics in debug builds if tick ordering is violated.
|
||||
pub fn push(&mut self, input: PlayerInput) {
|
||||
debug_assert!(
|
||||
self.queue.back().is_none_or(|last| last.tick <= input.tick),
|
||||
"InputQueue: tick ordering violated (last={}, new={})",
|
||||
self.queue.back().map_or(0, |last| last.tick),
|
||||
input.tick,
|
||||
);
|
||||
self.queue.push_back(input);
|
||||
}
|
||||
|
||||
/// Drain all inputs for ticks <= the given tick
|
||||
/// Returns inputs in FIFO order
|
||||
pub fn drain_for_tick(&mut self, tick: u64) -> Vec<PlayerInput> {
|
||||
let mut result = Vec::new();
|
||||
while let Some(front) = self.queue.front() {
|
||||
if front.tick <= tick {
|
||||
result.push(self.queue.pop_front().unwrap());
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
result
|
||||
}
|
||||
|
||||
/// Get the current queue length
|
||||
pub fn len(&self) -> usize {
|
||||
self.queue.len()
|
||||
}
|
||||
|
||||
/// Check if the queue is empty
|
||||
pub fn is_empty(&self) -> bool {
|
||||
self.queue.is_empty()
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::bridge::types::PlayerAction;
|
||||
|
||||
#[test]
|
||||
fn drain_returns_inputs_up_to_tick() {
|
||||
let mut queue = InputQueue::default();
|
||||
queue.push(PlayerInput {
|
||||
tick: 1,
|
||||
action: PlayerAction::MoveNorth,
|
||||
});
|
||||
queue.push(PlayerInput {
|
||||
tick: 2,
|
||||
action: PlayerAction::MoveSouth,
|
||||
});
|
||||
queue.push(PlayerInput {
|
||||
tick: 5,
|
||||
action: PlayerAction::Interact,
|
||||
});
|
||||
let inputs = queue.drain_for_tick(3);
|
||||
assert_eq!(inputs.len(), 2);
|
||||
assert_eq!(queue.len(), 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn drain_empty_queue_returns_empty() {
|
||||
let mut queue = InputQueue::default();
|
||||
let inputs = queue.drain_for_tick(10);
|
||||
assert!(inputs.is_empty());
|
||||
}
|
||||
|
||||
#[test]
|
||||
#[should_panic(expected = "tick ordering violated")]
|
||||
fn push_rejects_out_of_order_in_debug() {
|
||||
let mut queue = InputQueue::default();
|
||||
queue.push(PlayerInput {
|
||||
tick: 5,
|
||||
action: PlayerAction::MoveNorth,
|
||||
});
|
||||
queue.push(PlayerInput {
|
||||
tick: 2,
|
||||
action: PlayerAction::MoveSouth,
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
// Simulation module - Core simulation plugin and systems
|
||||
// Implements deterministic tick-based simulation (D-010 principle 4)
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
|
||||
pub mod input;
|
||||
pub mod rng;
|
||||
pub mod tier;
|
||||
pub mod time;
|
||||
|
||||
/// Core simulation plugin
|
||||
/// Manages simulation time, RNG, input processing, and tier transitions
|
||||
pub struct SimulationPlugin;
|
||||
|
||||
impl Plugin for SimulationPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
// Initialize core simulation resources
|
||||
app.init_resource::<time::SimulationTime>()
|
||||
.insert_resource(rng::SimRng::new(0))
|
||||
.init_resource::<input::InputQueue>()
|
||||
.add_systems(Update, time::advance_tick);
|
||||
|
||||
tracing::debug!("SimulationPlugin initialized");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
// Simulation RNG system
|
||||
// Injectable ChaCha RNG resource for deterministic replay (D-030)
|
||||
// Ensures same seed produces same outcomes
|
||||
|
||||
use bevy_ecs::prelude::*;
|
||||
use rand::SeedableRng;
|
||||
use rand_chacha::ChaCha20Rng;
|
||||
|
||||
/// Simulation RNG resource
|
||||
/// ChaCha20 RNG with stored seed for deterministic replay
|
||||
#[derive(Resource)]
|
||||
pub struct SimRng {
|
||||
pub rng: ChaCha20Rng,
|
||||
seed: u64,
|
||||
}
|
||||
|
||||
