format_snapshot_text(&ObserverSnapshot) -> String pub-exported from
server crate. Entity labels as kind:entity_id sorted by distance,
room name stubbed as (unknown) until Gauntlet constants land.
10 unit tests. Consumed by tooling/test-client for --text mode.
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>
Add AnomalyMarker component and detect_anomalies() system that flags
entities with KG relationship PersonOfInterest or Contradicted state
for urgent cognitive delay (0.3s vs 0.6s normal). Add
trigger_recognition_monologue() that fires monologue at delay START
(when grey blob appears), not at completion — the monologue IS the
recognition process per D-060. Includes v0.1 fallback recognition
lines and cooldown tracking. Fixes#450, #451.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add CLI argument parsing for test infrastructure: --test-mode enables
deterministic seed (42) and warn-level tracing to stderr, --port allows
OS-assigned ports (--port 0), --seed overrides RNG seed. Prints
LISTENING:{port} to stdout after bind for test harness discovery.
Extracts setup_proof_room() for reuse. Fixes#459.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace HashSet with BTreeSet for visible_ids, sort visible_tiles by
coordinates, sort visible entities in snapshot by entity_id, and sort
movers by Entity bits in validate_movement. Required by D-010 principle 4
(deterministic simulation). Fixes#456, #457, #458.
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>
read_framed() called read_exact() which blocked the entire bevy Update
schedule waiting for client input — no systems ran until a keystroke
arrived. Switch TcpStream to non-blocking mode so receive_inputs()
returns Ok(vec![]) on WouldBlock instead of blocking. Toggle to
blocking for snapshot writes (reliable delivery). Add 50ms frame
throttle (~20 ticks/sec) since the non-blocking loop would otherwise
spin. Downgrade input receive logging to trace, add error logging for
missing bridge resource and failed observer queries.
Fixes bug #1 (server never sends snapshots) and #2 (camera doesn't
center until first keystroke).
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>
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>
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>
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>
Upgrade client protocol bridge from v5 to v6 to match server.
Adds player_stance (4 variants) and player_inventory decode to
ObserverSnapshot. Adds TOGGLE_STANCE_UP/DOWN to InputMapper.
Includes 25 gdUnit4 tests for v6 decode + server serialization
test gap fix.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
When sprinting past a Contradicted entity, queue a delayed retroactive
monologue that fires after ~1.5s: "Wait — something wasn't right back
there." SprintAnomalyQueue component with first-in-wins semantics.
Detection in observer pipeline, processing in monologue system.
Wire MovementProfile, Stance, and SprintAnomalyQueue into player spawn.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add MovementProfile component with per-archetype default stances (D-053).
Sprint stance now explicitly clears the interaction buffer — no verbs
computed or sent during sprint (D-055). Anomaly monologue pipeline is
unaffected (handled by separate system).
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>
Log each received player input at DEBUG level with tick and action,
useful for diagnosing input pipeline issues during live testing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Server was sending visible_tiles without tile type data, so the client
could not distinguish floor from wall in live mode. Add TileKind enum
(Floor/Wall/Door/Object) to VisibleTile, populated from WalkabilityMap
in the NaturalVision perception query. Update test fixtures to include
the new field. Uses #[serde(default)] for backward compatibility.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Extend content loader to read and instantiate real YAML content into
ECS entities. 2-phase spawn pipeline: Phase 1 creates entities with
core components (Want, Tolerance, Contentment, Personality, Tells,
Skills), Phase 2 resolves cross-references (Relationships, Secrets,
Information via KnowledgeGraph, DailyRoutine).
Loads enums, entity attributes, pools, templates, triangles, and NPC
profiles. Handles stub files gracefully. 7 integration tests against
real content files plus edge case tests for invalid data.
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>
- Entity::to_bits() roundtrip test guards against bevy version changes
silently breaking wire IDs (Hoshe #1)
- PROTOCOL_VERSION constant used in test helpers instead of hardcoded 4
- TickRate switch mid-accumulation test verifies Half→Full→Paused→Half
transitions preserve accumulator state correctly (Tyre N3)
- POI mid-range test now asserts priority=1 (Hoshe #4)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Split observer/mod.rs (820 lines) into production code (244 lines) and
tests (480 lines). Reduces module size per Hoshe #3 review item.
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>
- Replace silent Entity::to_bits() fallbacks with tracing::error in
observer.rs and interaction.rs (makes unregistered entities loud)
- Add PROTOCOL_VERSION constant to types.rs, use in observer snapshot
- Document single-observer assumption on NearbyInteractionBuffer
- Document proximity-only (no LOS) limitation on compute_nearby_interactions
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Delete generate_snapshot from bridge/mod.rs — superseded by
perception::observer::compute_observer_snapshot. Not referenced
in any schedule or test.
