Compare commits
@@ -8,7 +8,7 @@ description: >
|
||||
existing PR was updated. NEVER merges the PR into main — this skill only
|
||||
pushes to the branch and manages the PR lifecycle.
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||||
user-invocable: true
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||||
allowed-tools: Bash, Read, Grep, Glob, AskUserQuestion
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||||
allowed-tools: Bash, Read, Grep, Glob, AskUserQuestion, Skill
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||||
---
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||||
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||||
# Push PR Skill
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||||
@@ -34,17 +34,29 @@ git branch --show-current
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||||
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||||
If on `main`, stop: "You're on main. Switch to a team branch first."
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||||
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### 2. Check for unpushed commits
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### 2. Commit uncommitted changes
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||||
|
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```bash
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git status
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||||
```
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||||
|
||||
If there are uncommitted changes (staged or unstaged), run the **commit skill**
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||||
first. Use the `/commit` skill to group changes into logical commits with
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proper conventional commit messages. Wait for commit to complete before
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proceeding.
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||||
|
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If the working tree is clean (no uncommitted changes), skip to step 3.
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### 3. Check for unpushed commits
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```bash
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git fetch --all
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git status
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git log --oneline origin/<branch>..<branch>
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```
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If no unpushed commits, skip to step 4 (PR check).
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If no unpushed commits, skip to step 5 (PR check).
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### 3. Check for conflicts with main
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### 4. Check for conflicts with main
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```bash
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git merge-tree --write-tree origin/main HEAD 2>&1
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@@ -59,7 +71,7 @@ git merge origin/main --no-edit
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If merge conflicts, **stop and report** — let the user resolve.
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If clean, continue.
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### 4. Push
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### 5. Push
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||||
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```bash
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git push origin <branch>
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@@ -67,7 +79,7 @@ git push origin <branch>
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If push fails, stop and report. Never force-push without explicit request.
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### 5. Check for existing PR
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### 6. Check for existing PR
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```bash
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tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --output simple
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@@ -76,9 +88,9 @@ tea pr list --login schweitz --repo jpmschweitzer/settled-reach --state open --o
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Match current branch name in PR list.
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- **PR exists**: Report "Pushed N commits to `<branch>`. PR #X updated." Done.
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- **No PR**: Continue to step 6.
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- **No PR**: Continue to step 7.
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|
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### 6. Create a new PR
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### 7. Create a new PR
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|
||||
```bash
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git log --oneline main..<branch>
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@@ -103,7 +115,7 @@ tea pr create \
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Report PR URL when done.
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### 7. Update ticket status to review
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### 8. Update ticket status to review
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Scan all commit messages in the PR for ticket references (`#NNN`):
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||||
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||||
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@@ -1,12 +1,12 @@
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---
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||||
name: start-sprint
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description: >
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Start sprint work on a team branch, or close a sprint from main. Use when
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the user says "start sprint", "start working on the server/client/copy",
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"begin sprint", or invokes /start-sprint. On a team branch: merges main,
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finds the active sprint, reads the briefing, presents the work plan. On
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main: closes the active sprint, bumps the version (v0.1.N), updates the
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changelog, tags, and pushes.
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||||
Manage the sprint lifecycle from main, or start sprint work on a team
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||||
branch. Use when the user says "start sprint", "start working on the
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server/client/copy", "begin sprint", or invokes /start-sprint. On main:
|
||||
assesses sprint state and does the next right thing (close, activate, or
|
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guide). On a team branch: merges main, loads the briefing, presents the
|
||||
work plan.
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user-invocable: true
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||||
allowed-tools: Bash, Read, Grep, Glob, TeamCreate, Task, TaskCreate, TaskUpdate, TaskList, SendMessage, AskUserQuestion
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---
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||||
@@ -32,12 +32,22 @@ the team branch workflow (steps 2–8).
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|
||||
---
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## Main branch workflow (sprint close + version bump)
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## Main branch workflow (sprint lifecycle management)
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|
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When `/start-sprint` is run on `main`, it means the user wants to close
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the current sprint, cut a version, and prepare for the next one.
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When `/start-sprint` is run on `main`, assess the current sprint state
|
||||
and do the next right thing. Query the database to determine the state:
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### M1. Close the active sprint
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```bash
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db/connectors/sqlite-query "SELECT id, name, status FROM sprints ORDER BY id DESC LIMIT 3"
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```
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Then follow the **first matching case**:
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### Case A: An active sprint exists
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The active sprint needs to be closed before moving on.
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#### A1. Close the active sprint
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```bash
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db/connectors/sprint stop
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@@ -46,11 +56,17 @@ db/connectors/sprint stop
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This marks the active sprint as completed and lists carry-over candidates.
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Note the sprint number (N) from the output.
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### M2. Bump the version
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#### A2. Bump the version
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The project version scheme is `v0.1.{sprint_number}`. After closing
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sprint N, the version is `v0.1.N`.
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Update `project.yaml`:
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||||
- Set the `version` field to `0.1.N` (this is the source of truth).
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||||
Update `server/Cargo.toml`:
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||||
- Set `version = "0.1.N"` in `[package]`.
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||||
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Update `CHANGELOG.md`:
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||||
- Move all entries under `## [Unreleased]` into a new section
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`## [v0.1.N] — YYYY-MM-DD` (using today's date).
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@@ -58,32 +74,66 @@ Update `CHANGELOG.md`:
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- Keep the existing sub-headings (Added, Fixed, Changed, Removed) —
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only move entries that have content.
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### M3. Commit the release
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#### A3. Commit the release
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||||
Stage and commit `CHANGELOG.md`:
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Stage and commit `project.yaml`, `server/Cargo.toml`, and `CHANGELOG.md`:
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```
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chore(meta): release v0.1.N
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```
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### M4. Tag the release
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#### A4. Tag the release
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||||
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||||
```bash
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git tag v0.1.N
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```
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### M5. Push
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#### A5. Push
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||||
```bash
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||||
git push && git push --tags
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||||
```
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||||
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### M6. Report
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||||
#### A6. Check for a planned sprint
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Output a summary:
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- Sprint closed (name, done/total tickets, carry-over count)
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||||
- Version tagged (`v0.1.N`)
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- Carry-over candidates (if any)
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||||
- Suggest running `/plan-sprint` next to prepare the next sprint
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||||
After closing, re-query the database. If a sprint in `planning` status
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||||
exists, continue to **Case B**. Otherwise, report the close and suggest
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||||
running `/plan-sprint`.
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||||
|
||||
---
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||||
|
||||
### Case B: No active sprint, but a planned sprint exists
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||||
|
||||
A sprint is ready to activate. Verify it looks complete:
|
||||
|
||||
1. Check that briefing files exist at `docs/sprints/sprint-N/`:
|
||||
```bash
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||||
ls docs/sprints/sprint-N/
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||||
```
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||||
2. Check the ticket count:
|
||||
```bash
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||||
db/connectors/sprint status --sprint N
|
||||
```
|
||||
|
||||
If briefings are missing or the sprint has 0 tickets, report the gap
|
||||
and suggest running `/plan-sprint` to complete planning.
|
||||
|
||||
If everything looks ready, activate the sprint:
|
||||
|
||||
```bash
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||||
db/connectors/sprint start
|
||||
```
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||||
|
||||
Then report:
|
||||
- Sprint activated (name, ticket count per team)
|
||||
- Remind the user to switch to a team branch and run `/start-sprint`
|
||||
there (or `cd` into the relevant worktree)
|
||||
|
||||
---
|
||||
|
||||
### Case C: No active sprint and no planned sprint
|
||||
|
||||
Nothing is ready. Report the state and suggest running `/plan-sprint`
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||||
to plan the next sprint.
|
||||
|
||||
---
|
||||
|
||||
|
||||
@@ -6,6 +6,27 @@ Format based on [Keep a Changelog](https://keepachangelog.com/).