impl SimRng {
|
||||
/// Create a new SimRng with the given seed
|
||||
pub fn new(seed: u64) -> Self {
|
||||
Self {
|
||||
rng: ChaCha20Rng::seed_from_u64(seed),
|
||||
seed,
|
||||
}
|
||||
}
|
||||
|
||||
/// Get the seed used to initialize this RNG
|
||||
pub fn seed(&self) -> u64 {
|
||||
self.seed
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use rand::Rng;
|
||||
|
||||
#[test]
|
||||
fn same_seed_same_sequence() {
|
||||
let mut rng1 = SimRng::new(42);
|
||||
let mut rng2 = SimRng::new(42);
|
||||
let vals1: Vec<u32> = (0..100).map(|_| rng1.rng.random()).collect();
|
||||
let vals2: Vec<u32> = (0..100).map(|_| rng2.rng.random()).collect();
|
||||
assert_eq!(vals1, vals2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn different_seed_different_sequence() {
|
||||
let mut rng1 = SimRng::new(42);
|
||||
let mut rng2 = SimRng::new(43);
|
||||
let val1: u32 = rng1.rng.random();
|
||||
let val2: u32 = rng2.rng.random();
|
||||
assert_ne!(val1, val2);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
// Simulation tier system
|
||||
// Implements D-026: Active/Background/State-saved/Ungenerated tiers
|
||||
// Timestamp-based LRU eviction for simulation space management
|
||||
|
||||
use bevy_ecs::prelude::*;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
|
||||
pub enum SimulationTier {
|
||||
Active,
|
||||
Background,
|
||||
StateSaved,
|
||||
Ungenerated,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug, Clone)]
|
||||
pub struct LastInteraction {
|
||||
pub tick: u64,
|
||||
}
|
||||
|
||||
#[derive(Component, Debug, Clone)]
|
||||
pub struct ScopeTag {
|
||||
pub tags: Vec<ScopeKind>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize, Deserialize)]
|
||||
pub enum ScopeKind {
|
||||
Neighborhood,
|
||||
ActiveQuest,
|
||||
Colleague,
|
||||
KnownContact,
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn tier_can_be_added_and_queried() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
let entity = world.spawn(SimulationTier::Active).id();
|
||||
assert_eq!(
|
||||
*world.get::<SimulationTier>(entity).unwrap(),
|
||||
SimulationTier::Active
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn tier_can_transition() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
let entity = world.spawn(SimulationTier::Active).id();
|
||||
world.entity_mut(entity).insert(SimulationTier::Background);
|
||||
assert_eq!(
|
||||
*world.get::<SimulationTier>(entity).unwrap(),
|
||||
SimulationTier::Background
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,141 @@
|
||||
// Simulation time system
|
||||
// Implements D-031: 10 ticks = 1 game-minute, 4 day phases
|
||||
// Injectable time resource for deterministic replay (D-030)
|
||||
|
||||
use bevy_ecs::prelude::*;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
pub const TICKS_PER_GAME_MINUTE: u64 = 10;
|
||||
pub const MINUTES_PER_PHASE: u64 = 360;
|
||||
pub const MINUTES_PER_DAY: u64 = 1440;
|
||||
|
||||
// 4 equal 6-hour phases (adjustable — D-031 allows rebalancing phase durations)
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
|
||||
pub enum DayPhase {
|
||||
Morning,
|
||||
Afternoon,
|
||||
Evening,
|
||||
Night,
|
||||
}
|
||||
|
||||
/// Simulation time resource
|
||||
/// Tracks current tick and pause state for deterministic simulation
|
||||
#[derive(Resource, Debug, Clone, Default)]
|
||||
pub struct SimulationTime {
|
||||
pub tick: u64,
|
||||
pub paused: bool,
|
||||
}
|
||||
|
||||
impl SimulationTime {
|
||||
pub fn game_minutes(&self) -> u64 {
|
||||
self.tick / TICKS_PER_GAME_MINUTE
|
||||
}
|
||||
pub fn time_of_day_minutes(&self) -> u64 {
|
||||
