Commit Graph
6 Commits
Author SHA1 Message Date
jpmschweitzer 4bdcc8c3fa Merge remote-tracking branch 'origin/ci'
# Conflicts:
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_0.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_127.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b31m1.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_2b32.msgpack
#	client/tests/fixtures/msgpack/snapshot_boundary_tick_32767.msgpack
#	client/tests/fixtures/msgpack/snapshot_empty.msgpack
#	client/tests/fixtures/msgpack/snapshot_multi_entity.msgpack
#	client/tests/fixtures/msgpack/snapshot_one_npc.msgpack
#	client/tests/fixtures/msgpack/snapshot_player.msgpack
#	client/tests/fixtures/msgpack/snapshot_v2_full.msgpack
#	server/Cargo.toml
#	server/src/bridge/text_renderer.rs
#	server/src/bridge/types.rs
#	server/src/perception/observer/mod.rs
#	server/src/simulation/path_follow.rs
#	server/tests/bridge_ipc.rs
#	server/tests/bridge_tcp.rs
#	server/tests/gen_fixtures.rs
#	server/tests/serialization.rs
2026-02-19 15:35:56 +01:00
jpmschweitzerandClaude Opus 4.6 3d306b8a2b feat(ci): add tracing::instrument to heavy per-tick systems, fix stale protocol comment (#344, #527)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 14:55:00 +01:00
jpmschweitzerandClaude Sonnet 4.6 8e00db2b2d feat(simulation): #94 #99 active tier filtering and transition system
#94 — Active tier simulation (complete):
- Add ActiveSim marker to all 9 test world room NPC spawns
- Fix test entities in routine.rs and path_follow.rs to include ActiveSim
  so With<ActiveSim> queries match correctly in unit tests

#99 — Tier transition logic (complete):
- Implement update_tier_markers system in tier.rs
- Promotes/demotes tier markers by manhattan distance from PlayerCharacter:
  ≤40 tiles → ActiveSim, ≤120 → BackgroundSim, beyond → StateSaved
- Handles cross-z-level as u32::MAX (effectively unreachable)
- No-op when no PlayerCharacter entity present (headless tests safe)
- 11 new unit tests covering all distance bands and boundary cases
- TierPlugin now registers the system after movement::validate_movement

Also picks up extended test coverage added by hoshe:
- observer/tests.rs — 230 lines of perception observer tests
- sound.rs — additional sound event integration tests

All 548 tests pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-02-19 13:54:37 +01:00
jpmschweitzerandClaude Opus 4.6 066f8031fd feat(simulation): sprint 12 server — tier system, sound events, KG access, line previewer
Implements 4 completed tickets + partial progress on 2 more:

- #93 Tier marker components (ActiveSim, BackgroundSim, StateSaved + TierPlugin)
- #138 Information tag schema (ObserverAccess enum in knowledge/types.rs)
- #124 Sound event system (SoundEventEmitter, SoundEventQueue, bridge wiring)
- #193 Line previewer CLI (line_preview binary with filter/explain/sequence modes)
- #94 Active tier simulation (in progress — With<ActiveSim> filters)
- #139 Component-level access control (in progress — filter_by_access)

Updates snapshot fixtures and test golden files for new sound_events field.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 13:33:23 +01:00
jpmschweitzerandClaude Opus 4.6 d0663c4193 refactor(server): apply rustfmt and clippy suggestions
Formatting pass across simulation, perception, knowledge, NPC, and
test modules. Includes two clippy fixes in monologue.rs (.values()
instead of for (_, v) pattern).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:40:43 +01:00
jpmschweitzerandClaude Opus 4.6 f899624103 feat(simulation): add A* pathfinding and NPC path following
Implements tickets #237 and #238 for Sprint 3:
- Add pathfinding crate dependency for A* algorithm
- PathRequest component triggers compute_paths system which uses
  cardinal-neighbor A* with manhattan distance heuristic
- ComputedPath component with step navigation (next_step, advance,
  is_complete) and PathBlocked marker for no-route cases
- MovementSpeed component throttles NPC movement (ticks_per_step)
- follow_paths system advances NPCs along computed paths, creating
  MoveIntent per step; cleanup_path_blocked removes markers after
  one tick
- System ordering: input → compute_paths → follow_paths →
  validate_movement → cleanup_path_blocked → advance_tick

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 17:51:27 +01:00