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||||
|
||||
## [Unreleased]
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||||
|
||||
## [v0.1.10] — 2026-02-19
|
||||
|
||||
### Added
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||||
- `project.yaml` — technical project descriptor with version, architecture, simulation, and content model as the canonical version source of truth
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||||
- Scratchpad: asset generation pipeline idea (registry, status tracking, prompt versioning, pre-sprint cohesion)
|
||||
- Scratchpad: remote terminal proxy idea for mobile monitoring of Claude Code permission prompts and interactive elements
|
||||
- `make perf-baseline` — full plugin stack tick benchmark (50 measured ticks, 5 warmup) capturing per-tick timing, entity counts, process RSS, and shadowcast benchmarks; outputs structured JSON to `tests/perf/baseline.json` with `--compare` mode for regression detection (>20% threshold, D-026 budget check)
|
||||
- Michroma font integration (#517) — Michroma-Regular.ttf as game font with +1px tracking FontVariation, global Theme with cyan-white (#E0F7FA) implant text color, IMPLANT_TEXT_COLOR/DIM/PULSE constants
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||||
- Mouse-relative facing and movement (#526, D-054) — mouse position determines facing direction (client-side float), WASD remapped to cursor-relative (W=toward, S=away, A/D=strafe), SET_FACING action sends octant to server, smooth facing indicator rotation
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||||
- Room reset client UX (#502) — amber reset_plate tile type, 0.15s screen flash on room reset, 'Reset Room' interaction verb
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||||
- Auto-checklist progress tracking (#503) — ChecklistEvaluator parses room YAML and evaluates 7 condition types against GameState with latching, ChecklistOverlay renders progress in gauntlet mode only, 48 new tests
|
||||
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||||
### Changed
|
||||
- `push-pr` skill now runs `/commit` first when uncommitted changes are detected
|
||||
- Insert open/close now sends explicit PauseSimulation/ResumeSimulation (#518, D-058) — replaces toggle-style pause with idempotent pair
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||||
- Interaction list colors reference Constants.IMPLANT_TEXT_COLOR instead of hardcoded values
|
||||
- World radial menu uses theme font instead of ThemeDB.fallback_font
|
||||
|
||||
### Fixed
|
||||
- Bidirectional relationship check (#515) — Check 9 tested `target in npc_rels` which missed NPCs with no relationship entries; changed to `target in self.npcs`
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||||
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||||
## [v0.1.9] — 2026-02-18
|
||||
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||||
### Fixed
|
||||
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||||
@@ -3,7 +3,8 @@
|
||||
A top-down immersive sim — occlusion-based detective game with combat elements, set in an original science fiction universe. Single-character perspective, asymmetric information as core mechanic, Rimworld-style storyteller. Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC (D-020).
|
||||
|
||||
**Official Title:** The Settled Reach (D-021)
|
||||
**Repository name:** commonwealth (historical code name, retained for path stability)
|
||||
**Repository name:** settled-reach (formerly commonwealth, renamed for clarity)
|
||||
**Version source of truth:** `project.yaml` (root `version` field, scheme: `0.1.{sprint_number}`)
|
||||
|
||||
## Project Structure
|
||||
|
||||
|
||||
@@ -6,7 +6,8 @@ GODOT := $(shell command -v godot4 2>/dev/null || command -v godot 2>/dev/null)
|
||||
pre-pr pre-pr-lint pre-pr-build pre-pr-test pre-pr-validate pre-pr-fixtures \
|
||||
pre-pr-server pre-pr-client pre-pr-content \
|
||||
fixtures-client golden-diff golden-update \
|
||||
checklist-validate checklist-generate
|
||||
checklist-validate checklist-generate \
|
||||
perf-baseline
|
||||
|
||||
# --- Configuration ---
|
||||
|
||||
@@ -44,6 +45,7 @@ help:
|
||||
@echo " make golden-update Regenerate golden file and stage for commit"
|
||||
@echo " make checklist-validate Validate checklist YAML against schema"
|
||||
@echo " make checklist-generate Validate checklists + print condition summary"
|
||||
@echo " make perf-baseline Run performance benchmarks and save baseline"
|
||||
@echo ""
|
||||
@echo " make pre-pr Run all pre-PR checks (lint, build, test, validate, fixtures)"
|
||||
@echo " make pre-pr-server Server-scoped pre-PR (lint, build, test, fixtures)"
|
||||
@@ -280,6 +282,9 @@ checklist-validate:
|
||||
checklist-generate:
|
||||
@tooling/validate-checklist
|
||||
|
||||
perf-baseline:
|
||||
@tooling/perf-baseline
|
||||
|
||||
content-ron:
|
||||
cd tooling/content-converter && cargo build --release
|
||||
tooling/content-converter/target/release/content-converter --input content --output content-ron --verbose
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,93 @@
|
||||
Copyright 2011 The Michroma Project Authors (https://github.com/googlefonts/Michroma-font)
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
https://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
@@ -0,0 +1,8 @@
|
||||
[gd_resource type="FontVariation" load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="FontFile" path="res://assets/fonts/Michroma-Regular.ttf" id="1_base"]
|
||||
|
||||
[resource]
|
||||
base_font = ExtResource("1_base")
|
||||
spacing_glyph = 1
|
||||
spacing_space = 1
|
||||
@@ -0,0 +1,20 @@
|
||||
[gd_resource type="Theme" load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="FontVariation" path="res://assets/fonts/michroma_ui.tres" id="1_font"]
|
||||
|
||||
[resource]
|
||||
default_font = ExtResource("1_font")
|
||||
default_font_size = 14
|
||||
|
||||
Label/colors/font_color = Color(0.878, 0.969, 0.98, 1)
|
||||
Label/font_sizes/font_size = 14
|
||||
|
||||
RichTextLabel/colors/default_color = Color(0.878, 0.969, 0.98, 1)
|
||||
RichTextLabel/font_sizes/normal_font_size = 14
|
||||
|
||||
Button/colors/font_color = Color(0.878, 0.969, 0.98, 1)
|
||||
Button/colors/font_hover_color = Color(0.91, 0.773, 0.278, 1)
|
||||
Button/font_sizes/font_size = 14
|
||||
|
||||
LineEdit/colors/font_color = Color(0.878, 0.969, 0.98, 1)
|
||||
LineEdit/font_sizes/font_size = 14
|
||||
@@ -24,6 +24,11 @@ UIStrings="*res://scripts/autoloads/ui_strings.gd"
|
||||
FogState="*res://scripts/autoloads/fog_state.gd"
|
||||
AudioManager="*res://scripts/autoloads/audio_manager.gd"
|
||||
|
||||
[gui]
|
||||
|
||||
theme/custom="res://assets/theme/game_theme.tres"
|
||||
theme/custom_font="res://assets/fonts/michroma_ui.tres"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=1920
|
||||
@@ -111,6 +116,11 @@ bug_report={
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194343,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
teleport_hub={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194317,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=19 format=3 uid="uid://bswrmh7w8dbgm"]
|
||||
[gd_scene load_steps=20 format=3 uid="uid://bswrmh7w8dbgm"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
|
||||
[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
|
||||
@@ -17,7 +17,8 @@
|
||||
[ext_resource type="PackedScene" path="res://ui/dialogue_box.tscn" id="15_dialogue"]
|
||||
[ext_resource type="Script" path="res://scripts/rendering/fog_entities.gd" id="16_fogent"]
|
||||
[ext_resource type="PackedScene" path="res://ui/gauntlet_hud.tscn" id="17_gauntlet"]
|
||||
[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="18_bugreport"]
|
||||
[ext_resource type="PackedScene" path="res://ui/checklist_overlay.tscn" id="18_checklist"]
|
||||
[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="19_bugreport"]
|
||||
|
||||
[node name="Game" type="Node2D"]
|
||||
script = ExtResource("1_main")
|
||||
@@ -136,6 +137,9 @@ layer = 20
|
||||
; #496: Gauntlet HUD — room timer + personal bests, hidden in non-gauntlet mode
|
||||
[node name="GauntletHUD" parent="UILayer" instance=ExtResource("17_gauntlet")]
|
||||
|
||||
; #503: Auto-checklist overlay — condition progress in gauntlet mode
|
||||
[node name="ChecklistOverlay" parent="UILayer" instance=ExtResource("18_checklist")]
|
||||
|
||||
; D-065: Inventory grid — 3x3, bottom-right, 40x40px, 1-9 hotkeys
|
||||
[node name="InventoryGrid" parent="UILayer" instance=ExtResource("12_inv")]
|
||||
|
||||
@@ -149,4 +153,4 @@ script = ExtResource("10_cursor")
|
||||
layer = 30
|
||||
|
||||
; #495: WRONG button (F12) — bug report capture dialog
|
||||
[node name="BugReportDialog" parent="ModalLayer" instance=ExtResource("18_bugreport")]
|
||||
[node name="BugReportDialog" parent="ModalLayer" instance=ExtResource("19_bugreport")]