self.game_minutes() % MINUTES_PER_DAY
|
||||
}
|
||||
pub fn day_phase(&self) -> DayPhase {
|
||||
let tod = self.time_of_day_minutes();
|
||||
// Morning: [0, 360), Afternoon: [360, 720), Evening: [720, 1080), Night: [1080, 1440)
|
||||
match tod {
|
||||
0..360 => DayPhase::Morning,
|
||||
360..720 => DayPhase::Afternoon,
|
||||
720..1080 => DayPhase::Evening,
|
||||
_ => DayPhase::Night,
|
||||
}
|
||||
}
|
||||
pub fn day(&self) -> u64 {
|
||||
self.game_minutes() / MINUTES_PER_DAY
|
||||
}
|
||||
}
|
||||
|
||||
/// Advance the simulation tick if not paused
|
||||
pub fn advance_tick(mut time: ResMut<SimulationTime>) {
|
||||
if !time.paused {
|
||||
time.tick += 1;
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn tick_to_minute_conversion() {
|
||||
let time = SimulationTime {
|
||||
tick: 10,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.game_minutes(), 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn day_phase_boundaries() {
|
||||
let time = SimulationTime {
|
||||
tick: 0,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day_phase(), DayPhase::Morning);
|
||||
let time = SimulationTime {
|
||||
tick: 360 * TICKS_PER_GAME_MINUTE,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day_phase(), DayPhase::Afternoon);
|
||||
let time = SimulationTime {
|
||||
tick: 720 * TICKS_PER_GAME_MINUTE,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day_phase(), DayPhase::Evening);
|
||||
let time = SimulationTime {
|
||||
tick: 1080 * TICKS_PER_GAME_MINUTE,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day_phase(), DayPhase::Night);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn pause_prevents_tick_advance() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(SimulationTime {
|
||||
tick: 0,
|
||||
paused: true,
|
||||
});
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(advance_tick);
|
||||
schedule.run(&mut world);
|
||||
assert_eq!(world.resource::<SimulationTime>().tick, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn unpause_allows_tick_advance() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(SimulationTime {
|
||||
tick: 0,
|
||||
paused: false,
|
||||
});
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(advance_tick);
|
||||
schedule.run(&mut world);
|
||||
assert_eq!(world.resource::<SimulationTime>().tick, 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn day_wraparound_at_midnight() {
|
||||
// 1440 minutes = 1 full day, should wrap back to Morning
|
||||
let time = SimulationTime {
|
||||
tick: MINUTES_PER_DAY * TICKS_PER_GAME_MINUTE,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day_phase(), DayPhase::Morning);
|
||||
assert_eq!(time.time_of_day_minutes(), 0);
|
||||
assert_eq!(time.day(), 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn day_calculation() {
|
||||
let time = SimulationTime {
|
||||
tick: 3 * MINUTES_PER_DAY * TICKS_PER_GAME_MINUTE + 100,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day(), 3);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
// Storyteller module - Rimworld-style storyteller system
|
||||
// Event generation, pacing, hubris wall mechanics
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
|
||||
/// Storyteller plugin
|
||||
/// Manages narrative pacing and event generation
|
||||
pub struct StorytellerPlugin;
|
||||
|
||||
impl Plugin for StorytellerPlugin {
|
||||
fn build(&self, _app: &mut App) {
|
||||
// Stub implementation - will be populated in phase 2
|
||||
tracing::debug!("StorytellerPlugin initialized");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,106 @@
|
||||
//! IPC serialization round-trip tests (D-030 Layer 1: fixture-based).
