feat(server): initialize Rust/bevy_ecs simulation server
Server boilerplate epic (276) complete. Establishes the Rust simulation server foundation per D-020 (subprocess/IPC architecture). Structure: - bevy_ecs 0.18 + bevy_app 0.18, MessagePack serialization (rmp-serde) - SimulationPlugin with deterministic resources: SimulationTime (D-031), SimRng (D-030), InputQueue (D-010) - Core IPC types: ObserverSnapshot, PlayerInput, SimBridge trait (D-020) - CauseChain production component for provenance tracking (D-030) - SimulationTier types with LRU eviction support (D-026) - NPC 10-axis model components (D-024) - 15 tests: inline unit tests + integration smoke/serialization tests - make ci-server passes (clippy, fmt, build, test) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -0,0 +1,16 @@
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[package]
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name = "settled-reach-server"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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bevy_ecs = "0.18"
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bevy_app = "0.18"
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serde = { version = "1", features = ["derive"] }
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rmp-serde = "1"
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bincode = "1"
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rand = "0.9"
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rand_chacha = "0.9"
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thiserror = "2"
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tracing = "0.1"
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tracing-subscriber = { version = "0.3", features = ["env-filter"] }
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@@ -0,0 +1,40 @@
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// Bridge module - Client-server communication
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// Implements D-020 subprocess/IPC architecture
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// MessagePack serialization for Rust<->Godot communication
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use bevy_app::prelude::*;
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pub mod types;
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pub use types::*;
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/// Error type for bridge operations
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#[derive(Debug, thiserror::Error)]
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pub enum BridgeError {
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#[error("serialization error: {0}")]
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Serialization(#[from] rmp_serde::encode::Error),
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#[error("deserialization error: {0}")]
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Deserialization(#[from] rmp_serde::decode::Error),
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#[error("transport error: {0}")]
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Transport(String),
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}
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/// Abstracts transport layer (D-020)
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/// Implemented by LocalBridge (stdio) and future NetworkBridge
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pub trait SimBridge: Send + Sync {
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/// Send an observer snapshot to the client
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fn send_snapshot(&self, snapshot: &ObserverSnapshot) -> Result<(), BridgeError>;
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/// Receive player inputs from the client
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fn receive_inputs(&self) -> Result<Vec<PlayerInput>, BridgeError>;
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}
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/// Bridge plugin for client-server communication
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/// Abstracts transport layer (LocalBridge/NetworkBridge)
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pub struct BridgePlugin;
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impl Plugin for BridgePlugin {
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fn build(&self, _app: &mut App) {
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// Stub implementation - will be populated in phase 2
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tracing::debug!("BridgePlugin initialized");
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}
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}
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@@ -0,0 +1,56 @@
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// Bridge type definitions
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// ObserverSnapshot: data crossing the client-server boundary
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// PlayerInput: semantic actions from client
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use serde::{Deserialize, Serialize};
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/// The ONLY data structure crossing the client-server boundary (D-020)
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/// Contains all information visible to the observer at a given tick
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct ObserverSnapshot {
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/// Simulation tick when this snapshot was produced
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pub tick: u64,
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/// All entities visible to the observer
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pub entities: Vec<VisibleEntity>,
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}
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/// A visible entity in the simulation
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct VisibleEntity {
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pub entity_id: u64,
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pub x: f32,
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pub y: f32,
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pub z: i32,
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pub kind: EntityKind,
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}
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/// Category of visible entity
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum EntityKind {
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Npc,
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Object,
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Terrain,
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}
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/// Semantic player actions, not raw key events (D-020)
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/// Timestamped for deterministic processing
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct PlayerInput {
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/// Tick when this input was issued
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pub tick: u64,
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/// The action to perform
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pub action: PlayerAction,
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}
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/// Player action variants
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum PlayerAction {