|
||||
|
||||
@@ -3,7 +3,11 @@ extends Node
|
||||
# Semantic actions — NO raw key codes cross the bridge
|
||||
# Movement uses hold-to-move (polled each frame in _process).
|
||||
# Discrete actions (interact, stance, etc.) use press events (_unhandled_input).
|
||||
# Composite diagonals: holding W+D simultaneously → northeast.
|
||||
#
|
||||
# D-054: Mouse-relative facing and movement.
|
||||
# Mouse position determines facing direction (client-side float).
|
||||
# WASD is relative to facing: W = toward cursor, S = away, A/D = strafe.
|
||||
# Server receives facing octant only — the full float stays client-side.
|
||||
#
|
||||
# Movement throttle: client-side rate limit per stance (D-053).
|
||||
# Sprint=5/s, Walk=2.5/s, Careful=1.7/s, Crouch=1.25/s.
|
||||
@@ -15,10 +19,18 @@ enum Action {
|
||||
INTERACT, USE_PERCEPTION_MODE, OPEN_MENU, PAUSE, UNPAUSE,
|
||||
TOGGLE_STANCE_UP, TOGGLE_STANCE_DOWN,
|
||||
BUG_REPORT, # #495: F12 WRONG button — client-only, not sent to server
|
||||
SET_FACING, # D-054: facing octant update (no movement)
|
||||
TELEPORT_HUB, # #501: Home key — Gauntlet dev teleport (not production fast-travel)
|
||||
}
|
||||
|
||||
var input_queue: Array[Dictionary] = []
|
||||
|
||||
# D-054: Client-side facing angle (radians). 0=East, -PI/2=North, PI/2=South.
|
||||
# Updated every frame from mouse position. EntityRenderer reads this for indicator.
|
||||
var facing_angle: float = -PI / 2.0 # Default: North
|
||||
var facing_octant: String = "North" # Derived from facing_angle
|
||||
var _last_sent_octant: String = "North" # Track to avoid redundant sends
|
||||
|
||||
# Minimum milliseconds between movement commands, per stance.
|
||||
# Tuned so Walk feels like walking, Sprint feels fast but readable.
|
||||
const MOVE_INTERVAL_MS := {
|
||||
@@ -31,27 +43,44 @@ var _last_move_msec: int = 0
|
||||
|
||||
|
||||
# Hold-to-move: poll held direction keys each frame, throttled by stance.
|
||||
# D-054: WASD is now mouse-relative. W = toward cursor, A/D = strafe.
|
||||
# Server-side cooldown (D-053) is authoritative; this prevents client flooding.
|
||||
# D-064: movement suppressed during dialogue (walk-away handled by dialogue_box).
|
||||
func _process(_delta: float) -> void:
|
||||
# D-054: Update facing angle from mouse position every frame
|
||||
_update_facing_from_mouse()
|
||||
|
||||
if GameState.dialogue_active:
|
||||
return
|
||||
var dir := Vector2i.ZERO
|
||||
if Input.is_action_pressed("move_north"):
|
||||
dir.y -= 1
|
||||
if Input.is_action_pressed("move_south"):
|
||||
dir.y += 1
|
||||
if Input.is_action_pressed("move_east"):
|
||||
dir.x += 1
|
||||
if Input.is_action_pressed("move_west"):
|
||||
dir.x -= 1
|
||||
|
||||
if dir != Vector2i.ZERO:
|
||||
# D-054: Send facing octant to server when it changes (even without movement)
|
||||
if facing_octant != _last_sent_octant:
|
||||
_last_sent_octant = facing_octant
|
||||
input_queue.append({
|
||||
"action": Action.SET_FACING,
|
||||
"timestamp_msec": Time.get_ticks_msec(),
|
||||
"action_data": {"facing": facing_octant},
|
||||
})
|
||||
|
||||
# Poll held WASD keys
|
||||
var raw_dir := Vector2i.ZERO
|
||||
if Input.is_action_pressed("move_north"):
|
||||
raw_dir.y -= 1
|
||||
if Input.is_action_pressed("move_south"):
|
||||
raw_dir.y += 1
|
||||
if Input.is_action_pressed("move_east"):
|
||||
raw_dir.x += 1
|
||||
if Input.is_action_pressed("move_west"):
|
||||
raw_dir.x -= 1
|
||||
|
||||
if raw_dir != Vector2i.ZERO:
|
||||
var now := Time.get_ticks_msec()
|
||||
var interval: int = MOVE_INTERVAL_MS.get(GameState.player_stance, 200)
|
||||
if now - _last_move_msec >= interval:
|
||||
_last_move_msec = now
|
||||
var action: Action = _dir_to_action(dir)
|
||||
# D-054: Transform WASD input relative to mouse facing
|
||||
var world_dir := _wasd_to_world_dir(raw_dir)
|
||||
var action: Action = _dir_to_action(world_dir)
|
||||
input_queue.append({
|
||||
"action": action,
|
||||
"timestamp_msec": now,
|
||||
@@ -77,6 +106,9 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
action = Action.TOGGLE_STANCE_DOWN
|
||||
elif event.is_action_pressed("bug_report"):
|
||||
action = Action.BUG_REPORT
|
||||
elif event.is_action_pressed("teleport_hub"):
|
||||
if GameState.gauntlet_mode:
|
||||
action = Action.TELEPORT_HUB
|
||||
|
||||
if action != -1:
|
||||
input_queue.append({
|
||||
@@ -92,6 +124,85 @@ func flush_queue() -> Array[Dictionary]:
|
||||
return queue
|
||||
|
||||
|
||||
## Reset facing state to default (North). Use in tests per D-030 testability.
|
||||
func reset_facing_state() -> void:
|
||||
facing_angle = -PI / 2.0
|
||||
facing_octant = "North"
|
||||
_last_sent_octant = "North"
|
||||
|
||||
|
||||
# D-054: Compute facing angle from mouse position relative to player screen position.
|
||||
# Uses viewport canvas transform to convert world coords to screen coords.
|
||||
# Intentional coupling: reads GameState.player_position directly — InputMapper is an
|
||||
# autoload that runs before game loop rendering, so position is always current-tick.
|
||||
func _update_facing_from_mouse() -> void:
|
||||
var vp := get_viewport()
|
||||
if vp == null:
|
||||
return
|
||||
var canvas_xf := vp.get_canvas_transform()
|
||||
var player_world_px := GameState.player_position * Constants.TILE_SIZE
|
||||
var player_screen := canvas_xf * player_world_px
|
||||
var mouse_screen := vp.get_mouse_position()
|
||||
var delta := mouse_screen - player_screen
|
||||
# Only update if mouse is meaningfully distant from player (avoid jitter at center)
|
||||
if delta.length_squared() > 4.0:
|
||||
facing_angle = delta.angle()
|
||||
facing_octant = _angle_to_octant(facing_angle)
|
||||
|
||||
|
||||
# D-054: Transform raw WASD input (screen-space) to world direction relative to mouse facing.
|
||||
# W (+Y up in input, mapped to forward), S (backward), A (strafe left), D (strafe right).
|
||||
# Raw input: W=(-Y), S=(+Y), A=(-X), D=(+X) in screen coords.
|
||||
# Forward = facing_angle direction. Output: nearest octant direction vector.
|
||||
func _wasd_to_world_dir(raw_dir: Vector2i) -> Vector2i:
|
||||
# Build a continuous direction vector relative to facing.
|
||||
# raw_dir.y: -1 = W (forward), +1 = S (backward)
|
||||
# raw_dir.x: -1 = A (strafe left), +1 = D (strafe right)
|
||||
var forward := Vector2(cos(facing_angle), sin(facing_angle))
|
||||
var right := Vector2(-forward.y, forward.x) # 90° clockwise
|
||||
|
||||
# Combine: forward/back from W/S, strafe from A/D
|
||||
var world_float := forward * float(-raw_dir.y) + right * float(raw_dir.x)
|
||||
|
||||
# Snap to nearest octant direction
|
||||
return _snap_to_octant_dir(world_float)
