InteractionMemory component tracks interaction_count, last_interaction_tick, and notable_events per NPC. Drives D-028 Layer 2 situation activation: first_meeting (count==0) and repeated_visit (count>=3). warm_active in mood system now derives from InteractionMemory within a 300-tick window. Trust progression wired into dialogue systems: talk completion (+1), walk-away (-1), confrontation (-2) emit TrustEvents consumed by update_trust. InteractionEvent (WalkAway, Confrontation) recorded in notable_events for fast per-pair access. Adds FirstMeeting and RepeatedVisit Situation variants. 18 unit tests in interaction.rs. All arithmetic integer-only (D-010 determinism). No HashMap. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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//! Interaction tracking component — ticket #325.
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//!
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//! `InteractionMemory` is a per-NPC component tracking the player's interaction
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//! history with that NPC. Drives D-028 Layer 2 situation activation:
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//! - `interaction_count == 0` → `Situation::FirstMeeting`
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//! - `interaction_count >= 3` → `Situation::RepeatedVisit`
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//!
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//! Populated by `process_talk_interaction` in `dialogue.rs` each time a talk
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//! line is selected. Walk-away and confrontation events appended to
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//! `notable_events` for fast per-pair access (complements the KnowledgeGraph).
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//!
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//! No HashMap. No floats. Deterministic (no random access to notable_events).
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use bevy_ecs::prelude::*;
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/// Notable event kinds recorded per player-NPC interaction.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum InteractionEventKind {
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/// Player walked away during active dialogue (D-064).
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WalkAway,
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/// Player delivered a confrontation (D-063).
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Confrontation,
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}
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/// A single notable event in an interaction history.
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#[derive(Debug, Clone)]
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pub struct InteractionEvent {
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/// Simulation tick the event occurred.
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pub tick: u64,
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/// The kind of event.
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pub kind: InteractionEventKind,
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}
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/// Per-NPC interaction history with the player (#325, D-028 Layer 2).
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///
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/// Spawned on every NPC entity. Drives situation derivation for Layer 2
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/// dialogue selection: `first_meeting` (count == 0), `repeated_visit`
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/// (count >= 3). `notable_events` stores walk-aways and confrontations for
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/// fast lookup without a full KnowledgeGraph query.
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#[derive(Component, Debug, Default)]
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pub struct InteractionMemory {
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/// Total number of completed Talk interactions with the player.
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/// Incremented each time a dialogue line is selected in `process_talk_interaction`.
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pub interaction_count: u32,
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/// Tick of the most recent completed Talk interaction.
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/// Used for trust decay baseline (D-028 trust progression, #324).
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pub last_interaction_tick: u64,
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/// Notable events: walk-aways and confrontations.
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/// Bounded by `MAX_NOTABLE_EVENTS` — oldest entries dropped when full.
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pub notable_events: Vec<InteractionEvent>,
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}
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/// Maximum number of notable events retained per NPC pair.
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pub const MAX_NOTABLE_EVENTS: usize = 16;
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impl InteractionMemory {
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/// Record a completed Talk interaction.
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///
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/// Increments `interaction_count` and stamps `last_interaction_tick`.
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pub fn record_talk(&mut self, tick: u64) {
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self.interaction_count = self.interaction_count.saturating_add(1);
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self.last_interaction_tick = tick;
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}
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/// Append a notable event, dropping the oldest if at capacity.
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pub fn push_event(&mut self, event: InteractionEvent) {
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if self.notable_events.len() >= MAX_NOTABLE_EVENTS {
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self.notable_events.remove(0);
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}
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self.notable_events.push(event);
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}
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/// Returns `true` if this is the first meeting (count == 0).
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pub fn is_first_meeting(&self) -> bool {
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self.interaction_count == 0
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}
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/// Returns `true` if this qualifies as a repeated visit (count >= 3).
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pub fn is_repeated_visit(&self) -> bool {
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self.interaction_count >= 3
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}
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/// Count notable events of a given kind.
