feat(simulation): sprint 9 gauntlet — test infrastructure and first 3 rooms

Add Gauntlet test world with 3 rooms (Inventory Warehouse, Occlusion
Corridor, Pause Chamber) + Central Hub, room constants module, room
reset trigger mechanism, Layer 3 subprocess integration test, golden
file comparison engine and test suite, and content runtime validation.

Tickets: #482, #484, #485, #487, #488, #489, #490

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-18 02:25:57 +01:00
co-authored by Claude Opus 4.6
parent 58072bc119
commit e66352e0ea
19 changed files with 7906 additions and 23 deletions
+294
View File
@@ -11,6 +11,7 @@ use crate::simulation::inventory::{
use crate::simulation::movement::{MoveIntent, PlayerCharacter, TilePosition};
use crate::simulation::stance::{PlayerMoveCooldown, Stance};
use crate::simulation::time::{SimulationTime, TickRate};
use crate::test_world::reset::{RoomResetTrigger, RoomSnapshots};
use bevy_ecs::prelude::*;
use std::collections::VecDeque;
@@ -91,6 +92,8 @@ pub fn process_player_input(
>,
inventory_items: Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
all_positions: Query<&TilePosition>,
reset_triggers: Query<&RoomResetTrigger>,
mut room_snapshots: Option<ResMut<RoomSnapshots>>,
) {
let current_tick = time.tick;
let paused = time.paused();
@@ -193,6 +196,16 @@ pub fn process_player_input(
target_entity_id,
);
}
Some("Reset") => {
handle_reset(
&mut commands,
&registry,
&reset_triggers,
&mut room_snapshots,
target_entity_id,
current_tick,
);
}
_ => {
tracing::info!(
"Interact: target={:?}, verb={:?} — logged only",
@@ -438,6 +451,67 @@ fn handle_place(
);
}
/// Handle Reset verb: restore a room's entities to their initial positions.
/// Target entity must have a RoomResetTrigger component. Respects debounce.
fn handle_reset(
commands: &mut Commands,
registry: &EntityRegistry,
reset_triggers: &Query<&RoomResetTrigger>,
room_snapshots: &mut Option<ResMut<RoomSnapshots>>,
target_entity_id: Option<u64>,
current_tick: u64,
) {
let Some(target_id) = target_entity_id else {
tracing::warn!("Reset verb without target_entity_id");
return;
};
let Some(snapshots) = room_snapshots.as_mut() else {
tracing::warn!("Reset verb but RoomSnapshots resource not available");
return;
};
let target_stable = StableId(target_id);
let Some(target_entity) = registry.to_entity(&target_stable) else {
tracing::warn!(target_id, "Reset: target entity not in registry");
return;
};
let Ok(trigger) = reset_triggers.get(target_entity) else {
tracing::warn!(target_id, "Reset: target is not a reset trigger");
return;
};
let Some(changes) = snapshots.plan_reset(&trigger.room_name, current_tick) else {
tracing::info!(
room = trigger.room_name.as_str(),
"Reset: debounced or unknown room"
);
return;
};
let mut restored = 0;
for (entity, position, is_floor_item) in changes {
if is_floor_item {
commands
.entity(entity)
.remove::<CarriedBy>()
.remove::<InventorySlot>()
.insert(position);
} else {
commands.entity(entity).insert(position);
}
restored += 1;
}
tracing::info!(
room = trigger.room_name.as_str(),
restored,
current_tick,
"Room reset executed via Reset verb"
);
}
#[cfg(test)]
mod tests {
use super::*;
@@ -1396,4 +1470,224 @@ mod tests {
schedule.add_systems(process_player_input);
schedule.run(&mut world); // should not panic
}
// === Room Reset Tests (#490) ===
#[test]
fn reset_verb_restores_floor_item() {
// #490: Take a floor item, then Reset verb restores it to original position.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
// Player
let player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.id();
let player_sid = world
.resource_mut::<crate::knowledge::EntityRegistry>()
.register(player);
// Floor item at (5, 4)
let item = world
.spawn((TilePosition::new(5, 4, 0), ItemName("Keycard".into())))
.id();
let item_sid = world
.resource_mut::<crate::knowledge::EntityRegistry>()
.register(item);
// Reset plate entity
let plate = world
