feat(simulation): add vision cone with forward/peripheral/blind sectors (#111)
Implement direction-dependent visibility modulation per D-015. Forward cone (~120 deg) at full range, peripheral (~180 deg each side) at reduced range, blind spot (~60 deg behind) excluded. Facing component updated on player movement via facing_from_delta. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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-1
@@ -6,6 +6,7 @@ use tracing_subscriber::{layer::SubscriberExt, util::SubscriberInitExt};
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use settled_reach_server::bridge::tcp::TcpBridge;
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use settled_reach_server::bridge::{BridgePlugin, BridgeResource, ServerRunning};
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use settled_reach_server::perception::vision_cone::Facing;
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use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use settled_reach_server::simulation::SimulationPlugin;
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@@ -40,7 +41,7 @@ fn main() {
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app.insert_resource(BridgeResource::new(bridge));
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app.insert_resource(WalkabilityMap::new(32, 32, 1));
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app.world_mut()
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.spawn((PlayerCharacter, TilePosition::new(16, 16, 0)));
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.spawn((PlayerCharacter, TilePosition::new(16, 16, 0), Facing::default()));
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tracing::info!("Simulation initialized, entering game loop");
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@@ -4,6 +4,10 @@
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use bevy_app::prelude::*;
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pub mod observer;
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pub mod shadowcast;
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pub mod vision_cone;
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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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@@ -0,0 +1,294 @@
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//! Vision cone system (D-015)
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//!
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//! Modulates raw shadowcast output with direction-dependent sectors:
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//! - Forward: full LOS range, full detail (~120 degree arc)
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//! - Peripheral: reduced range, dimmer (~90 degrees each side)
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//! - Behind: blind (excluded from output)
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//!
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//! Y-down convention: North = (0, -1)
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use crate::bridge::types::{FacingDirection, VisibilitySector};
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use crate::perception::shadowcast::VisibilityMap;
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use bevy_ecs::prelude::*;
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/// Component tracking which direction an entity faces.
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/// Updated by the input system when an entity moves.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub struct Facing(pub FacingDirection);
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impl Default for Facing {
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fn default() -> Self {
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Facing(FacingDirection::North)
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}
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}
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/// Vision cone configuration per D-015
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pub struct VisionConeConfig {
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/// Maximum vision range for forward sector (in tiles)
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pub forward_range: i32,
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/// Maximum vision range for peripheral sector (shorter than forward)
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pub peripheral_range: i32,
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/// Half-angle of forward cone in radians (~60 degrees = 120 degree arc)
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pub forward_half_angle: f32,
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/// Half-angle of total visible cone in radians (~150 degrees = 300 degree arc)
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/// Tiles beyond this are in the blind spot
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pub visible_half_angle: f32,
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}
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impl Default for VisionConeConfig {
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fn default() -> Self {
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Self {
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forward_range: 20,
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peripheral_range: 12,
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forward_half_angle: std::f32::consts::FRAC_PI_3, // 60 degrees = 120 degree arc
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visible_half_angle: 5.0 * std::f32::consts::FRAC_PI_6, // 150 degrees = 300 degree arc
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}
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}
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}
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/// Convert FacingDirection to a unit direction angle in radians (y-down coords).
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/// East = 0, South = PI/2, West = PI/-PI, North = -PI/2
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fn facing_to_angle(facing: FacingDirection) -> f32 {
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use std::f32::consts::{FRAC_PI_2, FRAC_PI_4, PI};
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match facing {
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FacingDirection::East => 0.0,
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FacingDirection::Southeast => FRAC_PI_4,
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FacingDirection::South => FRAC_PI_2,
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FacingDirection::Southwest => 3.0 * FRAC_PI_4,
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FacingDirection::West => PI,
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FacingDirection::Northwest => -3.0 * FRAC_PI_4,
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FacingDirection::North => -FRAC_PI_2,
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FacingDirection::Northeast => -FRAC_PI_4,
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}
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}
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/// Derive FacingDirection from a movement delta (dx, dy) in y-down coords
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pub fn facing_from_delta(dx: i32, dy: i32) -> FacingDirection {
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match (dx, dy) {
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(0, -1) => FacingDirection::North,
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(0, 1) => FacingDirection::South,
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(1, 0) => FacingDirection::East,
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(-1, 0) => FacingDirection::West,
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(1, -1) => FacingDirection::Northeast,
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(-1, -1) => FacingDirection::Northwest,
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(1, 1) => FacingDirection::Southeast,
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(-1, 1) => FacingDirection::Southwest,
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_ => FacingDirection::North, // default for no movement
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}
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}
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/// Classify a visible tile into a vision sector based on facing direction.