|
||||
|
||||
|
||||
# Snap a floating-point direction vector to the nearest of 8 cardinal/diagonal directions.
|
||||
static func _snap_to_octant_dir(dir: Vector2) -> Vector2i:
|
||||
if dir.length_squared() < 0.001:
|
||||
return Vector2i.ZERO
|
||||
var angle := dir.angle()
|
||||
# Quantize to nearest 45° (PI/4)
|
||||
var octant := roundi(angle / (PI / 4.0))
|
||||
match octant:
|
||||
0: return Vector2i(1, 0) # East
|
||||
1: return Vector2i(1, 1) # Southeast
|
||||
2, -6: return Vector2i(0, 1) # South
|
||||
3, -5: return Vector2i(-1, 1) # Southwest
|
||||
4, -4: return Vector2i(-1, 0) # West
|
||||
-3, 5: return Vector2i(-1, -1) # Northwest
|
||||
-2: return Vector2i(0, -1) # North
|
||||
-1: return Vector2i(1, -1) # Northeast
|
||||
_: return Vector2i.ZERO
|
||||
|
||||
|
||||
# D-054: Convert a facing angle (radians) to the nearest octant name.
|
||||
# Godot 2D: 0=East, PI/2=South, -PI/2=North.
|
||||
static func _angle_to_octant(angle: float) -> String:
|
||||
var octant := roundi(angle / (PI / 4.0))
|
||||
match octant:
|
||||
0: return "East"
|
||||
1: return "Southeast"
|
||||
2, -6: return "South"
|
||||
3, -5: return "Southwest"
|
||||
4, -4: return "West"
|
||||
-3, 5: return "Northwest"
|
||||
-2: return "North"
|
||||
-1: return "Northeast"
|
||||
_: return "East"
|
||||
|
||||
|
||||
# Map a direction vector to the corresponding movement Action.
|
||||
# Handles all 8 directions via composite W+D, W+A, etc.
|
||||
static func _dir_to_action(dir: Vector2i) -> Action:
|
||||
|
||||
@@ -10,6 +10,8 @@ var _test_player_pos: Vector2i = Vector2i(10, 10)
|
||||
var _test_facing: String = "North"
|
||||
var _test_input_queue: Array = [] # Queued actions for test mode
|
||||
var _test_in_dialogue: bool = false # Mock dialogue state (#434)
|
||||
var _test_gauntlet_mode: bool = false # #501: Gauntlet mode for dev teleport guard
|
||||
var _test_npc_relationship: String = "Unknown" # #521: NPC relationship for D-033 color
|
||||
var _last_snapshot: Variant = null # Most recent decoded snapshot (consumed by poll_snapshot)
|
||||
var _outbound_buffer: Array[Dictionary] = [] # Raw inputs awaiting batch encode + transport
|
||||
|
||||
@@ -40,6 +42,8 @@ func reset_test_state() -> void:
|
||||
_test_facing = "North"
|
||||
_test_input_queue.clear()
|
||||
_test_in_dialogue = false
|
||||
_test_gauntlet_mode = false
|
||||
_test_npc_relationship = "Unknown"
|
||||
|
||||
# Change connection state and emit signal
|
||||
func _set_state(new_state: ConnectionState) -> void:
|
||||
@@ -177,7 +181,16 @@ func send_input(player_input: Dictionary) -> Error:
|
||||
var action: int = player_input.get("action", -1)
|
||||
var wire_name: String = _action_enum_to_wire(action)
|
||||
if not wire_name.is_empty():
|
||||
_test_input_queue.append(wire_name)
|
||||
if wire_name == "SetFacing":
|
||||
# D-054: Use action_data.facing from the input dict, not InputMapper global
|
||||
var facing: String = ""
|
||||
var action_data: Variant = player_input.get("action_data")
|
||||
if action_data is Dictionary:
|
||||
facing = str(action_data.get("facing", ""))
|
||||
if not facing.is_empty():
|
||||
_test_facing = facing
|
||||
else:
|
||||
_test_input_queue.append(wire_name)
|
||||
return OK
|
||||
var action_name := _action_enum_to_wire(player_input.get("action", -1))
|
||||
if action_name.is_empty():
|
||||
@@ -258,6 +271,10 @@ static func _action_enum_to_wire(action: int) -> String:
|
||||
return "" # Client-only action, not part of wire protocol
|
||||
InputMapper.Action.BUG_REPORT:
|
||||
return "" # Client-only action (#495), not part of wire protocol
|
||||
InputMapper.Action.SET_FACING:
|
||||
return "SetFacing" # D-054: facing octant update (no movement)
|
||||
InputMapper.Action.TELEPORT_HUB:
|
||||
return "TeleportToHub" # #501: Gauntlet dev teleport (not production fast-travel)
|
||||
_:
|
||||
push_warning("SimBridge: unknown action enum %s" % action)
|
||||
return ""
|
||||
@@ -273,6 +290,11 @@ func _test_snapshot() -> Dictionary:
|
||||
|
||||
# Process queued inputs
|
||||
for action_name in _test_input_queue:
|
||||
if action_name == "TeleportToHub":
|
||||
# #501: Reset to hub spawn position, clear dialogue
|
||||
_test_player_pos = Vector2i(10, 10)
|
||||
_test_in_dialogue = false
|
||||
continue
|
||||
if action_name == "Interact":
|
||||
# Mock dialogue trigger (#434): if near NPC, start dialogue
|
||||
var npc_pos := Vector2i(12, 9)
|
||||
@@ -285,7 +307,6 @@ func _test_snapshot() -> Dictionary:
|
||||
if _test_is_walkable(new_pos):
|
||||
_test_player_pos = new_pos
|
||||
if delta != Vector2i.ZERO:
|
||||
_test_facing = _delta_to_facing(delta)
|
||||
# Walk-away dismisses dialogue (D-064)
|
||||
if _test_in_dialogue:
|
||||
_test_in_dialogue = false
|
||||
@@ -316,6 +337,7 @@ func _test_snapshot() -> Dictionary:
|
||||
"z": 0,
|
||||
"kind": { "variant": "Npc", "data": null },
|
||||
"visibility": sector,
|
||||
"relationship": _test_npc_relationship,
|
||||
})
|
||||
|
||||
# v4: nearby_interactions when NPC is nearby and visible (#404/#405)
|
||||
@@ -394,6 +416,7 @@ func _test_snapshot() -> Dictionary:
|
||||
"current_monologue": monologue,
|
||||
"current_dialogue": dialogue,
|
||||
"pending_recognitions": pending_recs,
|
||||
"gauntlet_mode": _test_gauntlet_mode,
|
||||
}
|
||||
|
||||
# Generate a small test room: 8x6 room with walls, a door, and floor
|
||||
|
||||
@@ -0,0 +1,354 @@
|
||||
extends RefCounted
|
||||
|
||||
## #503: Auto-checklist progress tracking — evaluates ObserverSnapshot against
|
||||
## checklist YAML conditions and latches satisfied conditions.
|
||||
##
|
||||
## Usage:
|
||||
## var evaluator := ChecklistEvaluator.new()
|
||||
## evaluator.load_room("inventory_warehouse")
|
||||
## evaluator.evaluate() # call each tick
|
||||
## var results := evaluator.get_results()
|
||||
##
|
||||
## Condition types (per checklist.schema.json):
|
||||
## player_near, player_facing, entity_present, entity_absent,
|
||||
## expected_monologue, expected_dialogue, expected_interaction_verb
|
||||
##
|
||||
## Spec ref: D-030 (testability), checklist.schema.json (#497).
|
||||
|
||||
var _room_conditions: Array = [] # Conditions from per-room checklist
|
||||
var _cross_conditions: Array = [] # Conditions from cross_room_checks.yaml
|
||||
var _latched: Dictionary = {} # condition_id -> true (once met, stays met)
|
||||
var _current_room_id: String = ""
|
||||
var _content_base: String = "" # Absolute path to content/ directory
|
||||
var _loaded: bool = false
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
# Content directory lives at repo root (content/), one level above the Godot
|
||||
# project (client/). In editor/dev mode we resolve via the project path.
|
||||
# In exported builds, content is expected at res://content/ (copied by export
|
||||
# preset) — the globalize fallback won't exist, so check res:// first.
|
||||
if DirAccess.dir_exists_absolute("res://content"):
|
||||
_content_base = ProjectSettings.globalize_path("res://content")
|
||||
else:
|
||||
var project_path := ProjectSettings.globalize_path("res://")
|
||||
_content_base = project_path.path_join("../content")
