feat(simulation): NpcBlueprint struct design, RON schema, and validator CLI (#611)
Define ZoneSpec, CultureProfile, and NpcBlueprint structs with serde/RON deserialization. Ship example RON files as schema contract for the copy team (#609, #610). Add validate-ron CLI for copy team to lint their files without compiling the server. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Generated
+20
-1
@@ -128,6 +128,12 @@ version = "1.5.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "c08606f8c3cbf4ce6ec8e28fb0014a2c086708fe954eaa885384a6165172e7e8"
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[[package]]
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name = "base64"
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version = "0.21.7"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "9d297deb1925b89f2ccc13d7635fa0714f12c87adce1c75356b39ca9b7178567"
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[[package]]
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name = "bevy_app"
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version = "0.18.0"
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@@ -1001,6 +1007,18 @@ dependencies = [
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"serde",
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]
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[[package]]
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name = "ron"
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version = "0.8.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "b91f7eff05f748767f183df4320a63d6936e9c6107d97c9e6bdd9784f4289c94"
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dependencies = [
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"base64",
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"bitflags",
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"serde",
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"serde_derive",
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]
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[[package]]
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name = "rustc-hash"
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version = "2.1.1"
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@@ -1092,7 +1110,7 @@ dependencies = [
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[[package]]
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name = "settled-reach-server"
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version = "0.1.23"
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version = "0.1.24"
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dependencies = [
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"bevy_app",
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"bevy_ecs",
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@@ -1102,6 +1120,7 @@ dependencies = [
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"rand",
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"rand_chacha",
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"rmp-serde",
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"ron",
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"serde",
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"serde_json",
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"serde_yaml",
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@@ -8,6 +8,7 @@ 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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serde_yaml = "0.9"
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ron = "0.8"
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rmp-serde = "1"
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bincode = "1"
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rand = "0.9"
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@@ -0,0 +1,84 @@
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//! RON content validator CLI (#611).
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//!
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//! Deserializes a RON file into the actual Rust structs and prints errors.
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//! This is the copy team's lint tool — run it to check RON files without
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//! needing to compile the full server.
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//!
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//! # Usage
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//!
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//! ```sh
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//! # Via wrapper script (recommended):
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//! tooling/validate-ron content/global/zone-identity-spec.example.ron zone
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//! tooling/validate-ron content/global/culture-krenn.example.ron culture
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//!
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//! # Direct:
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//! cargo run --bin validate_ron -- <file.ron> <zone|culture>
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//! ```
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use std::process;
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use clap::Parser;
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use settled_reach_server::npc::blueprint::{CultureProfile, ZoneSpec};
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#[derive(Parser)]
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#[command(
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name = "validate_ron",
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about = "Validate RON content files against Rust struct schemas"
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)]
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struct Args {
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/// Path to the RON file to validate.
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file: String,
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/// Schema type: "zone" (ZoneSpec) or "culture" (CultureProfile).
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schema: String,
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}
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fn main() {
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let args = Args::parse();
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let content = match std::fs::read_to_string(&args.file) {
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Ok(c) => c,
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Err(e) => {
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eprintln!("Error reading {}: {}", args.file, e);
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process::exit(1);
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}
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};
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match args.schema.as_str() {
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"zone" => match ron::from_str::<ZoneSpec>(&content) {
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Ok(spec) => {
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println!("Valid ZoneSpec: {} ({})", spec.label, spec.zone_type);
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println!(" {} roles, {} social sites", spec.roles.len(), spec.social_sites.len());
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}
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Err(e) => {
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eprintln!("Invalid ZoneSpec in {}:", args.file);
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eprintln!(" {}", e);
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process::exit(1);
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}
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},
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"culture" => match ron::from_str::<CultureProfile>(&content) {
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Ok(profile) => {
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println!("Valid CultureProfile: {} ({})", profile.name, profile.id);
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println!(
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" {} given names, {} family names",
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profile.naming.given_names.len(),
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profile.naming.family_names.len()
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);
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println!(
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" {} filler words, {} favored traits",
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profile.speech.filler_words.len(),
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profile.values.favored_traits.len()
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);
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}
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Err(e) => {
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eprintln!("Invalid CultureProfile in {}:", args.file);
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eprintln!(" {}", e);
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process::exit(1);
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}
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},
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other => {
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eprintln!("Unknown schema type: '{}'. Use 'zone' or 'culture'.", other);
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process::exit(1);
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}
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}
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}
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@@ -0,0 +1,340 @@
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//! NPC blueprint structs for the generator spike (#611).