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/// Returns None if the tile falls in the blind spot (behind).
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fn classify_tile(
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observer_x: i32,
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observer_y: i32,
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tile_x: i32,
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tile_y: i32,
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facing: FacingDirection,
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config: &VisionConeConfig,
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) -> Option<VisibilitySector> {
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// Tile at observer position is always Forward
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if tile_x == observer_x && tile_y == observer_y {
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return Some(VisibilitySector::Forward);
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}
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let dx = (tile_x - observer_x) as f32;
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let dy = (tile_y - observer_y) as f32;
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// Chebyshev distance for range check
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let dist = dx.abs().max(dy.abs()) as i32;
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// Angle from observer to tile (y-down: atan2(dy, dx))
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let tile_angle = dy.atan2(dx);
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let facing_angle = facing_to_angle(facing);
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// Angular difference (wrapped to [-PI, PI])
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let mut diff = tile_angle - facing_angle;
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if diff > std::f32::consts::PI {
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diff -= 2.0 * std::f32::consts::PI;
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}
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if diff < -std::f32::consts::PI {
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diff += 2.0 * std::f32::consts::PI;
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}
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let abs_diff = diff.abs();
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// Check sectors from innermost to outermost
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if abs_diff <= config.forward_half_angle && dist <= config.forward_range {
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Some(VisibilitySector::Forward)
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} else if abs_diff <= config.visible_half_angle && dist <= config.peripheral_range {
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Some(VisibilitySector::Peripheral)
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} else if abs_diff <= config.visible_half_angle && dist <= config.forward_range {
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// Beyond peripheral range but within visible angle and forward range:
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// still visible at reduced quality
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Some(VisibilitySector::Peripheral)
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} else {
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None // Blind spot
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}
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}
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/// Apply vision cone to a raw shadowcast VisibilityMap.
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/// Returns only tiles in Forward or Peripheral sectors, with sector tags.
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/// Tiles in the blind spot (behind) are excluded.
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pub fn apply_vision_cone(
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fov: &VisibilityMap,
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observer_x: i32,
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observer_y: i32,
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facing: FacingDirection,
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config: &VisionConeConfig,
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) -> Vec<(i32, i32, VisibilitySector)> {
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fov.visible_tiles()
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.filter_map(|(x, y)| {
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classify_tile(observer_x, observer_y, x, y, facing, config)
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.map(|sector| (x, y, sector))
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})
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.collect()
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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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fn default_config() -> VisionConeConfig {
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VisionConeConfig::default()
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}
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#[test]
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fn observer_position_always_forward() {
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let config = default_config();
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for dir in [
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FacingDirection::North,
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FacingDirection::South,
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FacingDirection::East,
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FacingDirection::West,
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] {
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let result = classify_tile(5, 5, 5, 5, dir, &config);
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assert_eq!(result, Some(VisibilitySector::Forward));
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}
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}
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#[test]
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fn forward_sector_north() {
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let config = default_config();
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// Facing north, tile directly north should be Forward
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let result = classify_tile(5, 5, 5, 3, FacingDirection::North, &config);
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assert_eq!(result, Some(VisibilitySector::Forward));
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}
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#[test]
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fn peripheral_sector_sides() {
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let config = default_config();
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// Facing north, tile to the east should be Peripheral
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let result = classify_tile(5, 5, 8, 5, FacingDirection::North, &config);
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assert_eq!(result, Some(VisibilitySector::Peripheral));
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}
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#[test]
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fn behind_is_blind() {
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let config = default_config();
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// Facing north, tile directly south should be blind (None)
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let result = classify_tile(5, 5, 5, 10, FacingDirection::North, &config);
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assert_eq!(result, None);
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}
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#[test]
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fn forward_range_limit() {
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let config = default_config();
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// Tile at forward range should be visible
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let result = classify_tile(0, 0, 0, -20, FacingDirection::North, &config);
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assert_eq!(result, Some(VisibilitySector::Forward));
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// Tile beyond forward range should not be (but this would not be in FOV anyway)
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}
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#[test]