|
||||
|
||||
|
||||
## Load checklist for a room. Clears per-room latches; cross-room latches persist.
|
||||
func load_room(room_id: String) -> void:
|
||||
if room_id == _current_room_id and _loaded:
|
||||
return
|
||||
|
||||
_current_room_id = room_id
|
||||
_room_conditions.clear()
|
||||
|
||||
# Clear per-room latches (keep cross-room latches)
|
||||
var cross_ids := {}
|
||||
for cond in _cross_conditions:
|
||||
cross_ids[cond.get("id", "")] = true
|
||||
var kept := {}
|
||||
for cid in _latched:
|
||||
if cross_ids.has(cid):
|
||||
kept[cid] = true
|
||||
_latched = kept
|
||||
|
||||
# Load per-room checklist
|
||||
var room_path := _content_base.path_join(
|
||||
"gauntlet/rooms/%s/checklist.yaml" % room_id)
|
||||
var room_data := _load_checklist_file(room_path)
|
||||
if room_data.has("conditions"):
|
||||
_room_conditions = room_data["conditions"]
|
||||
_warn_empty_ids(_room_conditions, room_path)
|
||||
|
||||
# Load cross-room checks (only on first load)
|
||||
if _cross_conditions.is_empty():
|
||||
var cross_path := _content_base.path_join("gauntlet/cross_room_checks.yaml")
|
||||
var cross_data := _load_checklist_file(cross_path)
|
||||
if cross_data.has("conditions"):
|
||||
_cross_conditions = cross_data["conditions"]
|
||||
_warn_empty_ids(_cross_conditions, cross_path)
|
||||
|
||||
_loaded = true
|
||||
|
||||
|
||||
## Evaluate all conditions against current GameState. Latches newly met conditions.
|
||||
func evaluate() -> void:
|
||||
for cond in _room_conditions + _cross_conditions:
|
||||
var cid: String = cond.get("id", "")
|
||||
if cid.is_empty() or _latched.has(cid):
|
||||
continue
|
||||
if _evaluate_condition(cond):
|
||||
_latched[cid] = true
|
||||
|
||||
|
||||
## Returns array of {id, description, met} for all loaded conditions.
|
||||
## Conditions with empty id are excluded (invalid, cannot be latched).
|
||||
func get_results() -> Array:
|
||||
var results: Array = []
|
||||
for cond in _room_conditions + _cross_conditions:
|
||||
var cid: String = cond.get("id", "")
|
||||
if cid.is_empty():
|
||||
continue
|
||||
results.append({
|
||||
"id": cid,
|
||||
"description": cond.get("description", ""),
|
||||
"condition_type": cond.get("condition_type", ""),
|
||||
"met": _latched.has(cid),
|
||||
})
|
||||
return results
|
||||
|
||||
|
||||
## Total number of loaded conditions (excludes conditions with empty id).
|
||||
func get_total_count() -> int:
|
||||
var count: int = 0
|
||||
for cond in _room_conditions + _cross_conditions:
|
||||
if not cond.get("id", "").is_empty():
|
||||
count += 1
|
||||
return count
|
||||
|
||||
|
||||
## Number of latched (met) conditions.
|
||||
func get_met_count() -> int:
|
||||
return _latched.size()
|
||||
|
||||
|
||||
## Whether all conditions are met.
|
||||
func is_complete() -> bool:
|
||||
return get_met_count() >= get_total_count() and get_total_count() > 0
|
||||
|
||||
|
||||
## Whether any checklist is loaded.
|
||||
func is_loaded() -> bool:
|
||||
return _loaded
|
||||
|
||||
|
||||
## Reset all state (room change to null, or disconnect).
|
||||
func reset() -> void:
|
||||
_room_conditions.clear()
|
||||
_cross_conditions.clear()
|
||||
_latched.clear()
|
||||
_current_room_id = ""
|
||||
_loaded = false
|
||||
|
||||
|
||||
static func _warn_empty_ids(conditions: Array, path: String) -> void:
|
||||
for i in conditions.size():
|
||||
if conditions[i].get("id", "").is_empty():
|
||||
push_warning("ChecklistEvaluator: condition at index %d in %s has empty id — will be excluded from results" % [i, path])
|
||||
|
||||
|
||||
# -- Condition evaluation ------------------------------------------------------
|
||||
|
||||
func _evaluate_condition(cond: Dictionary) -> bool:
|
||||
match cond.get("condition_type", ""):
|
||||
"player_near":
|
||||
return _eval_player_near(cond)
|
||||
"player_facing":
|
||||
return _eval_player_facing(cond)
|
||||
"entity_present":
|
||||
return _eval_entity_present(cond)
|
||||
"entity_absent":
|
||||
return _eval_entity_absent(cond)
|
||||
"expected_monologue":
|
||||
return _eval_expected_monologue(cond)
|
||||
"expected_dialogue":
|
||||
return _eval_expected_dialogue(cond)
|
||||
"expected_interaction_verb":
|
||||
return _eval_expected_interaction_verb(cond)
|
||||
push_warning("ChecklistEvaluator: unknown condition_type '%s'" % cond.get("condition_type", ""))
|
||||
return false
|
||||
|
||||
|
||||
## x/y and radius are in tile coordinates (matching GameState.player_position),
|
||||
## not pixels. D-066 dual-scale: YAML authors write tile coords, pixel conversion
|
||||
## happens only at render time.
|
||||
func _eval_player_near(cond: Dictionary) -> bool:
|
||||
var tx: float = float(cond.get("x", 0))
|
||||
var ty: float = float(cond.get("y", 0))
|
||||
var radius: float = float(cond.get("radius", 0.0))
|
||||
var target := Vector2(tx, ty)
|
||||
return GameState.player_position.distance_to(target) <= radius
|
||||
|
||||
|
||||
func _eval_player_facing(cond: Dictionary) -> bool:
|
||||
var direction: String = str(cond.get("direction", ""))
|
||||
# Schema uses 4-cardinal (North/South/East/West).
|
||||
# GameState uses 8-directional. Exact match only.
|
||||
return GameState.player_facing == direction
|
||||
|
||||
|
||||
func _eval_entity_present(cond: Dictionary) -> bool:
|
||||
var entity_id: int = int(cond.get("entity_id", -1))
|
||||
return _find_entity(entity_id)
|
||||
|
||||
|
||||
func _eval_entity_absent(cond: Dictionary) -> bool:
|
||||
var entity_id: int = int(cond.get("entity_id", -1))
|
||||
return not _find_entity(entity_id)
|
||||
|
||||
|
||||
func _eval_expected_monologue(cond: Dictionary) -> bool:
|
||||
var contains: String = str(cond.get("contains", ""))
|
||||
if GameState.current_monologue == null:
|
||||
return false
|
||||
var text: String = str(GameState.current_monologue.get("text", ""))
|
||||
return text.find(contains) >= 0
|
||||
|
||||
|
||||
func _eval_expected_dialogue(cond: Dictionary) -> bool:
|
||||
var contains: String = str(cond.get("contains", ""))
|
||||
if GameState.current_dialogue == null:
|
||||
return false
|
||||
var text: String = str(GameState.current_dialogue.get("speech", ""))
|
||||
return text.find(contains) >= 0
|
||||
|
||||
|
||||
func _eval_expected_interaction_verb(cond: Dictionary) -> bool:
|
||||
var entity_id: int = int(cond.get("entity_id", -1))
|
||||
var verb: String = str(cond.get("verb", ""))
|
||||
for interaction in GameState.nearby_interactions:
|
||||
if not interaction is Dictionary:
|
||||
continue
|
||||
if int(interaction.get("entity_id", -1)) != entity_id:
|
||||
continue
|
||||
var verbs: Array = interaction.get("verbs", [])
|
||||
for v in verbs:
|
||||
if not v is Dictionary:
|
||||
continue
|
||||
if str(v.get("label", "")) == verb or str(v.get("kind", "")) == verb:
|
||||
if v.get("available", true):
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
# -- Helpers -------------------------------------------------------------------
|
||||
|
||||
func _find_entity(entity_id: int) -> bool:
|
||||
for entity in GameState.visible_entities:
|
||||
if not entity is Dictionary:
|
||||
continue
|
||||
if int(entity.get("entity_id", -1)) == entity_id:
