feat(simulation): add Zone Gate gauntlet room and zone crossing detection (#512)
New test_world room with two zones (Terminal/Corridor) separated by a door. Adds ZoneCrossEventQueue resource and detect_zone_crossings system to fire events when the player crosses zone boundaries. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -4,6 +4,7 @@
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//! - Observer snapshot: enriches VisibleTile with zone_id
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//! - Client AudioManager: zone crossfade triggers (D-073)
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//! - Client fog shader: deep fog temperature tint (D-059 layer 3)
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//! - Zone Gate Gauntlet room: crossing-event detection (QA #512)
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//!
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//! BTreeMap per D-010 principle 4 (deterministic iteration).
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@@ -11,6 +12,8 @@ use std::collections::BTreeMap;
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use bevy_ecs::prelude::*;
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use crate::simulation::movement::{PlayerCharacter, TilePosition};
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/// Server-authoritative zone assignment for tiles.
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///
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/// Each tile position maps to a zone ID. Tiles outside any defined zone
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@@ -48,6 +51,70 @@ impl ZoneMap {
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}
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}
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/// Event emitted when the player crosses a zone boundary (D-077).
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///
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/// Queued once per tick when the player's tile zone_id differs from the
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/// previously recorded zone. `from` or `to` may be None for tiles outside
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/// any defined zone (corridors, unzoned transitions).
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub struct ZoneCrossEvent {
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/// Zone the player left (None = no zone on previous tile).
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pub from: Option<u16>,
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/// Zone the player entered (None = no zone on new tile).
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pub to: Option<u16>,
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}
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/// Resource: queue of zone-crossing events (drained each tick by consumers).
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#[derive(Resource, Default)]
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pub struct ZoneCrossEventQueue {
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pub events: Vec<ZoneCrossEvent>,
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}
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impl ZoneCrossEventQueue {
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pub fn push(&mut self, event: ZoneCrossEvent) {
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self.events.push(event);
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}
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pub fn drain(&mut self) -> Vec<ZoneCrossEvent> {
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std::mem::take(&mut self.events)
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}
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}
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/// Tracks the player's zone from the previous tick.
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///
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/// Used by `detect_zone_crossings` to compare against the current tick's
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/// zone and emit a `ZoneCrossEvent` when they differ.
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#[derive(Resource, Debug, Default)]
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pub struct PreviousPlayerZone(pub Option<u16>);
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/// System: detect zone crossings and queue a `ZoneCrossEvent`.
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///
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/// Runs after `validate_movement` so the player position is current.
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/// Compares the player's current tile zone (from `ZoneMap`) against
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/// `PreviousPlayerZone`. Queues a `ZoneCrossEvent` on change and updates
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/// the resource for the next tick.
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pub fn detect_zone_crossings(
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zone_map: Option<Res<ZoneMap>>,
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mut previous_zone: ResMut<PreviousPlayerZone>,
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player_query: Query<&TilePosition, With<PlayerCharacter>>,
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mut queue: ResMut<ZoneCrossEventQueue>,
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) {
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let Some(zone_map) = zone_map else {
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return;
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};
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let Ok(pos) = player_query.single() else {
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return;
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};
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let current_zone = zone_map.zone_at(pos.x, pos.y, pos.z);
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if current_zone != previous_zone.0 {
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queue.push(ZoneCrossEvent {
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from: previous_zone.0,
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to: current_zone,
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});
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previous_zone.0 = current_zone;
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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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