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//!
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//! Three input/output structs for the generator proof-of-life:
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//! - `ZoneSpec` — zone identity specification (deserializes from zone-identity-spec RON)
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//! - `CultureProfile` — culture profile (deserializes from culture RON)
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//! - `NpcBlueprint` — generator output for a single NPC
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//!
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//! Plus `SpikeOutput` as the top-level binary output container.
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//! These are spike-specific and intentionally decoupled from `DistrictSkeleton`.
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//!
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//! ## Content contract
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//!
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//! The Rust structs ARE the schema. Copy team fills RON files to match these structs:
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//! - Zone identity spec: ticket #609
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//! - Culture profile (Krenn): ticket #610
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//!
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//! ## Format
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//!
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//! RON (Rusty Object Notation) — struct-aware, supports enums and comments.
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//! Validate with: `tooling/validate-ron <file.ron>`
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use serde::{Deserialize, Serialize};
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use crate::npc::PersonalityTrait;
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// ---------------------------------------------------------------------------
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// Zone identity specification (input — filled by copy team, ticket #609)
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// ---------------------------------------------------------------------------
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/// Top-level zone identity spec. One file per zone type.
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///
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/// Describes what a zone IS — its purpose, population shape, and social sites.
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/// The generator reads this to decide how many NPCs to create, what roles they
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/// fill, and what social sites exist.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct ZoneSpec {
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/// Zone type identifier (e.g. "rural", "industrial", "commercial").
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pub zone_type: String,
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/// Human-readable label for output headers.
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pub label: String,
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/// Short description of this zone type's character.
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pub description: String,
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/// Economic activity level (1-10). Affects NPC count and role distribution.
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pub economic_level: u8,
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/// Population density hint (1-10). Generator scales NPC count from this.
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pub population_density: u8,
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/// Role definitions available in this zone type.
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/// Each role has a weight (relative frequency) and properties.
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pub roles: Vec<RoleSpec>,
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/// Social site templates that can appear in this zone type.
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pub social_sites: Vec<SocialSiteSpec>,
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}
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/// A role that NPCs can fill in a zone.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct RoleSpec {
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/// Role identifier (e.g. "dock_worker", "merchant", "guard").
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pub id: String,
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/// Human-readable label.
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pub label: String,
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/// Relative weight for role selection (higher = more common).
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pub weight: u8,
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/// Skills biased toward for this role.
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pub skill_focus: Vec<String>,
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/// Whether this role may have combat capability.
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pub combat_eligible: bool,
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/// Observable behaviors typical for this role (generator picks from these).
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pub typical_behaviors: Vec<String>,
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}
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/// A social site template within a zone.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct SocialSiteSpec {
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/// Site type identifier (e.g. "bar", "workshop", "market_stall").
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pub site_type: String,
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/// Human-readable label.
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pub label: String,
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/// Roles that staff or frequent this site (references RoleSpec.id).
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pub roles: Vec<String>,
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/// Minimum NPCs associated with this site.
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pub min_npcs: u8,
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/// Maximum NPCs associated with this site.
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pub max_npcs: u8,
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}
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// ---------------------------------------------------------------------------
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// Culture profile (input — filled by copy team, ticket #610)
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// ---------------------------------------------------------------------------
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/// Culture profile for a star system or region.
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///
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/// Drives the cultural texture of generated NPCs: how they speak, what names
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/// they have, what values shape their personality distribution.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct CultureProfile {
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/// Culture identifier (e.g. "krenn").
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pub id: String,
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/// Human-readable culture name.
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pub name: String,
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/// Short cultural description for generator context.
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pub description: String,
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/// Naming conventions for this culture.
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pub naming: NamingConventions,
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/// Speech patterns — how NPCs from this culture talk.
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pub speech: SpeechPatterns,
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/// Cultural values that bias personality trait selection.