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
# -- YAML parsing (checklist-specific) -----------------------------------------
|
||||
# Handles the constrained checklist YAML format: top-level key:value pairs,
|
||||
# a conditions array of flat dictionaries. No nested arrays or anchors.
|
||||
#
|
||||
# Limitation: unquoted values containing " #" are truncated at the comment marker.
|
||||
# Use quoted strings ("value # with hash") if values must contain literal hashes.
|
||||
|
||||
func _load_checklist_file(path: String) -> Dictionary:
|
||||
if not FileAccess.file_exists(path):
|
||||
return {}
|
||||
var file := FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
push_warning("ChecklistEvaluator: cannot open %s" % path)
|
||||
return {}
|
||||
var text := file.get_as_text()
|
||||
file.close()
|
||||
return parse_checklist_yaml(text)
|
||||
|
||||
|
||||
static func parse_checklist_yaml(text: String) -> Dictionary:
|
||||
var result := {}
|
||||
var conditions: Array = []
|
||||
var current_item: Dictionary = {}
|
||||
var in_conditions := false
|
||||
|
||||
for line in text.split("\n"):
|
||||
var stripped := line.strip_edges(false, true)
|
||||
if stripped.is_empty() or stripped.strip_edges().begins_with("#"):
|
||||
continue
|
||||
|
||||
var indent := line.length() - line.lstrip(" ").length()
|
||||
var content := stripped.strip_edges()
|
||||
|
||||
# Detect conditions: array header
|
||||
if content == "conditions:":
|
||||
in_conditions = true
|
||||
continue
|
||||
|
||||
if not in_conditions:
|
||||
# Top-level key: value
|
||||
var colon := content.find(":")
|
||||
if colon >= 0:
|
||||
var key := content.substr(0, colon).strip_edges()
|
||||
var val_str := content.substr(colon + 1).strip_edges()
|
||||
result[key] = _parse_value(val_str)
|
||||
else:
|
||||
if content.begins_with("- "):
|
||||
# New array item — flush previous
|
||||
if not current_item.is_empty():
|
||||
conditions.append(current_item)
|
||||
current_item = {}
|
||||
var rest := content.substr(2).strip_edges()
|
||||
var colon := rest.find(":")
|
||||
if colon >= 0:
|
||||
var key := rest.substr(0, colon).strip_edges()
|
||||
var val_str := rest.substr(colon + 1).strip_edges()
|
||||
current_item[key] = _parse_value(val_str)
|
||||
elif indent >= 2 and not current_item.is_empty():
|
||||
# Continuation of current array item
|
||||
var colon := content.find(":")
|
||||
if colon >= 0:
|
||||
var key := content.substr(0, colon).strip_edges()
|
||||
var val_str := content.substr(colon + 1).strip_edges()
|
||||
current_item[key] = _parse_value(val_str)
|
||||
elif indent == 0:
|
||||
# Back to top level — shouldn't happen in valid checklist YAML
|
||||
in_conditions = false
|
||||
if not current_item.is_empty():
|
||||
conditions.append(current_item)
|
||||
current_item = {}
|
||||
var colon := content.find(":")
|
||||
if colon >= 0:
|
||||
var key := content.substr(0, colon).strip_edges()
|
||||
var val_str := content.substr(colon + 1).strip_edges()
|
||||
result[key] = _parse_value(val_str)
|
||||
|
||||
# Flush last item
|
||||
if not current_item.is_empty():
|
||||
conditions.append(current_item)
|
||||
|
||||
if not conditions.is_empty():
|
||||
result["conditions"] = conditions
|
||||
|
||||
return result
|
||||
|
||||
|
||||
static func _parse_value(val: String) -> Variant:
|
||||
if val.is_empty():
|
||||
return ""
|
||||
|
||||
# Strip inline comments (not inside quotes)
|
||||
if not val.begins_with("\""):
|
||||
var comment_pos := val.find(" #")
|
||||
if comment_pos >= 0:
|
||||
val = val.substr(0, comment_pos).strip_edges()
|
||||
|
||||
# Quoted string
|
||||
if val.begins_with("\""):
|
||||
var end_quote := val.find("\"", 1)
|
||||
if end_quote > 0:
|
||||
return val.substr(1, end_quote - 1)
|
||||
return val.substr(1)
|
||||
|
||||
# Boolean
|
||||
if val == "true":
|
||||
return true
|
||||
if val == "false":
|
||||
return false
|
||||
|
||||
# Float (contains decimal point)
|
||||
if val.contains(".") and val.is_valid_float():
|
||||
return val.to_float()
|
||||
|
||||
# Integer
|
||||
if val.is_valid_int():
|
||||
return val.to_int()
|
||||
|
||||
# Plain string
|
||||
return val
|
||||
@@ -59,13 +59,22 @@ const ENTITY_COLOR_HOSTILE: Color = Color("#d45d5d") # Hostile/Dangerous —
|
||||
const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
|
||||
const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
|
||||
|
||||
# D-033 color lookup by entity kind (Phase 1: defaults, Phase 2 #361: relationship-based)
|
||||
# D-033 color lookup by relationship string (#521)
|
||||
static func color_for_relationship(relationship: String) -> Color:
|
||||
match relationship:
|
||||
"Friendly": return ENTITY_COLOR_FRIENDLY
|
||||
"PersonOfInterest": return ENTITY_COLOR_POI
|
||||
"Hostile": return ENTITY_COLOR_HOSTILE
|
||||
"Unknown": return ENTITY_COLOR_UNKNOWN
|
||||
_: return ENTITY_COLOR_UNKNOWN
|
||||
|
||||
# D-033 color lookup by entity data — uses relationship for NPCs (#521)
|
||||
static func color_for_entity_kind(entity_data: Dictionary) -> Color:
|
||||
var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
|
||||
match kind_variant:
|
||||
"Player": return ENTITY_COLOR_PLAYER
|
||||
"Npc": return ENTITY_COLOR_UNKNOWN
|
||||
"Object", "Terrain": return ENTITY_COLOR_OBJECT
|
||||
"Npc": return color_for_relationship(entity_data.get("relationship", "Unknown"))
|
||||
_: return ENTITY_COLOR_OBJECT
|
||||
|
||||
# D-048/D-056: Insert-styled UI color palette
|
||||
@@ -80,3 +89,10 @@ const PERIPHERAL_ALPHA: float = 0.5
|
||||
# Facing direction indicator
|
||||
const FACING_INDICATOR_SIZE: float = 6.0
|
||||
const FACING_INDICATOR_OFFSET: float = 14.0
|
||||
|
||||
# #517: Implant UI font color grading — avoid pure white, project through a lens
|
||||
const IMPLANT_TEXT_COLOR: Color = Color("#E0F7FA") # Cyan-white — primary text
|
||||
const IMPLANT_TEXT_DIM: Color = Color("#9EBFC4") # Dimmed variant — secondary text
|
||||
const IMPLANT_PULSE_MIN: float = 0.85 # Alpha pulse floor
|
||||
const IMPLANT_PULSE_MAX: float = 1.0 # Alpha pulse ceiling
|
||||
const IMPLANT_PULSE_PERIOD: float = 2.5 # Seconds per pulse cycle
|
||||
|
||||
+78
-2
@@ -13,12 +13,15 @@ extends Node2D
|
||||
@onready var stance_indicator = $UILayer/StanceIndicator # D-053: z-layer 7
|
||||
@onready var cursor_renderer = $UILayer/CursorRenderer # D-056: z-layer 7
|
||||
@onready var gauntlet_hud = $UILayer/GauntletHUD # #496: room timer + personal bests
|
||||
@onready var checklist_overlay = $UILayer/ChecklistOverlay # #503: auto-checklist progress
|
||||
@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
|
||||
|
||||
var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
|
||||
var _camera_anchored: bool = false
|
||||
var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
|
||||
var _last_dialogue_tick: int = -1
|
||||
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
|
||||
var _teleport_in_progress: bool = false # #501: defer smoothing re-enable by one frame after teleport
|
||||
|
||||
func _ready() -> void:
|
||||
print("The Settled Reach — client initialized")
|
||||
@@ -60,8 +63,13 @@ func _process(_delta: float) -> void:
|
||||
# Main game loop: poll snapshot, apply state, flush input
|
||||
var snapshot: Variant = SimBridge.poll_snapshot()
|
||||
if snapshot != null:
|
||||
var old_pos := GameState.player_position
|
||||
GameState.apply_snapshot(snapshot)
|
||||
|
||||
# #501: Detect teleport (large position jump > 5 tiles) and trigger fade
|
||||
if _camera_anchored and _detect_teleport(old_pos, GameState.player_position):
|
||||
_teleport_transition()