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MoveNorth,
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MoveSouth,
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MoveEast,
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MoveWest,
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Interact,
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UsePerceptionMode(String),
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Pause,
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Unpause,
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}
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@@ -0,0 +1,72 @@
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// Cause chain tracking system
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// Production component for information provenance (D-030)
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// Tracks monologue triggers, journal entries, debug causality
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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct CauseChain {
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pub causes: Vec<Cause>,
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}
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impl CauseChain {
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pub fn new() -> Self {
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Self { causes: Vec::new() }
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}
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pub fn with_cause(mut self, cause: Cause) -> Self {
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self.causes.push(cause);
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self
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}
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pub fn push(&mut self, cause: Cause) {
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self.causes.push(cause);
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}
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pub fn latest(&self) -> Option<&Cause> {
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self.causes.last()
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}
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}
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impl Default for CauseChain {
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fn default() -> Self {
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Self::new()
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}
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Cause {
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pub tick: u64,
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pub kind: CauseKind,
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pub description: String,
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}
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#[derive(Debug, Clone, Serialize, Deserialize, PartialEq, Eq)]
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pub enum CauseKind {
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Observed,
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Heard,
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Informed,
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Inferred,
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Background,
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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 chain_preserves_order() {
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let chain = CauseChain::new()
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.with_cause(Cause {
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tick: 1,
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kind: CauseKind::Observed,
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description: "Saw NPC".into(),
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})
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.with_cause(Cause {
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tick: 5,
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kind: CauseKind::Inferred,
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description: "NPC still inside".into(),
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});
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assert_eq!(chain.causes.len(), 2);
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assert_eq!(chain.latest().unwrap().tick, 5);
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assert_eq!(chain.latest().unwrap().kind, CauseKind::Inferred);
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}
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}
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@@ -0,0 +1,9 @@
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// The Settled Reach - Simulation Server
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// Rust/bevy_ecs simulation server for D-010 client-server architecture
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pub mod bridge;
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pub mod cause_chain;
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pub mod npc;
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pub mod perception;
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pub mod simulation;
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pub mod storyteller;
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@@ -0,0 +1,31 @@
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// The Settled Reach - Simulation Server
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// Entry point for standalone simulation binary
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use bevy_app::prelude::*;
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use tracing_subscriber::{layer::SubscriberExt, util::SubscriberInitExt};
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use settled_reach_server::bridge::BridgePlugin;
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use settled_reach_server::simulation::SimulationPlugin;
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fn main() {
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// Initialize tracing subscriber for logging
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tracing_subscriber::registry()
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.with(
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tracing_subscriber::EnvFilter::try_from_default_env()
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.unwrap_or_else(|_| "settled_reach_server=debug".into()),
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)
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.with(tracing_subscriber::fmt::layer())
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.init();
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tracing::info!("The Settled Reach - Simulation Server starting");
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// Create the bevy App and add plugins
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let mut app = App::new();
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app.add_plugins(SimulationPlugin);
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app.add_plugins(BridgePlugin);
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// Run one update cycle
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app.update();
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tracing::info!("Simulation server update complete");
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}
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@@ -0,0 +1,76 @@
