tick_economy_simulation was ordered .after(advance_tick) which created a
cycle: observer_snapshot → send_snapshot → advance_tick → tick_economy →
observer_snapshot. Moved to .after(process_player_input) instead — the
economy checks time.tick which works regardless of advance order.
Also removed the .after(tick_economy_simulation) from handle_debug_commands
that was added during Sprint 34 review — same cycle root cause.
This is a symptom of #843 (ad-hoc ordering is fragile). Pair session
scheduled to replace with system set phases.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Widen EventPort tick methods from u32 to u64 (prevents overflow)
- Add is_identity() guard on hot-path String allocation in modifiers
- Replace Vec::remove(0) with VecDeque::pop_front() in price history
- Add .after(tick_economy_simulation) ordering for debug commands
- Fix stale PROTOCOL_VERSION assertion (20 → 21) in serialization test
- Add D-181 Phase 2 visibility scope comment on serve_econ_state_query
- Eliminate double lookup in rebuild_signals via single-pass extraction
- Track economy seed TODO with backlog ticket reference
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Fix all Clippy warnings across the server codebase (2411 insertions, 1341
deletions). Raise type-complexity-threshold to 750 and too-many-arguments
to 12 in .clippy.toml for idiomatic Bevy ECS system signatures. The server
now passes `cargo clippy -- --deny warnings` cleanly.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Delete the hand-authored YAML content pipeline (server/src/content/) superseded
by the v0.2 generator-first approach (D-122, D-128). Runtime ECS types that were
co-located with content loading have been extracted to dedicated simulation modules:
- simulation/triangle.rs: TriangleState, TriangleCrisisEventQueue, tick/resolve systems
- simulation/line_pool.rs: LinePoolIndex, AccessTier, TrustTier, Mood, LinePoolIndexResource
- simulation/knowledge_grant.rs: KnowledgeGrant, Prerequisites
Monologue systems (trigger_monologue, trigger_recognition_monologue,
trigger_event_monologue) now use hardcoded fallback lines only; the
ContentStoreResource branch and select_pool_line function are removed.
Deleted: content/{loader,types,line_pool,hot_reload,spawn,instantiation,entanglement,mod}.rs
Deleted: tests/{content_loading,content_runtime,content_scaling,template_instantiation,template_schema}.rs
Deleted: bin/line_preview.rs (v0.1 tool)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add character_archetype to StartupMessage with serde default (Detective)
- Bump PROTOCOL_VERSION to 19
- Add escalate_tells_on_activation() and expire_routine_deviations() systems
- RoutineDeviation inserted on triangle NPCs with 300-tick TTL
- Add TickerPool resource with deterministic SimRng rotation (200 ticks)
- Emit current_ticker in ObserverSnapshot when player is in bar zone
- Load ticker YAML from district content directories
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Spatial chain for Sprint 23 (#576, #577, #578):
- TileKind enum (Floor/Wall/Void/Restricted) on WalkabilityMap with
set_tile_kind/tile_kind API, backward-compatible with existing
is_walkable/set_walkable
- Location YAML tile format: tiles as string arrays (F/W/V/R chars),
load_location_tiles() stamps tile data onto WalkabilityMap from
ContentStore on production startup
- Chunk streaming system: ChunkLoadRadius + ChunkStreamingCadence
resources, loads/unloads chunks around player position on cadence.
v0.1 radius covers full district (no streaming stutter)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New test_world room with two zones (Terminal/Corridor) separated by
a door. Adds ZoneCrossEventQueue resource and detect_zone_crossings
system to fire events when the player crosses zone boundaries.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Follow-up to b6a9b78: register TerminalInteractedQueue resource and
door/terminal interaction systems in SimulationPlugin; add door state
save/load in save_io (open doors round-trip through SaveStateV1);
make WalkabilityMap param optional in process_door_interaction so
plugin-only tests work without a loaded map; fix information_boundaries
test missing open_doors field.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Registers tick_triangle_escalation and apply_resolve_triangle systems
in SimulationPlugin. Adds TriangleCrisisEventWire to ObserverSnapshot
(protocol v16) for future client rendering of triangle crises (#250,
D-087). Observer emits empty vec by default; escalation system will
populate when triangles reach Active phase.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Protocol handshake (#555): HandshakeMessage as first IPC frame,
HandshakeState resource, forward-compatible input handling.
State serialization (#96): serialize_npc_to_frozen/deserialize with
full D-024 axis coverage (10 new optional fields on NpcSaveState).
Scope tags (#98): ScopeTagKind enum, ScopePinned marker, automatic
assignment from KnowledgeGraph and RelationshipGraph.
Timestamp eviction (#97): LastInteractionTick, SimSpacePressure,
BinaryHeap LRU eviction respecting ScopePinned entities.
Save/load (#553): save_to_file/load_from_file via MessagePack,
SaveGame/LoadGame IPC commands, SaveLoadResultWire on snapshot.
Test infrastructure (#200): Layer 3 integration test entry point,
three-layer architecture documented per D-030.
Information boundary tests (#272): 4 negative tests proving no
passive KG leakage, LOS fog holds, tier boundary holds, save
isolation per NPC.
1063 tests passing, 0 failures.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Background tier state machines (#95), NPC vision (#115), player-
awareness behavior (#244), skill system & combat flag (#91), social
propagation (#249), examine mechanic (#242), character pressure
framework (#248), save state data model (#256), tell state wiring
(#337). Protocol version bumped 13→14 for examine_result and
character_pressure snapshot fields.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
transfer_npc_knowledge system runs after conversations with trust-gated
fact exchange, confidence capping at KnowsOf, ToldBy source construction.