|
||||
|
||||
# Late anchor: live mode — first snapshot arrives during _process.
|
||||
# Smoothing is already OFF (disabled in _ready), so setting
|
||||
# global_position takes effect immediately with no lerp.
|
||||
@@ -98,6 +106,10 @@ func _process(_delta: float) -> void:
|
||||
if gauntlet_hud and gauntlet_hud.has_method("update_from_state"):
|
||||
gauntlet_hud.update_from_state()
|
||||
|
||||
# #503: Update checklist overlay (auto-checklist progress tracking)
|
||||
if checklist_overlay and checklist_overlay.has_method("update_from_state"):
|
||||
checklist_overlay.update_from_state()
|
||||
|
||||
# Show monologue if server sent one this tick (#414)
|
||||
_consume_monologue()
|
||||
|
||||
@@ -112,9 +124,15 @@ func _process(_delta: float) -> void:
|
||||
# rendered used smoothing=OFF (correct viewport from frame one). Now we
|
||||
# turn smoothing back on and sync its internal state so subsequent frames
|
||||
# get smooth camera tracking during gameplay.
|
||||
# #501: Skip re-enable during teleport — _teleport_transition() disables
|
||||
# smoothing for a clean camera snap. Defer by one frame to avoid the
|
||||
# re-enable block in the same _process() call undoing the snap.
|
||||
if _camera_anchored and not camera.position_smoothing_enabled:
|
||||
camera.position_smoothing_enabled = true
|
||||
camera.reset_smoothing()
|
||||
if _teleport_in_progress:
|
||||
_teleport_in_progress = false
|
||||
else:
|
||||
camera.position_smoothing_enabled = true
|
||||
camera.reset_smoothing()
|
||||
|
||||
# Send queued input to simulation
|
||||
var inputs = InputMapper.flush_queue()
|
||||
@@ -159,6 +177,10 @@ func _consume_monologue() -> void:
|
||||
_last_monologue_tick = GameState.current_tick
|
||||
var mono: Dictionary = GameState.current_monologue
|
||||
monologue_display.show_monologue(mono.get("text", ""), mono.get("duration_seconds", 5.0))
|
||||
# #502: Amber flash on room reset
|
||||
var mono_id: String = mono.get("id", "")
|
||||
if mono_id.begins_with("room_reset"):
|
||||
_screen_flash(Constants.ENTITY_COLOR_POI, 0.15)
|
||||
GameState.current_monologue = null
|
||||
|
||||
|
||||
@@ -218,3 +240,57 @@ func _on_dialogue_dismissed() -> void:
|
||||
func _on_connection_state_changed(old_state: SimBridge.ConnectionState, new_state: SimBridge.ConnectionState) -> void:
|
||||
if new_state == SimBridge.ConnectionState.DISCONNECTED and gauntlet_hud:
|
||||
gauntlet_hud.finalize()
|
||||
|
||||
|
||||
# #501: Detect large position jump indicating a teleport (not normal movement).
|
||||
const TELEPORT_DISTANCE_THRESHOLD: float = 5.0
|
||||
|
||||
func _detect_teleport(old_pos: Vector2, new_pos: Vector2) -> bool:
|
||||
return old_pos.distance_to(new_pos) > TELEPORT_DISTANCE_THRESHOLD
|
||||
|
||||
|
||||
# #501: Gauntlet dev teleport transition — snap camera + 0.3s fade-from-black.
|
||||
# Clears dialogue/monologue/interaction state (server clears its side too).
|
||||
# Scoped to Gauntlet testing only — production fast-travel uses diegetic gates.
|
||||
func _teleport_transition() -> void:
|
||||
# Snap camera: disable smoothing, force re-anchor.
|
||||
# _teleport_in_progress defers smoothing re-enable by one frame so the
|
||||
# re-enable block at the bottom of _process() doesn't undo the snap.
|
||||
camera.position_smoothing_enabled = false
|
||||
camera.global_position = GameState.player_position * Constants.TILE_SIZE
|
||||
_camera_anchored = true
|
||||
_teleport_in_progress = true
|
||||
|
||||
# Clear client-side buffers
|
||||
GameState.current_monologue = null
|
||||
GameState.current_dialogue = null
|
||||
GameState.dialogue_active = false
|
||||
if dialogue_box and dialogue_box.is_dialogue_active():
|
||||
dialogue_box.hide_dialogue()
|
||||
|
||||
# Fade from black: instant black overlay, fades to transparent over 0.3s
|
||||
if _flash_rect and is_instance_valid(_flash_rect):
|
||||
_flash_rect.queue_free()
|
||||
_flash_rect = ColorRect.new()
|
||||
_flash_rect.color = Color(0, 0, 0, 1.0)
|
||||
_flash_rect.anchors_preset = Control.PRESET_FULL_RECT
|
||||
_flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
$UILayer.add_child(_flash_rect)
|
||||
var tween := create_tween()
|
||||
tween.tween_property(_flash_rect, "color:a", 0.0, 0.3)
|
||||
tween.tween_callback(_flash_rect.queue_free)
|
||||
|
||||
|
||||
# #502: Full-screen color flash — fades from color to transparent over duration.
|
||||
# Used for room reset amber flash. Creates ephemeral ColorRect on UILayer.
|
||||
func _screen_flash(color: Color, duration: float) -> void:
|
||||
if _flash_rect and is_instance_valid(_flash_rect):
|
||||
_flash_rect.queue_free()
|
||||
_flash_rect = ColorRect.new()
|
||||
_flash_rect.color = Color(color.r, color.g, color.b, 0.4)
|
||||
_flash_rect.anchors_preset = Control.PRESET_FULL_RECT
|
||||
_flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
$UILayer.add_child(_flash_rect)
|
||||
var tween := create_tween()
|
||||
tween.tween_property(_flash_rect, "color:a", 0.0, duration)
|
||||
tween.tween_callback(_flash_rect.queue_free)
|
||||
|
||||
@@ -23,6 +23,11 @@ const LERP_SPEED: float = 12.0
|
||||
|
||||
var entity_nodes: Dictionary = {} # entity_id -> Node2D
|
||||
var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position)
|
||||
var _entity_relationships: Dictionary = {} # #521: entity_id -> String (last relationship)
|
||||
var _entity_tweens: Dictionary = {} # #521: entity_id -> {target: Color, elapsed: float}
|
||||
|
||||
# #521: Color transition duration in seconds (D-033: "0.5s fade")
|
||||
const COLOR_FADE_DURATION: float = 0.5
|
||||
|
||||
func _ready() -> void:
|
||||
print("EntityRenderer: Initialized")
|
||||
@@ -40,6 +45,22 @@ func _process(delta: float) -> void:
|
||||
if not node.position.is_equal_approx(target):
|
||||
node.position = node.position.lerp(target, weight)
|
||||
|
||||
# #521: Advance color transitions (manual lerp, testable without SceneTree)
|
||||
var finished_ids: Array = []
|
||||
for entity_id in _entity_tweens.keys():
|
||||
if not entity_nodes.has(entity_id):
|
||||
finished_ids.append(entity_id)
|
||||
continue
|
||||
var tween_data: Dictionary = _entity_tweens[entity_id]
|
||||
tween_data.elapsed += delta
|
||||
var t := clampf(tween_data.elapsed / COLOR_FADE_DURATION, 0.0, 1.0)
|
||||
var node_c: ColorRect = entity_nodes[entity_id] as ColorRect
|
||||
node_c.color = tween_data.from.lerp(tween_data.target, t)
|
||||
if t >= 1.0:
|
||||
finished_ids.append(entity_id)
|
||||
for eid in finished_ids:
|
||||
_entity_tweens.erase(eid)
|
||||
|
||||
|
||||
# Update entities from snapshot data
|
||||
func update_entities(entities: Array) -> void:
|
||||
@@ -75,12 +96,12 @@ func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
|
||||
entity_node.size = Vector2(ENTITY_SIZE, ENTITY_SIZE)
|
||||
entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
|
||||
|
||||
# D-033 color by entity kind (Phase 1 default)
|
||||
# TODO(#361): derive from RelationshipState via knowledge graph
|
||||
# D-033 color by relationship (#521)
|
||||
entity_node.color = _color_for_kind(entity_data)
|
||||
|
||||
add_child(entity_node)
|
||||
entity_nodes[entity_id] = entity_node
|
||||
_entity_relationships[entity_id] = entity_data.get("relationship", "Unknown")
|
||||
|
||||
# Add facing indicator for the player entity
|
||||
if entity_id == GameState.player_entity_id:
|
||||
@@ -112,6 +133,22 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
|
||||
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET
|
||||
)
|
||||
|
||||
# #521: Detect relationship change → fade D-033 color (0.5s via _process)
|
||||
var new_rel: String = entity_data.get("relationship", "Unknown")
|
||||
var old_rel: String = _entity_relationships.get(entity_id, "Unknown")
|
||||
if new_rel != old_rel:
|
||||
_entity_relationships[entity_id] = new_rel
|
||||
var new_color := _color_for_kind(entity_data)
