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
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//! Room reset trigger mechanism (#490).
//!
//! Restores a room's entities to their initial positions when the player
//! interacts with a reset plate. Used during Gauntlet QA sessions to
//! re-test a room without restarting the server.
//!
//! Components:
//! - `RoomResetTrigger` — marks an entity as a reset plate for a room
//! - `RoomMember` — tags entities with their source room for filtering
//!
//! Resource:
//! - `RoomSnapshots` — stores tick-0 entity positions per room
//!
//! Spec (workshop-outcomes.md Section 8):
//! - Trigger: Interact with reset plate entity (verb "Reset")
//! - Resets: entity positions, carried items from room returned to floor
//! - Does NOT reset: other rooms, player position, session timer, SimRng
//! - Debounce: 10-tick cooldown per room
use bevy_ecs::prelude::*;
use std::collections::BTreeMap;
use crate::simulation::inventory::{CarriedBy, InventorySlot};
use crate::simulation::movement::TilePosition;
/// Debounce cooldown in ticks between resets of the same room.
pub const RESET_DEBOUNCE_TICKS: u64 = 10;
/// Marks an entity as a room reset trigger (reset plate).
/// The player interacts with this entity using the "Reset" verb
/// to restore the room to its initial state.
#[derive(Component, Debug, Clone)]
pub struct RoomResetTrigger {
pub room_name: String,
}
/// Tags an entity as belonging to a specific room.
/// Used during reset to identify which entities to restore.
#[derive(Component, Debug, Clone)]
pub struct RoomMember {
pub room_name: String,
}
/// Snapshot of a single entity's initial position.
#[derive(Debug, Clone)]
struct EntitySnapshot {
entity: Entity,
position: TilePosition,
/// Whether this entity was a floor item (had TilePosition + ItemName at spawn).
is_floor_item: bool,
}
/// Per-room initial state snapshot.
#[derive(Debug, Clone, Default)]
struct RoomSnapshotData {
entities: Vec<EntitySnapshot>,
}
/// Resource holding initial entity state per room and debounce tracking.
#[derive(Resource, Debug, Default)]
pub struct RoomSnapshots {
snapshots: BTreeMap<String, RoomSnapshotData>,
last_reset_tick: BTreeMap<String, u64>,
}
impl RoomSnapshots {
/// Record the initial position of an entity in a room.
pub fn record(&mut self, room_name: &str, entity: Entity, position: TilePosition, is_floor_item: bool) {
self.snapshots
.entry(room_name.to_string())
.or_default()
.entities
.push(EntitySnapshot {
entity,
position,
is_floor_item,
});
}
/// Check if a reset is allowed (debounce check).
pub fn can_reset(&self, room_name: &str, current_tick: u64) -> bool {
match self.last_reset_tick.get(room_name) {
Some(&last) => current_tick >= last + RESET_DEBOUNCE_TICKS,
None => true,
}
}
/// Plan a room reset for use with Commands (system-friendly).
/// Returns the list of (entity, position, is_floor_item) changes to apply,
/// or None if debounced or unknown room. Updates debounce tracking.
pub fn plan_reset(
&mut self,
room_name: &str,
current_tick: u64,
) -> Option<Vec<(Entity, TilePosition, bool)>> {
if !self.can_reset(room_name, current_tick) {
return None;
}
let snapshot = self.snapshots.get(room_name)?;
let changes: Vec<_> = snapshot
.entities
.iter()
.map(|s| (s.entity, s.position, s.is_floor_item))
.collect();
self.last_reset_tick
.insert(room_name.to_string(), current_tick);
Some(changes)
}
/// Execute a room reset. Restores entity positions and returns
/// floor items to their original locations.
