tell_state reads KG for other-entity relationship state (MVP boundary
per D-082). Contradiction monologue fires with pre-resolved entity names,
shifts ToldBy source to PersonOfInterest. Full THE FRIEND arc event chain.
Implements D-082 step 1, D-083 event chain.
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
- 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>
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>
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>
Replace string-matching disconnect detection with explicit
BridgeError::Disconnected variant. Add TcpBridge::accept_on(listener)
that takes a pre-bound TcpListener, eliminating the 100ms sleep hack
in TCP tests. Send errors now also trigger ServerRunning=false.
Add trace logging to generate_snapshot for entity count visibility.
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>
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>