refactor(server): apply rustfmt and clippy suggestions

Formatting pass across simulation, perception, knowledge, NPC, and
test modules. Includes two clippy fixes in monologue.rs (.values()
instead of for (_, v) pattern).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-16 00:40:43 +01:00
co-authored by Claude Opus 4.6
parent 8ec875385a
commit d0663c4193
21 changed files with 600 additions and 274 deletions
+30 -6
View File
@@ -141,7 +141,11 @@ mod tests {
graph.set_relationship(a, StableId(20), make_edge(RelationshipKind::Colleague, 2));
graph.set_relationship(a, StableId(30), make_edge(RelationshipKind::Rival, -3));
// Different subject — should not appear
graph.set_relationship(StableId(2), StableId(10), make_edge(RelationshipKind::Family, 8));
graph.set_relationship(
StableId(2),
StableId(10),
make_edge(RelationshipKind::Family, 8),
);
let rels = graph.relationships_of(&a);
assert_eq!(rels.len(), 3);
@@ -158,9 +162,17 @@ mod tests {
graph.set_relationship(StableId(1), target, make_edge(RelationshipKind::Friend, 5));
graph.set_relationship(StableId(2), target, make_edge(RelationshipKind::Rival, -2));
graph.set_relationship(StableId(3), target, make_edge(RelationshipKind::Colleague, 0));
graph.set_relationship(
StableId(3),
target,
make_edge(RelationshipKind::Colleague, 0),
);
// Edge to different target — should not appear
graph.set_relationship(StableId(1), StableId(99), make_edge(RelationshipKind::Family, 8));
graph.set_relationship(
StableId(1),
StableId(99),
make_edge(RelationshipKind::Family, 8),
);
let knowers = graph.who_knows(&target);
assert_eq!(knowers.len(), 3);
@@ -199,9 +211,21 @@ mod tests {
fn deterministic_iteration() {
let mut graph = RelationshipGraph::new();
// Insert in arbitrary order
graph.set_relationship(StableId(3), StableId(1), make_edge(RelationshipKind::Rival, -1));
graph.set_relationship(StableId(1), StableId(2), make_edge(RelationshipKind::Friend, 5));
graph.set_relationship(StableId(2), StableId(3), make_edge(RelationshipKind::Colleague, 0));
graph.set_relationship(
StableId(3),
StableId(1),
make_edge(RelationshipKind::Rival, -1),
);
graph.set_relationship(
StableId(1),
StableId(2),
make_edge(RelationshipKind::Friend, 5),
);
graph.set_relationship(
StableId(2),
StableId(3),
make_edge(RelationshipKind::Colleague, 0),
);
// Iteration order should be deterministic (sorted by (subject, target))
let keys: Vec<_> = graph.edges.keys().collect();
+6 -11
View File
@@ -55,11 +55,9 @@ pub fn check_phase_transition(
for (entity, current_pos, routine) in npcs.iter() {
if let Some(expected_location) = routine.expected_location(current_phase) {
if *current_pos != expected_location {
commands
.entity(entity)
.insert(PathRequest {
goal: expected_location,
});
commands.entity(entity).insert(PathRequest {
goal: expected_location,
});
tracing::trace!(
"Entity {:?}: routine path request to {:?} for {:?}",
entity,
@@ -105,8 +103,7 @@ mod tests {
.id();
// Advance time to Afternoon boundary
world.resource_mut::<SimulationTime>().tick =
MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(check_phase_transition);
@@ -163,8 +160,7 @@ mod tests {
))
.id();
world.resource_mut::<SimulationTime>().tick =
MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(check_phase_transition);
@@ -193,8 +189,7 @@ mod tests {
.id();
// Transition to Afternoon, but NPC only has Morning entry
world.resource_mut::<SimulationTime>().tick =
MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(check_phase_transition);