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// NPC module - NPC entity definitions and AI systems
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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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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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#[derive(Component, Debug)]
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pub struct Npc;
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// 7 essential axes (D-024)
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct Want {
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pub description: String,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct Secret {
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pub description: String,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct Relationships {
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pub entries: Vec<Relationship>,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Relationship {
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pub target_name: String,
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pub kind: String,
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pub trust_level: f32,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct ToleranceThreshold {
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pub current_stress: f32,
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pub threshold: f32,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct DailyRoutine {
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pub description: String,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct InformationInventory {
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pub known_facts: Vec<String>,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct Contentment {
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pub level: f32,
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}
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// 3 supporting axes (D-024)
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct PersonalityTraits {
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pub traits: Vec<String>,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct TellSystem {
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pub tells: Vec<String>,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct SkillSet {
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pub skills: Vec<String>,
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pub combat_trained: bool,
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}
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct CombatCapability {
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pub weapon_proficiency: f32,
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pub combat_style: String,
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}
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@@ -0,0 +1,16 @@
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// Perception module - Information boundary system
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// Implements D-010 principle 2: every piece of state is tagged with who knows it
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// Generates ObserverSnapshot for client rendering
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use bevy_app::prelude::*;
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/// Perception system plugin
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/// Manages information boundaries and observer snapshots
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pub struct PerceptionPlugin;
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impl Plugin for PerceptionPlugin {
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fn build(&self, _app: &mut App) {
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// Stub implementation - will be populated in phase 2
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tracing::debug!("PerceptionPlugin initialized");
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}
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}
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@@ -0,0 +1,77 @@
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// Input processing system
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// Timestamped player input events for deterministic simulation (D-010 principle 4)
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// PlayerInput: semantic actions (MoveNorth, Interact, UsePerceptionMode)
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use crate::bridge::types::PlayerInput;
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use bevy_ecs::prelude::*;
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use std::collections::VecDeque;
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/// Queue of pending player inputs, ordered by tick
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#[derive(Resource, Debug, Default)]
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pub struct InputQueue {
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queue: VecDeque<PlayerInput>,
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}
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impl InputQueue {
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/// Add a new input to the queue
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pub fn push(&mut self, input: PlayerInput) {
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self.queue.push_back(input);
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}
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/// Drain all inputs for ticks <= the given tick
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/// Returns inputs in FIFO order
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pub fn drain_for_tick(&mut self, tick: u64) -> Vec<PlayerInput> {
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let mut result = Vec::new();
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while let Some(front) = self.queue.front() {
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if front.tick <= tick {
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result.push(self.queue.pop_front().unwrap());
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} else {
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break;
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}
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}
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result
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}
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/// Get the current queue length
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pub fn len(&self) -> usize {
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self.queue.len()
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}
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/// Check if the queue is empty
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pub fn is_empty(&self) -> bool {
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self.queue.is_empty()
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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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use crate::bridge::types::PlayerAction;
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#[test]
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fn drain_returns_inputs_up_to_tick() {
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let mut queue = InputQueue::default();
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queue.push(PlayerInput {
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tick: 1,
