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>
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@@ -36,9 +36,18 @@ pub(crate) const ANOMALY_DELAY_TICKS: u64 = 90;
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/// Hardcoded v0.1 sprint anomaly "double-take" lines.
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/// Future: move to content pools with trigger="sprint_anomaly".
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const ANOMALY_LINES: &[(&str, &str)] = &[
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("sprint_anomaly_01", "Wait \u{2014} something wasn't right back there."),
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("sprint_anomaly_02", "Hold on. That face... why were they there?"),
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("sprint_anomaly_03", "Something's off. That wasn't where they should be."),
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(
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"sprint_anomaly_01",
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"Wait \u{2014} something wasn't right back there.",
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),
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(
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"sprint_anomaly_02",
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"Hold on. That face... why were they there?",
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),
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(
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"sprint_anomaly_03",
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"Something's off. That wasn't where they should be.",
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),
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];
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/// Tracks monologue state for cooldown and trigger detection.
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@@ -148,7 +157,11 @@ pub fn process_sprint_anomaly_monologue(
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time: Res<SimulationTime>,
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mut rng: ResMut<SimRng>,
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mut query: Query<
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(&mut SprintAnomalyQueue, &mut MonologueBuffer, &mut MonologueState),
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(
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&mut SprintAnomalyQueue,
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&mut MonologueBuffer,
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&mut MonologueState,
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),
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With<PlayerCharacter>,
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>,
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) {
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@@ -236,7 +249,7 @@ pub fn trigger_monologue(
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let character = state.character.as_str();
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let mut candidates: Vec<(&str, &str)> = Vec::new(); // (id, text)
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for (_district_id, district) in &content.0.districts {
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for district in content.0.districts.values() {
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for pool in &district.monologue_pools {
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if pool.character != character {
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continue;
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@@ -255,7 +268,7 @@ pub fn trigger_monologue(
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if candidates.is_empty() {
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// All lines for this trigger have been shown; allow repeats
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for (_district_id, district) in &content.0.districts {
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for district in content.0.districts.values() {
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for pool in &district.monologue_pools {
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if pool.character != character {
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continue;
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@@ -688,7 +701,11 @@ mod tests {
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// All hardcoded v0.1 lines should have id prefix and non-empty text
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assert!(!ANOMALY_LINES.is_empty());
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for (id, text) in ANOMALY_LINES {
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assert!(id.starts_with("sprint_anomaly_"), "id={} should start with sprint_anomaly_", id);
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assert!(
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id.starts_with("sprint_anomaly_"),
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"id={} should start with sprint_anomaly_",
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id
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);
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assert!(!text.is_empty(), "text for {} should be non-empty", id);
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}
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}
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@@ -716,10 +733,16 @@ mod tests {
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schedule.run(&mut world);
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let mut buf_query = world.query::<&MonologueBuffer>();
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assert!(buf_query.single(&world).unwrap().event.is_none(), "should not fire before delay");
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assert!(
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buf_query.single(&world).unwrap().event.is_none(),
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"should not fire before delay"
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);
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let mut q_query = world.query::<&SprintAnomalyQueue>();
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assert!(q_query.single(&world).unwrap().has_pending(), "still pending before delay");
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assert!(
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q_query.single(&world).unwrap().has_pending(),
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"still pending before delay"
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);
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// Tick 90: delay elapsed — should fire
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world.resource_mut::<SimulationTime>().tick = ANOMALY_DELAY_TICKS;
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@@ -734,7 +757,10 @@ mod tests {
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// Queue should be cleared
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let mut q_query = world.query::<&SprintAnomalyQueue>();
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assert!(!q_query.single(&world).unwrap().has_pending(), "queue cleared after fire");
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assert!(
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!q_query.single(&world).unwrap().has_pending(),
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"queue cleared after fire"
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);
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// last_fired_tick should be updated
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let mut state_query = world.query::<&MonologueState>();
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