- Fail on encode errors instead of silently writing empty .msgpack files
- Fail test on missing/empty fixture dir instead of silent skip
- Add all missing action variants (MoveSouth, MoveEast, MoveWest,
Unpause, ToggleStanceDown, WalkAway) to GDScript fixture generator
- Add GDScript fixture staleness check to make pre-pr
- Validate repo root detection before writing outside client/
- Add file.flush() before close in headless mode
- Document fixture failure recovery in DEVOPS.md
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>
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>
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>
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>
- 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>
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>
Expand wire protocol with version field, GameTime (day/phase/paused),
FacingDirection (8-directional), VisibleTile, VisibilitySector
(Forward/Peripheral), and visibility tag on VisibleEntity.
Regenerate all msgpack fixtures for client compatibility.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Tyre #1: Added Rust-generated input_batch_two.msgpack fixture for
bidirectional D-030 Layer 1 symmetry (Vec<PlayerInput>).
Tyre #2: Added all_fixtures_deserialize Rust test that reads every
.msgpack fixture and verifies it deserializes (corruption guard).
Hoshe #3: Added test_decode_snapshot_malformed_entities_counted test
verifying the decode_errors counter on D-010 boundary violations.
45 client tests, 54 server tests pass.
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>
Add diagonal PlayerAction variants (MoveNortheast, MoveNorthwest,
MoveSoutheast, MoveSouthwest) and TilePosition::all_neighbors()
returning all 8 surrounding tiles. Genre-expected for immersive sim.
Establishes the movement pattern before pathfinding is built on top.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add roundtrip tests for all PlayerAction variants (Hoshe #6)
- Add roundtrip tests for all EntityKind variants (Hoshe #6)
- Add day wraparound at midnight edge case test (Hoshe #7)
- Add day() calculation test (Hoshe #7)
- Add out-of-order input rejection test (Hoshe #7)
- Total: 15 → 20 tests
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>