///
/// Returns the number of entities restored, or None if the room
/// has no snapshot or debounce hasn't elapsed.
pub fn execute_reset(
&mut self,
room_name: &str,
current_tick: u64,
world: &mut World,
) -> Option<usize> {
if !self.can_reset(room_name, current_tick) {
tracing::info!(
room_name,
"Room reset debounced (last reset tick: {:?})",
self.last_reset_tick.get(room_name)
);
return None;
}
let snapshot = self.snapshots.get(room_name)?;
let mut restored = 0;
for snap in &snapshot.entities {
// Check if entity still exists
if world.get_entity(snap.entity).is_err() {
continue;
}
if snap.is_floor_item {
// Floor item: remove CarriedBy/InventorySlot if carried,
// restore TilePosition to original location
let mut entity_mut = world.entity_mut(snap.entity);
entity_mut.remove::<CarriedBy>();
entity_mut.remove::<InventorySlot>();
entity_mut.insert(snap.position);
} else {
// NPC or other entity: just restore position
world.entity_mut(snap.entity).insert(snap.position);
}
restored += 1;
}
self.last_reset_tick
.insert(room_name.to_string(), current_tick);
tracing::info!(
room_name,
restored,
current_tick,
"Room reset executed"
);
Some(restored)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn record_and_reset_restores_position() {
let mut world = World::new();
let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
let mut snapshots = RoomSnapshots::default();
// Record initial position
snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
// Move entity
*world.get_mut::<TilePosition>(entity).unwrap() = TilePosition::new(50, 50, 0);
assert_eq!(world.get::<TilePosition>(entity).unwrap().x, 50);
// Reset
let restored = snapshots.execute_reset("test_room", 0, &mut world);
assert_eq!(restored, Some(1));
assert_eq!(world.get::<TilePosition>(entity).unwrap().x, 10);
assert_eq!(world.get::<TilePosition>(entity).unwrap().y, 20);
}
#[test]
fn reset_restores_floor_item() {
let mut world = World::new();
world.init_resource::<crate::knowledge::EntityRegistry>();
// Floor item starts on ground
let item = world
.spawn(TilePosition::new(5, 5, 0))
.id();
let mut snapshots = RoomSnapshots::default();
snapshots.record("warehouse", item, TilePosition::new(5, 5, 0), true);
// Simulate Take: remove TilePosition, add CarriedBy + InventorySlot
world.entity_mut(item).remove::<TilePosition>();
world
.entity_mut(item)
.insert((CarriedBy(crate::knowledge::types::StableId(0)), InventorySlot(0)));
assert!(world.get::<TilePosition>(item).is_none());
assert!(world.get::<CarriedBy>(item).is_some());
// Reset
let restored = snapshots.execute_reset("warehouse", 0, &mut world);
assert_eq!(restored, Some(1));
// Item should be back on the ground
assert_eq!(
world.get::<TilePosition>(item).unwrap(),
&TilePosition::new(5, 5, 0)
);
assert!(world.get::<CarriedBy>(item).is_none());
assert!(world.get::<InventorySlot>(item).is_none());
}
#[test]
fn debounce_prevents_rapid_reset() {
let mut world = World::new();
let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
let mut snapshots = RoomSnapshots::default();
snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
// First reset at tick 0
let result = snapshots.execute_reset("test_room", 0, &mut world);
assert_eq!(result, Some(1));
// Second reset at tick 5 — should be debounced
let result = snapshots.execute_reset("test_room", 5, &mut world);
assert_eq!(result, None);
// Third reset at tick 10 — should succeed
let result = snapshots.execute_reset("test_room", 10, &mut world);
assert_eq!(result, Some(1));
}
#[test]
fn unknown_room_returns_none() {
let mut world = World::new();
let mut snapshots = RoomSnapshots::default();
let result = snapshots.execute_reset("nonexistent", 0, &mut world);
assert_eq!(result, None);
}
#[test]
fn can_reset_fresh_room() {
let snapshots = RoomSnapshots::default();
assert!(snapshots.can_reset("any_room", 0));
}
#[test]
fn can_reset_after_debounce() {
let mut snapshots = RoomSnapshots::default();
snapshots
.last_reset_tick
.insert("room".to_string(), 100);
assert!(!snapshots.can_reset("room", 105));
assert!(snapshots.can_reset("room", 110));
assert!(snapshots.can_reset("room", 200));
}
}