|
||||
|
||||
use settled_reach_server::bridge::types::*;
|
||||
|
||||
#[test]
|
||||
fn observer_snapshot_roundtrip() {
|
||||
let snapshot = ObserverSnapshot {
|
||||
tick: 42,
|
||||
entities: vec![VisibleEntity {
|
||||
entity_id: 1,
|
||||
x: 10.0,
|
||||
y: 20.0,
|
||||
z: 0,
|
||||
kind: EntityKind::Npc,
|
||||
}],
|
||||
};
|
||||
|
||||
let bytes = rmp_serde::to_vec(&snapshot).expect("serialize");
|
||||
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
|
||||
assert_eq!(decoded.tick, 42);
|
||||
assert_eq!(decoded.entities.len(), 1);
|
||||
assert_eq!(decoded.entities[0].entity_id, 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn player_input_roundtrip() {
|
||||
let input = PlayerInput {
|
||||
tick: 100,
|
||||
action: PlayerAction::MoveNorth,
|
||||
};
|
||||
|
||||
let bytes = rmp_serde::to_vec(&input).expect("serialize");
|
||||
let decoded: PlayerInput = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
|
||||
assert_eq!(decoded.tick, 100);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn empty_snapshot_roundtrip() {
|
||||
let snapshot = ObserverSnapshot {
|
||||
tick: 0,
|
||||
entities: vec![],
|
||||
};
|
||||
|
||||
let bytes = rmp_serde::to_vec(&snapshot).expect("serialize");
|
||||
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
|
||||
assert_eq!(decoded.tick, 0);
|
||||
assert!(decoded.entities.is_empty());
|
||||
}
|
||||
|
||||
/// All PlayerAction variants must survive MessagePack round-trip (D-030 Layer 1)
|
||||
#[test]
|
||||
fn all_player_action_variants_roundtrip() {
|
||||
let actions = vec![
|
||||
PlayerAction::MoveNorth,
|
||||
PlayerAction::MoveSouth,
|
||||
PlayerAction::MoveEast,
|
||||
PlayerAction::MoveWest,
|
||||
PlayerAction::Interact,
|
||||
PlayerAction::UsePerceptionMode("thermal".to_string()),
|
||||
PlayerAction::Pause,
|
||||
PlayerAction::Unpause,
|
||||
];
|
||||
|
||||
for action in actions {
|
||||
let input = PlayerInput {
|
||||
tick: 1,
|
||||
action: action.clone(),
|
||||
};
|
||||
let bytes = rmp_serde::to_vec(&input).expect("serialize");
|
||||
let decoded: PlayerInput = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
assert_eq!(decoded.tick, 1);
|
||||
// Verify the variant survived by re-serializing and comparing bytes
|
||||
let re_bytes = rmp_serde::to_vec(&decoded).expect("re-serialize");
|
||||
assert_eq!(bytes, re_bytes, "round-trip mismatch for action variant");
|
||||
}
|
||||
}
|
||||
|
||||
/// All EntityKind variants must survive MessagePack round-trip (D-030 Layer 1)
|
||||
#[test]
|
||||
fn all_entity_kind_variants_roundtrip() {
|
||||
let kinds = vec![EntityKind::Npc, EntityKind::Object, EntityKind::Terrain];
|
||||
|
||||
for (i, kind) in kinds.into_iter().enumerate() {
|
||||
let entity = VisibleEntity {
|
||||
entity_id: i as u64,
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0,
|
||||
kind,
|
||||
};
|
||||
let snapshot = ObserverSnapshot {
|
||||
tick: 0,
|
||||
entities: vec![entity],
|
||||
};
|
||||
let bytes = rmp_serde::to_vec(&snapshot).expect("serialize");
|
||||
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
let re_bytes = rmp_serde::to_vec(&decoded).expect("re-serialize");
|
||||
assert_eq!(
|
||||
bytes, re_bytes,
|
||||
"round-trip mismatch for EntityKind variant"
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
//! Smoke test: the simulation world boots and can run a single tick.
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
use settled_reach_server::simulation::time::SimulationTime;
|
||||
use settled_reach_server::simulation::SimulationPlugin;
|
||||
|
||||
#[test]
|
||||
fn world_boots_and_ticks() {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(SimulationPlugin);
|
||||
|
||||
// Verify initial state
|
||||
let time = app.world().resource::<SimulationTime>();
|
||||
assert_eq!(time.tick, 0);
|
||||
|
||||
// Run one update cycle
|
||||
app.update();
|
||||
|
||||
// Verify tick advanced
|
||||
let time = app.world().resource::<SimulationTime>();
|
||||
assert_eq!(time.tick, 1);
|
||||
}
|
||||
Reference in New Issue
Block a user