POI data model with PointOfInterest component and proximity-based discovery
via KnowledgeGranted events. Implements D-080. Closes Q-024.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Register all new systems in NpcPlugin and SimulationPlugin with correct
ordering constraints. Protocol bumped to v13: tell_state on VisibleEntity,
follow_state and PostConversationQueue on ObserverSnapshot, Follow verb
on VerbKind. Observer snapshot populates tell state from DerivedTellState
and follow state from FollowTarget. System ordering: tolerance after
mood, deviation after activity, tell after mood+deviation, follow after
visibility geometry, event monologue after conversations.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements server-authoritative per-word occlusion for NPC conversations.
ConversationEventBuffer drains into ObserverSnapshot each tick so the client
receives only words audible from the player's position. Updates test fixtures
to include the new conversation_events and conversation_ended fields.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Server-tracked zone_id on VisibleTile for D-073 zone crossfade and
D-059 deep fog temperature tint. ZoneMap resource backed by BTreeMap,
observer enrichment in snapshot assembly. Backwards-compatible: v10
payloads deserialize with zone_id: None.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
Warnings fixed:
- contraband.rs: scan event now always emits even when NPC already
knows (was skipped by early `continue`). Contract matches doc.
- test_world/mod.rs: ScanEventBuffer added to player spawn bundle
so check_contraband_scan doesn't silently no-op in gauntlet mode.
- npc/mod.rs → simulation/mod.rs: moved check_contraband_scan
registration to SimulationPlugin (operates on player inventory and
snapshot pipeline, consistent with process_talk_interaction).
Suggestions addressed:
- cross_room_transitions.rs T1: clarified standalone position vs
constants.rs observer position in comment.
- dialogue.rs: Vec<&str> dedup replaced with BTreeSet<&str> for
deterministic iteration (project convention).
- contraband.rs: added test for multiple simultaneous ScanAuthority
NPCs in range (564 tests total).
- dialogue.rs: doc-comment on relationship_to_trust explaining
KnowledgeConfidence ordering and Suspects default.
- cross_room_transitions.rs T5: noted direct KG API usage vs full
perception system.
- sprint_gauntlet.rs: documented intentional Contentment { level: 0 }.
- content_scaling.rs: noted GAUNTLET_NPC_COUNT is manually maintained.
- contraband.rs: doc-comment on cross-plugin registration rationale.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implement full dialogue selection pipeline (D-028): 4-layer filtering
engine with access tier, situation derivation, trust tier, and weighted
topic+mood scoring via SimRng. Add ContentSlug component for stable
content identity across save/load. Add walk-away KG recording with
IncompleteInteraction events per D-064 three-phase consequences. Bump
protocol to v8 with DialogueResponseEvent. Fixes#305, #427, #452.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New ListeningFocus component tracks stationary_ticks for eavesdrop
mechanic. Increments when position unchanged, resets on movement.
Sprint stance blocks accumulation, Careful reduces threshold from
30 to 20 ticks. Registered in SimulationPlugin after validate_movement.
17 tests covering all stances, thresholds, and edge cases.
Ref: D-053 (stance system), D-018 (sound model)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implement physical inventory system per D-065:
- CarriedBy(StableId) component marks items as carried by an entity
- ItemName and InventorySlot components for display and slot assignment
- Take verb: removes TilePosition, adds CarriedBy + InventorySlot
- Place verb: removes CarriedBy + InventorySlot, adds TilePosition
- Observer snapshot populates player_inventory from carried items query
- Info boundary: carried items lack TilePosition, naturally excluded
from all spatial queries (visibility, interactions) for other entities
- 9-slot capacity (3x3 grid per OQ-24), auto-assigns first free slot
- 8 new tests covering take, place, sequential slots, full rejection
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>
Extract visibility geometry into a separate system behind a
PerceptionQuery trait, enabling D-017 perception mode swapping.
Two-stage pipeline: compute_visibility_geometry writes to
VisibilityGeometry resource, compute_observer_snapshot reads it.
Remove KnowledgeGraph from compute_nearby_interactions (simulation
phase boundary violation). Verb availability stays in simulation;
POI-based priority adjustment moves to observer via
apply_poi_verb_priority helper.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Per-entity Component attached to PlayerCharacter instead of global
Resource. Makes the interaction buffer multiplayer-ready (D-009) —
each observer gets their own buffer without pipeline refactoring.
Updated all 8 files touching the buffer: system signatures, player
spawn bundles, and ~30 test spawn sites.
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>
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>
Snapshot for tick N should show state at END of tick N. Reorder systems
so generate_snapshot runs after validate_movement but before
advance_tick. Previously snapshot.tick was the incremented tick,
not the tick whose inputs were processed. Also fix main.rs accept
error to log address context before exiting.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements the full server-side tick pipeline:
- process_player_input drains InputQueue, converts PlayerActions to
MoveIntent components or pause/unpause toggles
- generate_snapshot builds ObserverSnapshot from ECS state with
render coordinate conversion
- receive_bridge_inputs/send_bridge_snapshot handle bridge I/O with
graceful disconnect detection via ServerRunning resource
- main.rs now accepts TCP connections and runs a proper game loop
- PlayerCharacter marker, Player EntityKind, SnapshotBuffer resource
Closes server side of #81, #82, #83.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
TilePosition component with discrete grid coordinates, flat-storage
WalkabilityMap resource with O(1) can_move_to() lookup, MoveIntent
component and validate_movement system. Movement validated against
walkability map each tick, blocking all NPC and player movement
through unwalkable tiles. 11 unit tests + 1 integration test.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>