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action: PlayerAction::MoveNorth,
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});
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queue.push(PlayerInput {
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tick: 2,
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action: PlayerAction::MoveSouth,
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});
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queue.push(PlayerInput {
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tick: 5,
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action: PlayerAction::Interact,
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});
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let inputs = queue.drain_for_tick(3);
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assert_eq!(inputs.len(), 2);
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assert_eq!(queue.len(), 1);
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}
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#[test]
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fn drain_empty_queue_returns_empty() {
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let mut queue = InputQueue::default();
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let inputs = queue.drain_for_tick(10);
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assert!(inputs.is_empty());
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}
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}
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@@ -0,0 +1,25 @@
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// Simulation module - Core simulation plugin and systems
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// Implements deterministic tick-based simulation (D-010 principle 4)
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use bevy_app::prelude::*;
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pub mod input;
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pub mod rng;
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pub mod tier;
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pub mod time;
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/// Core simulation plugin
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/// Manages simulation time, RNG, input processing, and tier transitions
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pub struct SimulationPlugin;
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impl Plugin for SimulationPlugin {
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fn build(&self, app: &mut App) {
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// Initialize core simulation resources
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app.init_resource::<time::SimulationTime>()
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.insert_resource(rng::SimRng::new(0))
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.init_resource::<input::InputQueue>()
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.add_systems(Update, time::advance_tick);
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tracing::debug!("SimulationPlugin initialized");
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}
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}
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@@ -0,0 +1,54 @@
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// Simulation RNG system
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// Injectable ChaCha RNG resource for deterministic replay (D-030)
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// Ensures same seed produces same outcomes
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use bevy_ecs::prelude::*;
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use rand::SeedableRng;
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use rand_chacha::ChaCha20Rng;
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/// Simulation RNG resource
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/// ChaCha20 RNG with stored seed for deterministic replay
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#[derive(Resource)]
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pub struct SimRng {
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pub rng: ChaCha20Rng,
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seed: u64,
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}
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impl SimRng {
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/// Create a new SimRng with the given seed
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pub fn new(seed: u64) -> Self {
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Self {
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rng: ChaCha20Rng::seed_from_u64(seed),
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seed,
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}
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}
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/// Get the seed used to initialize this RNG
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pub fn seed(&self) -> u64 {
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self.seed
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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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use rand::Rng;
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#[test]
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fn same_seed_same_sequence() {
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let mut rng1 = SimRng::new(42);
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let mut rng2 = SimRng::new(42);
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let vals1: Vec<u32> = (0..100).map(|_| rng1.rng.random()).collect();
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let vals2: Vec<u32> = (0..100).map(|_| rng2.rng.random()).collect();
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assert_eq!(vals1, vals2);
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}
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#[test]
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fn different_seed_different_sequence() {
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let mut rng1 = SimRng::new(42);
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let mut rng2 = SimRng::new(43);
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let val1: u32 = rng1.rng.random();
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let val2: u32 = rng2.rng.random();
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assert_ne!(val1, val2);
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}
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}
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@@ -0,0 +1,58 @@
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// Simulation tier system
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// Implements D-026: Active/Background/State-saved/Ungenerated tiers
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// Timestamp-based LRU eviction for simulation space management
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|
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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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|
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum SimulationTier {
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Active,
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Background,
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StateSaved,