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fn peripheral_range_limit() {
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let config = default_config();
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// Tile at distance > peripheral_range but in peripheral angle:
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// should be Peripheral (within forward_range)
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let result = classify_tile(0, 0, 15, 0, FacingDirection::North, &config);
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assert_eq!(result, Some(VisibilitySector::Peripheral));
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}
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#[test]
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fn all_facing_directions_produce_forward() {
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let config = default_config();
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// For each facing direction, the tile directly ahead should be Forward
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let cases = [
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(FacingDirection::North, (0, -3)),
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(FacingDirection::South, (0, 3)),
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(FacingDirection::East, (3, 0)),
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(FacingDirection::West, (-3, 0)),
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(FacingDirection::Northeast, (3, -3)),
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(FacingDirection::Southeast, (3, 3)),
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(FacingDirection::Southwest, (-3, 3)),
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(FacingDirection::Northwest, (-3, -3)),
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];
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for (dir, (dx, dy)) in cases {
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let result = classify_tile(5, 5, 5 + dx, 5 + dy, dir, &config);
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assert_eq!(
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result,
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Some(VisibilitySector::Forward),
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"Facing {:?}, tile ({}, {}) should be Forward",
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dir,
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5 + dx,
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5 + dy
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);
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}
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}
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#[test]
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fn facing_from_delta_all_directions() {
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assert_eq!(facing_from_delta(0, -1), FacingDirection::North);
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assert_eq!(facing_from_delta(0, 1), FacingDirection::South);
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assert_eq!(facing_from_delta(1, 0), FacingDirection::East);
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assert_eq!(facing_from_delta(-1, 0), FacingDirection::West);
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assert_eq!(facing_from_delta(1, -1), FacingDirection::Northeast);
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assert_eq!(facing_from_delta(-1, -1), FacingDirection::Northwest);
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assert_eq!(facing_from_delta(1, 1), FacingDirection::Southeast);
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assert_eq!(facing_from_delta(-1, 1), FacingDirection::Southwest);
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}
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#[test]
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fn apply_vision_cone_filters_behind() {
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use crate::perception::shadowcast::compute_fov;
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let fov = compute_fov(|_, _| false, 5, 5, 10, 0);
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let config = default_config();
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let cone = apply_vision_cone(&fov, 5, 5, FacingDirection::North, &config);
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// Should have some tiles
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assert!(!cone.is_empty());
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// Tile directly south (same x, far behind) should be in blind spot
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// The blind spot is the 60 degrees directly behind
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let has_direct_south_far = cone.iter().any(|&(x, y, _)| x == 5 && y >= 10);
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assert!(
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!has_direct_south_far,
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"tiles directly behind (same column, far south) should be blind"
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);
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// Origin should be present
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let has_origin = cone.iter().any(|&(x, y, _)| x == 5 && y == 5);
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assert!(has_origin, "observer position should be in cone");
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// Tiles directly north should be Forward
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let north_tiles: Vec<_> = cone
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.iter()
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.filter(|&&(x, _, _)| x == 5)
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.filter(|&&(_, y, _)| y < 5)
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.collect();
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assert!(!north_tiles.is_empty());
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for &&(_, _, sector) in &north_tiles {
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assert_eq!(sector, VisibilitySector::Forward);
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}
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// Fewer tiles behind than in front (asymmetric cone)
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let tiles_north = cone.iter().filter(|&&(_, y, _)| y < 5).count();
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let tiles_south = cone.iter().filter(|&&(_, y, _)| y > 5).count();
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assert!(
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tiles_north > tiles_south,
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"should see more tiles forward (north={}) than behind (south={})",
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tiles_north,
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tiles_south
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);
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}
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}
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@@ -3,6 +3,7 @@
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// PlayerInput: semantic actions (MoveNorth, Interact, UsePerceptionMode)
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use crate::bridge::types::{PlayerAction, PlayerInput};
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use crate::perception::vision_cone::{facing_from_delta, Facing};
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use crate::simulation::movement::{MoveIntent, PlayerCharacter, TilePosition};
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use crate::simulation::time::SimulationTime;
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use bevy_ecs::prelude::*;
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@@ -101,6 +102,10 @@ fn apply_move(
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commands.entity(entity).insert(MoveIntent {
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target: TilePosition::new(pos.x + dx, pos.y + dy, pos.z),
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});
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// Update facing direction based on movement (D-015 vision cone)
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commands
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.entity(entity)
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.insert(Facing(facing_from_delta(dx, dy)));
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} else {
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tracing::warn!("No player entity found for movement input");
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}
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