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pub fn count_events(&self, kind: InteractionEventKind) -> usize {
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self.notable_events.iter().filter(|e| e.kind == kind).count()
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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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#[test]
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fn default_is_first_meeting() {
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let mem = InteractionMemory::default();
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assert!(mem.is_first_meeting());
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assert!(!mem.is_repeated_visit());
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}
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#[test]
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fn record_talk_increments_count() {
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let mut mem = InteractionMemory::default();
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mem.record_talk(10);
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assert_eq!(mem.interaction_count, 1);
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assert_eq!(mem.last_interaction_tick, 10);
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assert!(!mem.is_first_meeting());
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}
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#[test]
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fn repeated_visit_threshold_at_three() {
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let mut mem = InteractionMemory::default();
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assert!(!mem.is_repeated_visit());
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mem.record_talk(10);
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mem.record_talk(20);
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assert!(!mem.is_repeated_visit());
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mem.record_talk(30);
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assert!(mem.is_repeated_visit());
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}
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#[test]
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fn push_event_appends() {
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let mut mem = InteractionMemory::default();
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mem.push_event(InteractionEvent {
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tick: 5,
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kind: InteractionEventKind::WalkAway,
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});
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assert_eq!(mem.notable_events.len(), 1);
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assert_eq!(mem.notable_events[0].kind, InteractionEventKind::WalkAway);
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}
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#[test]
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fn push_event_drops_oldest_when_full() {
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let mut mem = InteractionMemory::default();
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for i in 0..MAX_NOTABLE_EVENTS {
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mem.push_event(InteractionEvent {
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tick: i as u64,
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kind: InteractionEventKind::WalkAway,
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});
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}
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assert_eq!(mem.notable_events.len(), MAX_NOTABLE_EVENTS);
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// Pushing one more should drop the oldest (tick=0)
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mem.push_event(InteractionEvent {
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tick: 99,
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kind: InteractionEventKind::Confrontation,
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});
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assert_eq!(mem.notable_events.len(), MAX_NOTABLE_EVENTS);
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assert_eq!(mem.notable_events[0].tick, 1); // tick=0 dropped
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assert_eq!(mem.notable_events.last().unwrap().tick, 99);
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}
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#[test]
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fn count_events_filters_by_kind() {
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let mut mem = InteractionMemory::default();
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mem.push_event(InteractionEvent {
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tick: 1,
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kind: InteractionEventKind::WalkAway,
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});
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mem.push_event(InteractionEvent {
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tick: 2,
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kind: InteractionEventKind::Confrontation,
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});
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mem.push_event(InteractionEvent {
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tick: 3,
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kind: InteractionEventKind::WalkAway,
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});
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assert_eq!(mem.count_events(InteractionEventKind::WalkAway), 2);
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assert_eq!(mem.count_events(InteractionEventKind::Confrontation), 1);
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}
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#[test]
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fn record_talk_saturates_on_overflow() {
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let mut mem = InteractionMemory {
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interaction_count: u32::MAX,
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..Default::default()
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};
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mem.record_talk(1);
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assert_eq!(mem.interaction_count, u32::MAX); // saturating_add
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}
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}
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@@ -2,6 +2,7 @@
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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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pub mod interaction;
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pub mod mood;
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pub mod relationships;
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pub mod routine;
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@@ -22,6 +23,7 @@ pub struct NpcPlugin;
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impl Plugin for NpcPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<relationships::RelationshipGraph>()
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.init_resource::<relationships::TrustEventQueue>()
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.init_resource::<routine::PreviousDayPhase>()
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.add_systems(
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Update,
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@@ -31,6 +33,17 @@ impl Plugin for NpcPlugin {
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mood::update_mood
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.after(routine::check_phase_transition)
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.before(crate::simulation::dialogue::process_talk_interaction),
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relationships::update_trust
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.after(crate::simulation::dialogue::process_talk_interaction)
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.after(crate::simulation::dialogue::process_walk_away)
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.after(crate::simulation::dialogue::process_confrontation_response)
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.before(crate::simulation::time::advance_tick),
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relationships::update_relationship_dynamics
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.after(relationships::update_trust)
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.before(crate::simulation::time::advance_tick),
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routine::enter_activity
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.after(crate::simulation::movement::validate_movement)
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.before(crate::perception::observer::compute_observer_snapshot),
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),
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);
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+70
-4
@@ -19,6 +19,7 @@ use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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use crate::content::line_pool::Mood as ContentMood;
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use crate::npc::interaction::InteractionMemory;
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use crate::npc::{Npc, ToleranceThreshold};
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use crate::simulation::dialogue::CurrentMood;
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use crate::simulation::tier::ActiveSim;
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@@ -111,6 +112,10 @@ const CONTENT_STRESS_CEILING: i16 = 20;
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/// Minimum stress for Evening → Frustrated (avoids Frustrated at zero stress).
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const FRUSTRATED_STRESS_FLOOR: i16 = 10;
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/// Ticks within which a completed Talk interaction keeps the Warm mood active.