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Ungenerated,
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}
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#[derive(Component, Debug, Clone)]
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pub struct LastInteraction {
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pub tick: u64,
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}
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#[derive(Component, Debug, Clone)]
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pub struct ScopeTag {
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pub tags: Vec<ScopeKind>,
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}
|
||||
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#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum ScopeKind {
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Neighborhood,
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ActiveQuest,
|
||||
Colleague,
|
||||
KnownContact,
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn tier_can_be_added_and_queried() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
let entity = world.spawn(SimulationTier::Active).id();
|
||||
assert_eq!(
|
||||
*world.get::<SimulationTier>(entity).unwrap(),
|
||||
SimulationTier::Active
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn tier_can_transition() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
let entity = world.spawn(SimulationTier::Active).id();
|
||||
world.entity_mut(entity).insert(SimulationTier::Background);
|
||||
assert_eq!(
|
||||
*world.get::<SimulationTier>(entity).unwrap(),
|
||||
SimulationTier::Background
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,117 @@
|
||||
// Simulation time system
|
||||
// Implements D-031: 10 ticks = 1 game-minute, 4 day phases
|
||||
// Injectable time resource for deterministic replay (D-030)
|
||||
|
||||
use bevy_ecs::prelude::*;
|
||||
|
||||
pub const TICKS_PER_GAME_MINUTE: u64 = 10;
|
||||
pub const MINUTES_PER_PHASE: u64 = 360;
|
||||
pub const MINUTES_PER_DAY: u64 = 1440;
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub enum DayPhase {
|
||||
Morning,
|
||||
Afternoon,
|
||||
Evening,
|
||||
Night,
|
||||
}
|
||||
|
||||
/// Simulation time resource
|
||||
/// Tracks current tick and pause state for deterministic simulation
|
||||
#[derive(Resource, Debug, Clone, Default)]
|
||||
pub struct SimulationTime {
|
||||
pub tick: u64,
|
||||
pub paused: bool,
|
||||
}
|
||||
|
||||
impl SimulationTime {
|
||||
pub fn game_minutes(&self) -> u64 {
|
||||
self.tick / TICKS_PER_GAME_MINUTE
|
||||
}
|
||||
pub fn time_of_day_minutes(&self) -> u64 {
|
||||
self.game_minutes() % MINUTES_PER_DAY
|
||||
}
|
||||
pub fn day_phase(&self) -> DayPhase {
|
||||
let tod = self.time_of_day_minutes();
|
||||
match tod {
|
||||
0..360 => DayPhase::Morning,
|
||||
360..720 => DayPhase::Afternoon,
|
||||
720..1080 => DayPhase::Evening,
|
||||
_ => DayPhase::Night,
|
||||
}
|
||||
}
|
||||
pub fn day(&self) -> u64 {
|
||||
self.game_minutes() / MINUTES_PER_DAY
|
||||
}
|
||||
}
|
||||
|
||||
/// Advance the simulation tick if not paused
|
||||
pub fn advance_tick(mut time: ResMut<SimulationTime>) {
|
||||
if !time.paused {
|
||||
time.tick += 1;
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn tick_to_minute_conversion() {
|
||||
let time = SimulationTime {
|
||||
tick: 10,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.game_minutes(), 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn day_phase_boundaries() {
|
||||
let time = SimulationTime {
|
||||
tick: 0,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day_phase(), DayPhase::Morning);
|
||||
let time = SimulationTime {
|
||||
tick: 360 * TICKS_PER_GAME_MINUTE,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day_phase(), DayPhase::Afternoon);
|
||||
let time = SimulationTime {
|
||||
tick: 720 * TICKS_PER_GAME_MINUTE,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day_phase(), DayPhase::Evening);
|
||||
let time = SimulationTime {
|
||||
tick: 1080 * TICKS_PER_GAME_MINUTE,
|
||||
paused: false,
|
||||
};
|
||||
assert_eq!(time.day_phase(), DayPhase::Night);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn pause_prevents_tick_advance() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(SimulationTime {
|
||||
tick: 0,
|
||||
paused: true,
|
||||
});
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(advance_tick);
|
||||
schedule.run(&mut world);
|
||||
assert_eq!(world.resource::<SimulationTime>().tick, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn unpause_allows_tick_advance() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(SimulationTime {
|
||||
tick: 0,
|
||||
paused: false,
|
||||
});
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(advance_tick);
|
||||
schedule.run(&mut world);
|
||||
assert_eq!(world.resource::<SimulationTime>().tick, 1);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
// Storyteller module - Rimworld-style storyteller system
|
||||
// Event generation, pacing, hubris wall mechanics
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
|
||||
/// Storyteller plugin
|
||||
/// Manages narrative pacing and event generation
|
||||
pub struct StorytellerPlugin;
|
||||
|
||||
impl Plugin for StorytellerPlugin {
|
||||
fn build(&self, _app: &mut App) {
|
||||
// Stub implementation - will be populated in phase 2
|
||||
tracing::debug!("StorytellerPlugin initialized");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
//! IPC serialization round-trip tests (D-030 Layer 1: fixture-based).
|
||||
|
||||
use settled_reach_server::bridge::types::*;
|
||||
|
||||
#[test]
|
||||
fn observer_snapshot_roundtrip() {
|
||||
let snapshot = ObserverSnapshot {
|
||||
tick: 42,
|
||||
entities: vec![VisibleEntity {
|
||||
entity_id: 1,
|
||||
x: 10.0,
|
||||
y: 20.0,
|
||||
z: 0,
|
||||
kind: EntityKind::Npc,
|
||||
}],
|
||||
};
|
||||
|
||||
let bytes = rmp_serde::to_vec(&snapshot).expect("serialize");
|
||||
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
|
||||
assert_eq!(decoded.tick, 42);
|
||||
assert_eq!(decoded.entities.len(), 1);
|
||||
assert_eq!(decoded.entities[0].entity_id, 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn player_input_roundtrip() {
|
||||
let input = PlayerInput {
|
||||
tick: 100,
|
||||
action: PlayerAction::MoveNorth,
|
||||
};
|
||||
|
||||
let bytes = rmp_serde::to_vec(&input).expect("serialize");
|
||||
let decoded: PlayerInput = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
|
||||
assert_eq!(decoded.tick, 100);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn empty_snapshot_roundtrip() {
|
||||
let snapshot = ObserverSnapshot {
|
||||
tick: 0,
|
||||
entities: vec![],
|
||||
};
|
||||
|
||||
let bytes = rmp_serde::to_vec(&snapshot).expect("serialize");
|
||||
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
|
||||
assert_eq!(decoded.tick, 0);
|
||||
assert!(decoded.entities.is_empty());
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
//! Smoke test: the simulation world boots and can run a single tick.
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
use settled_reach_server::simulation::SimulationPlugin;
|
||||
use settled_reach_server::simulation::time::SimulationTime;
|
||||
|
||||
#[test]
|
||||
fn world_boots_and_ticks() {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(SimulationPlugin);
|
||||
|
||||
// Verify initial state
|
||||
let time = app.world().resource::<SimulationTime>();
|
||||
assert_eq!(time.tick, 0);
|
||||
|
||||
// Run one update cycle
|
||||
app.update();
|
||||
|
||||
// Verify tick advanced
|
||||
let time = app.world().resource::<SimulationTime>();
|
||||
assert_eq!(time.tick, 1);
|
||||
}
|
||||
Reference in New Issue
Block a user