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pub values: CulturalValues,
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}
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/// Naming conventions for NPC name generation.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct NamingConventions {
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/// Style description (e.g. "compact, consonant-heavy, first-name-primary").
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pub style: String,
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/// Pool of given names the generator draws from.
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pub given_names: Vec<String>,
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/// Pool of family names (may be empty if culture is first-name-primary).
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pub family_names: Vec<String>,
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/// Whether family names are commonly used in social contexts.
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pub family_name_used_socially: bool,
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}
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/// Speech patterns that color NPC dialogue and observable behaviors.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct SpeechPatterns {
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/// Speech register description (e.g. "direct, minimal pleasantries").
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pub register: String,
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/// Filler words and verbal tics drawn from this culture.
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pub filler_words: Vec<String>,
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/// Common greetings.
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pub greetings: Vec<String>,
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/// Common farewells.
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pub farewells: Vec<String>,
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/// Oath or exclamation phrases.
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pub exclamations: Vec<String>,
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}
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/// Cultural values that influence personality trait distribution.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct CulturalValues {
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/// Brief description of the culture's value system.
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pub description: String,
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/// Traits that are more common in this culture (biased toward).
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pub favored_traits: Vec<PersonalityTrait>,
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/// Traits that are less common in this culture (biased against).
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pub disfavored_traits: Vec<PersonalityTrait>,
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}
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// ---------------------------------------------------------------------------
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// NPC blueprint (output — generator produces these)
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// ---------------------------------------------------------------------------
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/// Generator output for a single NPC.
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///
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/// Maps to the 10-axis model (D-024) but as a serializable data record,
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/// not ECS components. The spike binary prints these; the full pipeline
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/// will convert `NpcBlueprint` → `RoleDefinition` → ECS entity.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct NpcBlueprint {
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/// Generated NPC name.
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pub name: String,
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/// Role identifier (matches RoleSpec.id from the zone spec).
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pub role: String,
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/// Personality traits (2-3, no contradictory pairs).
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pub traits: Vec<PersonalityTrait>,
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/// Observable behaviors the player can witness.
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pub observable_behaviors: Vec<String>,
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/// Cultural markers derived from the culture profile.
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pub cultural_markers: CulturalMarkers,
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/// Relationship slots (0-3 per D-024).
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pub relationships: Vec<BlueprintRelationship>,
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}
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/// Cultural markers attached to a generated NPC.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct CulturalMarkers {
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/// Speech register inherited from culture.
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pub speech_register: String,
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/// Filler words this NPC uses (subset of culture's pool).
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pub filler_words: Vec<String>,
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/// Greeting this NPC tends to use.
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pub greeting: String,
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}
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/// A relationship in the blueprint (pre-ECS, uses string IDs).
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct BlueprintRelationship {
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/// Target NPC name (resolved to StableId at spawn time).
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pub target_name: String,
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/// Relationship type.
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pub relationship_type: String,
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/// Valence: positive, negative, or neutral.
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pub valence: RelationshipValence,
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}
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/// Relationship valence for blueprint output.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
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pub enum RelationshipValence {
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Positive,
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Negative,
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Neutral,
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}
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// ---------------------------------------------------------------------------
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// Spike output container
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// ---------------------------------------------------------------------------
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/// Top-level output for the generator spike binary.
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///
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/// Intentionally decoupled from `DistrictSkeleton` — this is a proof-of-life
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/// container, not production architecture.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct SpikeOutput {
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/// Zone type that was generated.
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pub zone_type: String,
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/// Seed used for generation.
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pub seed: u64,
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/// Culture profile used.
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pub culture: String,
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/// Generated NPCs.