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/// 300 ticks = 30 game-minutes (D-031: 10 ticks/minute).
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pub const WARM_INTERACTION_WINDOW_TICKS: u64 = 300;
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/// Derive NPC mood from simulation inputs.
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///
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/// Priority ordering (high to low):
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@@ -178,7 +183,6 @@ pub fn derive_mood(
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/// (D-026). This is intentional: background NPCs simulate passage of time via
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/// last-known state, not per-tick derivation.
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///
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/// TODO(#325): wire `warm_active` from `InteractionMemory` when Sprint 14 #325 lands.
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pub fn update_mood(
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time: Res<SimulationTime>,
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mut query: Query<
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@@ -186,6 +190,7 @@ pub fn update_mood(
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&mut MoodState,
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Option<&mut CurrentMood>,
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Option<&ToleranceThreshold>,
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Option<&InteractionMemory>,
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),
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(With<Npc>, With<ActiveSim>),
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>,
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@@ -193,13 +198,19 @@ pub fn update_mood(
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let phase = time.day_phase();
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let tick = time.tick;
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for (mut mood_state, current_mood_opt, tolerance_opt) in query.iter_mut() {
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for (mut mood_state, current_mood_opt, tolerance_opt, interaction_mem_opt) in query.iter_mut() {
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let (stress, threshold) = tolerance_opt
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.map(|t| (t.current_stress, t.threshold))
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.unwrap_or((0, 50)); // Default: no stress, moderate threshold
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// TODO(#325): query InteractionMemory.recent_positive_interaction()
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let warm_active = false;
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// Warm: recent positive player interaction within memory window (#325)
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let warm_active = interaction_mem_opt
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.map(|mem| {
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mem.interaction_count > 0
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&& tick.saturating_sub(mem.last_interaction_tick)
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< WARM_INTERACTION_WINDOW_TICKS
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})
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.unwrap_or(false);
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let new_mood = derive_mood(stress, threshold, phase, warm_active);
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@@ -626,6 +637,61 @@ mod tests {
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assert_eq!(mood_state.mood, NpcMood::Content);
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}
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// -- Additional QA coverage (Hoshe, Sprint 14) --------------------------
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#[test]
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fn derive_mood_negative_stress_is_content() {
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// i16 stress can be negative (e.g. buffs reducing stress below zero).
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// Negative stress is well below CONTENT_STRESS_CEILING (20) → Content.
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// Note: `current_stress * 100` in the Anxious check can overflow i16 for extreme
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// values (stress < -327 or > 327 at threshold=50). Realistic game values stay small.
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assert_eq!(
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derive_mood(-10, 50, DayPhase::Morning, false),
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NpcMood::Content,
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"Negative stress not hostile/anxious, morning, stress<20 → Content"
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);
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assert_eq!(
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derive_mood(-50, 50, DayPhase::Evening, false),
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NpcMood::Content,
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"Negative stress in Evening: stress < FRUSTRATED_STRESS_FLOOR (10) → Content not Frustrated"
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);
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}
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#[test]
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fn derive_mood_cannot_return_suspicious_or_focused() {
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// Suspicious and Focused are valid NpcMood states but are NOT reachable
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// from derive_mood(). They must be set externally by other systems
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// (e.g., observation pipeline for Suspicious, activity scheduler for Focused).
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// This test documents the invariant: derive_mood never emits these states.
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use std::collections::HashSet;
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let phases = [DayPhase::Morning, DayPhase::Afternoon, DayPhase::Evening, DayPhase::Night];
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let stresses: &[i16] = &[-50, -1, 0, 1, 19, 20, 29, 30, 49, 50, 51, 100];
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let thresholds: &[i16] = &[0, 1, 50, 100];
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let warm_flags = [false, true];
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let mut observed = HashSet::new();
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for &phase in &phases {
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for &stress in stresses {
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for &threshold in thresholds {
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for warm in warm_flags {
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let m = derive_mood(stress, threshold, phase, warm);
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observed.insert(format!("{:?}", m));
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}
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}
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}
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}
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assert!(
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!observed.contains("Suspicious"),
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"derive_mood should never return Suspicious — set by observation pipeline"
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);
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assert!(
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!observed.contains("Focused"),
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"derive_mood should never return Focused — set by activity scheduler (#101)"
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);
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}
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#[test]
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fn update_mood_multiple_npcs_independent() {
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let mut world = setup_world();
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