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>
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>
- Use #[derive(Default)] + #[default] instead of manual Default impls
for FacingDirection, KnowledgeState, RelationshipState, EntityVisibility
- Replace manual modulo check with .is_multiple_of()
- Collapse nested if in shadowcast symmetry check
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fix NpcPlugin system ordering: .before(compute_paths) instead of
.after(advance_tick) so PathRequests are picked up same frame
- Fix stale doc comment in interpretation.rs: system runs BEFORE
knowledge events, not after
- Add TODO(v0.2) on RelationshipGraph about information boundary
limitation for multiplayer
- Document cardinal-only movement as deliberate v0.1 choice
- Add comment on manhattan_distance u32::MAX fallback for cross-z
- Pin pathfinding crate to 4.11
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements ticket #239 for Sprint 3:
- ObservationTrigger enum: RoutineDeviation (NPC not at expected
routine location), Absence (expected location visible but NPC
missing), NewEntity (unknown entity in LOS)
- ObservationEventQueue resource with push/drain/len/is_empty
- generate_observation_events system runs after emit_observation_events
but before process_knowledge_events so it can compare current
snapshot against previous-tick knowledge state
- Populate PerceptionPlugin with ObservationEventQueue resource and
system registration with correct ordering constraints
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements ticket #84 for Sprint 3:
- Replace single bare NPC with 3 distinct NPCs: dock worker (16,13)
with full 4-phase routine and MovementSpeed(2), field tech (14,18)
with partial routine, stationary guard (18,14) with no routine
- Register all entities (player + 3 NPCs) in EntityRegistry
- Populate RelationshipGraph with colleague and rival edges
- Add NpcPlugin to app for routine system registration
- Add multi-entity visibility tests: 3 NPCs in LOS all visible,
NPC behind wall excluded from snapshot
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements ticket #341 for Sprint 3:
- Add DeserializationWithDump and MutexPoisoned variants to BridgeError
- Replace .expect("mutex poisoned") with graceful error propagation
in LocalBridge and TcpBridge (4 locations)
- Log first 256 bytes as hex dump on deserialization failure for
debugging malformed payloads
- Classify errors in receive_bridge_inputs: BrokenPipe/ConnectionReset
→ clean shutdown, MutexPoisoned → shutdown, DeserializationWithDump
→ skip frame (recoverable)
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>
Implements tickets #86, #87, #88 for Sprint 3:
- Replace stub string/f32 NPC fields with typed enums and integer
types for D-010 determinism (WantKind, SecretSeverity, Skill, etc.)
- Add RelationshipGraph global resource with BTreeMap<(StableId,
StableId), RelationshipEdge> for efficient prefix queries
- Add DailyRoutine with phase-based RoutineEntry and PreviousDayPhase
resource for detecting day-phase transitions
- Create NpcPlugin that initializes relationship graph, day-phase
tracking, and registers check_phase_transition system
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>
Wall at (16,14) and NPC at (16,13) for Sprint 2 fog-of-perception
proof. Player starts at (16,16) — NPC hidden behind wall until
player moves around it.
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>
- Register KnowledgePlugin in main.rs and game_loop test (Tyre critical)
- Add KnowledgeGraph component to player spawn (Tyre critical)
- Reset Stale -> Active on fresh direct observation (Hoshe warning)
- Make registry/queue non-optional in emit_observation_events (Tyre/Hoshe)
- Add tracing::warn for missing EntityRegistry entries (Hoshe warning)
- Replace HashSet with Vec for small entity ID lookups (Hoshe suggestion)
- Add const static assertion for KnowledgeConfidence ordering (Hoshe)
- Add is_empty() and known_facts_iter() to KnowledgeGraph (Tyre)
- Add decay_skips_non_minute_ticks and observe_resets_stale tests (Hoshe)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Perception system emits DirectObservation/LeftLOS knowledge events
based on snapshot visibility. Entities entering LOS get Direct
confidence; leaving LOS downgrades to KnowsDetails. System params
are optional for backward compatibility when KnowledgePlugin is not
registered. 28 knowledge graph unit tests included.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implement per-entity KnowledgeGraph component with BTreeMap storage
for deterministic iteration (D-010). StableEntityId + EntityRegistry
for entity identity across save/load. KnowledgeEventQueue + processing
system for decoupled knowledge updates. Decay system runs once per
game-minute. All types conform to D-041 canonical structs.
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>