- Add DoorState component tracking is_open and blocking_tile; add
DoorInteractRequest per-player component consumed by new
process_door_interaction system (toggles walkability each use)
- Add TerminalInteracted event, TerminalInteractedQueue resource,
TerminalInteractRequest component, and process_terminal_interaction
system (emits event on Use verb)
- Add ExamineText(String) component for authored object examine text;
extend process_examine_interaction with object examine path:
uses ExamineText if present, falls back to generic string if absent
- Fix: add Without<ObjectType> filter to npc_query in
process_examine_interaction — previously any entity with TilePosition
was mis-routed through the NPC text generator
- Add SaveStateV1.open_doors: Vec<StableId> with #[serde(default)]
for backward-compatible serialization
- Add "Open"/"Close" → DoorInteractRequest and "Use" →
TerminalInteractRequest dispatch in process_player_input
- 10 integration tests in tests/environmental_interaction.rs covering
all acceptance criteria: door toggle (both directions), open-to-close,
invalid target, readable examine (with/without ExamineText), out-of-range,
terminal event emission, request cleanup, and save state round-trip
Co-Authored-By: Claude Sonnet 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>
Tyre #1: Extract run_dialogue_pipeline() shared helper — eliminates ~60
lines of duplication between process_talk_interaction and
process_dialogue_response (L1-L4 pipeline).
Hoshe #1: process_dialogue_response now updates ActiveDialogue with
current tick on follow-up selection — prevents stale started_tick.
Tyre #4: process_dialogue_response now updates InteractionMemory on
follow-up — multi-turn conversations are visible in history.
Hoshe #6 / Tyre #6: handle_dialogue_response adds server-side range
check (CLOSE_RANGE), matching Talk/Confront pattern (D-010 info
boundary).
Hoshe #2: Weighted selection fallback replaced with unreachable!() —
score_line always returns >= 1, so the fallback was dead code.
Hoshe #3: assert!(false, ...) → panic!() in serialization.rs (clippy).
Hoshe #4: SetFacing and TeleportToHub added to roundtrip test.
Hoshe #5: setup_dialogue_response_world inlined (trivial pass-through).
Tyre #2: Doc comment on DialogueCooldownTracker explains per-player-global
design choice (line IDs are NPC-scoped per D-035, no collision risk).
Tyre #3: CONFRONTATION_LINES comment updated with TODO for D-028/D-035
migration.
Tyre #5: DialogueResponse fixture added for cross-language GDScript
testing (input_dialogue_response.msgpack).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Move dialogue system registrations from BridgePlugin to NpcPlugin (#538):
game logic that depends on NPC-layer resources now registers where it
belongs. BridgePlugin retains only wire protocol concerns.
Implement DialogueResponse verb handler (#539): new process_dialogue_response
system runs the full D-028 four-layer pipeline to select follow-up lines
when the player picks a dialogue option. Clears ActiveDialogue when no
candidates remain. Fix latent schedule ambiguity — emit_observation_events
now has explicit .before(advance_tick) constraint.
Verify trust-gated gossip pipeline (#171): confirmed process_talk_interaction
correctly passes KnowledgeConfidence through relationship_to_trust() per
D-075. Added integration tests for Secret-tier access (Friendly+KnowsDetails)
and Surface-only fallback (Friendly+Suspects).
Wire DialogueCooldownTracker into selection (#338): added regression test
confirming no line_id repeats within the 600-tick cooldown window across
10 consecutive Talk interactions.
Closes#538, #539, #171, #338
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Follow verb on interaction dispatcher. FollowTarget component tracks
target entity, proximity ticks, and LOS-lost ticks. update_follow_state
system: observation events fire at double frequency while following,
NPC suspicion increases via stress when player within 2 tiles for 60+
ticks (configurable). Follow ends on LOS lost timeout, suspicion
threshold crossed, or player issues different action. FollowStateWire
emitted in ObserverSnapshot for client HUD.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Server-side infrastructure for information asymmetry in dialogue.
NPCs display role labels (Worker, Supervisor, Patron) instead of
real names until the player explicitly learns them via KG lookup.
NpcColorIndex (stable_id % 8) persists across name reveal.
ConversationEvent and DialogueResponseEvent carry display names +
color indices on the wire with serde(default) for compat.
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>
process_player_input processed movement commands regardless of tick
rate, causing the camera to drift from the player when the game was
paused and the player held direction keys. Add PlayerAction::is_movement()
helper and a paused guard that skips movement actions while TickRate is
Paused. Pause/Unpause commands still process normally.
Fixes bug #3 (player moves while game is paused).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Critical fixes:
- Add PendingRecognitionWire serialization roundtrip test
- Check Option return from delay.cancel() before logging
- InputQueue capacity limit (1000) with drop-oldest and warning
- TODO in observation.rs references ticket #450
Warning fixes:
- Hot-reload guards against invalid/empty content root
- Location header mismatch warning in line pool indexing
- walk_yaml() depth limit (100) against symlink loops
- Consecutive reload failure counter (warns after 5+)
Test additions:
- Negative prerequisite filtering test for monologue lines
- Integration test for pending_recognitions in observer snapshot
- Eavesdrop threshold ordering assertion (Careful < default)
Documentation:
- Playtesting expectation comments on delay constants
- is_pending() scalability note for future NPC cognitive delay
- ID format regex validation in line pool spec
- BTreeMap vs sort() ordering clarification in loader
- Multiplayer TODO in relationships.rs references D-010
- ContentSlug ticket #452 filed for entity slug resolution
394 tests, 0 failures.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>
Replace binary paused flag with TickRate enum (Full/Half/Paused)
per D-052. Full rate advances every frame, Half every 2 frames
via fractional accumulation, Paused blocks all advances. Add
SetTickRate player action for client-driven rate changes.
Implements ticket #406.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
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>