Cross-room transition tests (server/tests/cross_room_transitions.rs):
- T1: sprint suppresses interaction buffer, restores on Walk (D-055)
- T2: CarriedBy survives room transition — no TilePosition leak (D-065)
- T3: pause mid-corridor discards movement, Unpause resumes (D-031)
- T4: KnowledgeGraph persists across player position change (D-041)
- T5: entity knowledge downgrades Direct→KnowsDetails on LOS exit (D-060)
- T6: eavesdrop cut immediately on first movement out of corner (D-071)
- T7: confrontation verb disappears on retreat beyond MID_RANGE=5 (D-057/D-070)
- T8: Sprint blocks eavesdrop accumulation, Careful enables it (D-055+D-071)
All 8 tests pass. Test suite grows from 545 → 563 (18 tests added across sprint).
Tests use direct ECS World + Schedule pattern; T3 uses full App + SimulationPlugin.
Test suite expansion:
- content_scaling.rs: max_npc_pack_behavioral_regression + stress tests (#513)
- golden/proof_room_tick_10.json: updated golden file for gauntlet world changes
- golden_suite.rs, serialization.rs, bridge_ipc.rs, bridge_tcp.rs: adapted to
new world entity count and wire types
- gen_fixtures.rs, perf_bench.rs, content_runtime.rs: minor test adaptations
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
New CognitiveDelay component buffers perception events before emitting
KnowledgeEvents. Normal delay: 6 ticks (0.6s), urgent: 3 ticks (0.3s).
Drain system runs after emit_observation_events, before process_knowledge_events.
Adds pending_recognitions to ObserverSnapshot (protocol v7) for client
fog entity visualization. Includes cancellation when entity leaves LOS.
Monologue fires during delay (not after) per D-060 — cross-system
wiring deferred to follow-up ticket #451.
Ref: D-060 (cognitive delay), D-031 (10 tps), D-059 (fog layers)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three fixes to make the gameplay loop functional end-to-end:
- Add Interactable component to NPC spawn so E-prompt detection works
- Build monologue trigger system (enter_location + time_idle) with
MonologueBuffer/MonologueState components, wire through ObserverSnapshot
as current_monologue field, decode on client and display via HUD
- Change PlayerAction::Interact from unit to struct variant carrying
optional target_entity_id and verb fields
Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures.
All 200 tests pass (170 unit + 30 integration).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implement compute_nearby_interactions system that detects entities
within close (≤2) and mid (≤5) Manhattan distance, computes
available verbs per D-060 spec. NPCs get Talk+Observe at close
range, Observe-only at mid range; PersonOfInterest flips priority.
Objects get Examine. Results populate nearby_interactions[] on
ObserverSnapshot v4. Bump protocol version 3→4. Implements #404.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Filter remembered entities by z-level (Hoshe + Tyre warning)
- Skip remembered ghosts on currently visible tiles (Hoshe warning)
- Bump ObserverSnapshot version to 3 (Tyre suggestion)
- Add edge case tests: visible tile collision, different z-level,
knowledge without position (Hoshe suggestion)
- Regenerate msgpack fixtures for v3
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
VisibleEntity now carries relationship state (D-033 entity color) and
observation type (Visible vs Remembered). compute_observer_snapshot
queries the player's KnowledgeGraph to overlay relationship data on
visible entities and include remembered (not-in-LOS) entities as fog
ghosts at their last known position. Regenerated msgpack fixtures.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace unfiltered generate_snapshot with compute_observer_snapshot
that combines shadowcasting + vision cone to send only visible
entities and tiles. Enforces information asymmetry (D-011): NPCs
behind walls or in the blind spot are excluded from the snapshot.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Client-side Protocol.gd expects rmp_serde::to_vec_named() (maps with
string keys), but LocalBridge was using to_vec() (compact positional
arrays). Fix send_snapshot and update all test serialization calls to
match actual wire format. Also change EOF from Ok(vec![]) to
BridgeError::Transport so bridge systems can detect disconnects.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Length-prefixed MessagePack framing (4-byte BE length + payload),
LocalBridge struct implementing SimBridge trait over Unix domain
sockets, BridgeResource wrapper for ECS integration. Adds Io
error variant to BridgeError. Two integration tests verify
snapshot and input round-trips over real sockets.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>