.spawn((
crate::simulation::interaction::Interactable,
RoomResetTrigger {
room_name: "test_room".to_string(),
},
TilePosition::new(5, 3, 0),
))
.id();
let plate_sid = world
.resource_mut::<crate::knowledge::EntityRegistry>()
.register(plate);
// Record snapshot: item is a floor item at its original position
let mut snapshots = RoomSnapshots::default();
snapshots.record("test_room", item, TilePosition::new(5, 4, 0), true);
world.insert_resource(snapshots);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
// Step 1: Take the item
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Interact {
target_entity_id: Some(item_sid.0),
verb: Some("Take".into()),
},
});
schedule.run(&mut world);
assert!(
world.get::<TilePosition>(item).is_none(),
"Item should be picked up"
);
assert_eq!(world.get::<CarriedBy>(item).unwrap().0, player_sid);
// Step 2: Reset via verb
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 1,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
world.resource_mut::<SimulationTime>().tick = 1;
schedule.run(&mut world);
// Item should be back on the ground at original position
let pos = world
.get::<TilePosition>(item)
.expect("Item should be restored to ground");
assert_eq!(
*pos,
TilePosition::new(5, 4, 0),
"Item at original position"
);
assert!(
world.get::<CarriedBy>(item).is_none(),
"CarriedBy removed after reset"
);
assert!(
world.get::<InventorySlot>(item).is_none(),
"InventorySlot removed after reset"
);
}
#[test]
fn reset_verb_debounces() {
// #490: Reset debounce prevents rapid-fire resets.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
let _player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.id();
// NPC entity
let npc = world.spawn(TilePosition::new(10, 10, 0)).id();
world
.resource_mut::<crate::knowledge::EntityRegistry>()
.register(npc);
// Reset plate
let plate = world
.spawn((
crate::simulation::interaction::Interactable,
RoomResetTrigger {
room_name: "test_room".to_string(),
},
TilePosition::new(5, 3, 0),
))
.id();
let plate_sid = world
.resource_mut::<crate::knowledge::EntityRegistry>()
.register(plate);
let mut snapshots = RoomSnapshots::default();
snapshots.record("test_room", npc, TilePosition::new(10, 10, 0), false);
world.insert_resource(snapshots);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
// First reset at tick 0 — should succeed
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
schedule.run(&mut world);
// Move NPC to verify debounce blocks second reset
*world.get_mut::<TilePosition>(npc).unwrap() = TilePosition::new(20, 20, 0);
// Second reset at tick 5 — should be debounced (< 10 ticks)
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 5,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
world.resource_mut::<SimulationTime>().tick = 5;
schedule.run(&mut world);
// NPC should still be at moved position (reset was debounced)
assert_eq!(
world.get::<TilePosition>(npc).unwrap().x,
20,
"NPC not reset — debounced"
);
// Third reset at tick 10 — should succeed
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 10,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
world.resource_mut::<SimulationTime>().tick = 10;
schedule.run(&mut world);
// NPC should be back at original position
assert_eq!(
world.get::<TilePosition>(npc).unwrap().x,
10,
"NPC reset after debounce elapsed"
);
}
#[test]
fn reset_verb_without_snapshots_is_noop() {
// Reset verb when no RoomSnapshots resource exists should not panic.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
let plate = world
.spawn((
crate::simulation::interaction::Interactable,
RoomResetTrigger {
room_name: "test_room".to_string(),
},
TilePosition::new(5, 3, 0),
))
.id();
let plate_sid = world
.resource_mut::<crate::knowledge::EntityRegistry>()
.register(plate);
// No RoomSnapshots resource inserted — should be gracefully handled
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world); // should not panic
}
}