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pub npcs: Vec<NpcBlueprint>,
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}
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// ---------------------------------------------------------------------------
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// Tests
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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 zone_spec_round_trips_through_ron() {
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let spec = ZoneSpec {
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zone_type: "rural".into(),
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label: "Rural Settlement".into(),
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description: "Scattered homesteads and small workshops".into(),
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economic_level: 3,
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population_density: 2,
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roles: vec![RoleSpec {
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id: "farmer".into(),
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label: "Farmer".into(),
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weight: 5,
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skill_focus: vec!["technical".into()],
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combat_eligible: false,
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typical_behaviors: vec!["tends crops".into()],
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}],
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social_sites: vec![SocialSiteSpec {
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site_type: "tavern".into(),
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label: "Local Tavern".into(),
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roles: vec!["farmer".into()],
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min_npcs: 2,
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max_npcs: 5,
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}],
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};
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let ron_str = ron::ser::to_string_pretty(&spec, ron::ser::PrettyConfig::default()).unwrap();
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let deserialized: ZoneSpec = ron::from_str(&ron_str).unwrap();
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assert_eq!(deserialized.zone_type, "rural");
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assert_eq!(deserialized.roles.len(), 1);
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assert_eq!(deserialized.social_sites.len(), 1);
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}
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#[test]
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fn culture_profile_round_trips_through_ron() {
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let profile = CultureProfile {
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id: "krenn".into(),
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name: "Krenn System Culture".into(),
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description: "Working-class pragmatic culture".into(),
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naming: NamingConventions {
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style: "compact, consonant-heavy".into(),
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given_names: vec!["Kael".into(), "Voss".into()],
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family_names: vec!["Davan".into()],
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family_name_used_socially: false,
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},
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speech: SpeechPatterns {
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register: "direct, minimal pleasantries".into(),
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filler_words: vec!["look".into(), "right".into()],
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greetings: vec!["hey".into()],
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farewells: vec!["shift's calling".into()],
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exclamations: vec!["void take it".into()],
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},
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values: CulturalValues {
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description: "Pragmatic, community-oriented, suspicious of authority".into(),
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favored_traits: vec![PersonalityTrait::Bold, PersonalityTrait::Honest],
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disfavored_traits: vec![PersonalityTrait::Reclusive],
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},
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};
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let ron_str =
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ron::ser::to_string_pretty(&profile, ron::ser::PrettyConfig::default()).unwrap();
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let deserialized: CultureProfile = ron::from_str(&ron_str).unwrap();
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assert_eq!(deserialized.id, "krenn");
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assert_eq!(deserialized.naming.given_names.len(), 2);
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assert_eq!(deserialized.values.favored_traits.len(), 2);
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}
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#[test]
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fn npc_blueprint_round_trips_through_ron() {
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let blueprint = NpcBlueprint {
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name: "Kael".into(),
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role: "dock_worker".into(),
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traits: vec![PersonalityTrait::Bold, PersonalityTrait::Honest],
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observable_behaviors: vec!["works efficiently".into()],
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cultural_markers: CulturalMarkers {
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speech_register: "direct".into(),
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filler_words: vec!["look".into()],
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greeting: "hey".into(),
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},
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relationships: vec![BlueprintRelationship {
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target_name: "Voss".into(),
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relationship_type: "colleague".into(),
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valence: RelationshipValence::Positive,
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}],
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||||
};
|
||||
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let ron_str =
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||||
ron::ser::to_string_pretty(&blueprint, ron::ser::PrettyConfig::default()).unwrap();
|
||||
let deserialized: NpcBlueprint = ron::from_str(&ron_str).unwrap();
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||||
assert_eq!(deserialized.name, "Kael");
|
||||
assert_eq!(deserialized.traits.len(), 2);
|
||||
assert_eq!(deserialized.relationships.len(), 1);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn spike_output_round_trips_through_ron() {
|
||||
let output = SpikeOutput {
|
||||
zone_type: "rural".into(),
|
||||
seed: 42,
|
||||
culture: "krenn".into(),
|
||||
npcs: vec![],
|
||||
};
|
||||
|
||||
let ron_str =
|
||||
ron::ser::to_string_pretty(&output, ron::ser::PrettyConfig::default()).unwrap();
|
||||
let deserialized: SpikeOutput = ron::from_str(&ron_str).unwrap();
|
||||
assert_eq!(deserialized.zone_type, "rural");
|
||||
assert_eq!(deserialized.seed, 42);
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
pub mod awareness;
|
||||
pub mod background;
|
||||
pub mod blueprint;
|
||||
pub mod disclosure;
|
||||
pub mod generate;
|
||||
pub mod interaction;
|
||||
|
||||
Reference in New Issue
Block a user