|
||||
_entity_tweens[entity_id] = {
|
||||
"from": entity_node.color,
|
||||
"target": new_color,
|
||||
"elapsed": 0.0,
|
||||
}
|
||||
|
||||
# Note: modulate.a (peripheral dimming below) and color (D-033 tint above)
|
||||
# are compositionally independent — both can change simultaneously without
|
||||
# interference. If alpha tweening is added later, coordinate with color tween.
|
||||
|
||||
# v2: Peripheral vision dimming (D-015)
|
||||
# null visibility (v1 backward compat) defaults to full alpha
|
||||
var visibility: Variant = entity_data.get("visibility")
|
||||
@@ -119,11 +156,14 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
|
||||
if not is_equal_approx(entity_node.modulate.a, target_alpha):
|
||||
entity_node.modulate.a = target_alpha
|
||||
|
||||
# v2: Update facing indicator rotation (player entity only)
|
||||
# D-054: Update facing indicator from client-side mouse angle (not server).
|
||||
# InputMapper.facing_angle is a continuous float — smoother than octant snapping.
|
||||
if entity_id == GameState.player_entity_id:
|
||||
var indicator = entity_node.get_node_or_null("FacingIndicator")
|
||||
if indicator != null:
|
||||
indicator.rotation = _facing_to_rotation(GameState.player_facing)
|
||||
# facing_angle: 0=East, -PI/2=North. Indicator: 0=North (up).
|
||||
# Rotate from North basis: add PI/2 to convert.
|
||||
indicator.rotation = InputMapper.facing_angle + PI / 2.0
|
||||
|
||||
# Remove an entity node
|
||||
func _remove_entity_node(entity_id: int) -> void:
|
||||
@@ -134,6 +174,8 @@ func _remove_entity_node(entity_id: int) -> void:
|
||||
entity_node.queue_free()
|
||||
entity_nodes.erase(entity_id)
|
||||
_entity_targets.erase(entity_id)
|
||||
_entity_relationships.erase(entity_id)
|
||||
_entity_tweens.erase(entity_id)
|
||||
|
||||
# D-033 color by entity kind — delegates to Constants.color_for_entity_kind
|
||||
static func _color_for_kind(entity_data: Dictionary) -> Color:
|
||||
@@ -155,16 +197,3 @@ func _add_facing_indicator(parent_node: Control) -> void:
|
||||
# Position at center of parent ColorRect — rotation around this point
|
||||
indicator.position = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
|
||||
parent_node.add_child(indicator)
|
||||
|
||||
# Convert facing direction string to rotation in radians (0 = North/up)
|
||||
static func _facing_to_rotation(facing: String) -> float:
|
||||
match facing:
|
||||
"North": return 0.0
|
||||
"Northeast": return PI / 4.0
|
||||
"East": return PI / 2.0
|
||||
"Southeast": return 3.0 * PI / 4.0
|
||||
"South": return PI
|
||||
"Southwest": return 5.0 * PI / 4.0
|
||||
"West": return 3.0 * PI / 2.0
|
||||
"Northwest": return 7.0 * PI / 4.0
|
||||
_: return 0.0
|
||||
|
||||
@@ -5,14 +5,15 @@ extends TileMapLayer
|
||||
# Uses a programmatic TileSet with placeholder colored rectangles (D-014)
|
||||
#
|
||||
# Tile types (atlas coords in the programmatic source):
|
||||
# (0,0) = floor — dark gray
|
||||
# (1,0) = wall — lighter gray
|
||||
# (2,0) = door — brown
|
||||
# (3,0) = object — teal
|
||||
# (0,0) = floor — dark gray
|
||||
# (1,0) = wall — lighter gray
|
||||
# (2,0) = door — brown
|
||||
# (3,0) = object — teal
|
||||
# (4,0) = reset_plate — amber (#502)
|
||||
|
||||
const TILE_SIZE: int = Constants.TILE_SIZE
|
||||
|
||||
enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3 }
|
||||
enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3, RESET_PLATE = 4 }
|
||||
|
||||
# Wire-format string to TileType mapping
|
||||
const TILE_TYPE_MAP: Dictionary = {
|
||||
@@ -20,6 +21,7 @@ const TILE_TYPE_MAP: Dictionary = {
|
||||
"wall": TileType.WALL,
|
||||
"door": TileType.DOOR,
|
||||
"object": TileType.OBJECT,
|
||||
"reset_plate": TileType.RESET_PLATE,
|
||||
}
|
||||
|
||||
var _initialized: bool = false
|
||||
@@ -36,7 +38,7 @@ func _setup_tileset() -> void:
|
||||
|
||||
# Create an atlas source backed by a programmatic image
|
||||
var source := TileSetAtlasSource.new()
|
||||
var img := Image.create(TILE_SIZE * 4, TILE_SIZE, false, Image.FORMAT_RGBA8)
|
||||
var img := Image.create(TILE_SIZE * 5, TILE_SIZE, false, Image.FORMAT_RGBA8)
|
||||
|
||||
# Floor (0,0) — dark gray
|
||||
_fill_tile(img, 0, Color(0.18, 0.18, 0.22))
|
||||
@@ -46,13 +48,15 @@ func _setup_tileset() -> void:
|
||||
_fill_tile_with_border(img, 2, Color(0.5, 0.35, 0.2), Color(0.35, 0.25, 0.15))
|
||||
# Object (3,0) — teal
|
||||
_fill_tile(img, 3, Color(0.2, 0.45, 0.45))
|
||||
# Reset plate (4,0) — amber (#502)
|
||||
_fill_tile_with_border(img, 4, Color(0.91, 0.77, 0.28), Color(0.65, 0.55, 0.2))
|
||||
|
||||
var tex := ImageTexture.create_from_image(img)
|
||||
source.texture = tex
|
||||
source.texture_region_size = Vector2i(TILE_SIZE, TILE_SIZE)
|
||||
|
||||
# Create tile entries in the atlas
|
||||
for i in range(4):
|
||||
for i in range(5):
|
||||
source.create_tile(Vector2i(i, 0))
|
||||
|
||||
var source_id := ts.add_source(source)
|
||||
|
||||
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@@ -0,0 +1,692 @@
|
||||
## #503: Auto-checklist progress tracking — unit + integration tests.
|
||||
##
|
||||
## Tests cover:
|
||||
## 1. YAML parser: basic types, conditions array, edge cases
|
||||
## 2. Condition evaluation: all 7 condition types
|
||||
## 3. Latching: conditions stay met once satisfied
|
||||
## 4. Room change: per-room conditions reset, cross-room conditions persist
|
||||
## 5. Overlay: visibility gating on gauntlet_mode
|
||||
## 6. Integration: snapshot -> GameState -> evaluator -> overlay
|
||||
##
|
||||
## Spec ref: D-030 (testability), checklist.schema.json (#497), Sprint 10 Completion Proof.
|
||||
class_name TestChecklist
|
||||
extends GdUnitTestSuite
|
||||
|
||||
|
||||
var ChecklistOverlayScript = load("res://ui/checklist_overlay.gd")
|
||||
var ChecklistEvaluatorScript = load("res://scripts/checklist/checklist_evaluator.gd")
|
||||
|
||||
|
||||
func before_test() -> void:
|
||||
SimBridge.reset_test_state()
|
||||
SimBridge._last_snapshot = null
|
||||
GameState.current_tick = 0
|
||||
GameState.player_position = Vector2.ZERO
|
||||
GameState.visible_entities = []
|
||||
GameState.visible_tiles = []
|
||||
GameState.visible_positions = {}
|
||||
GameState.current_monologue = null
|
||||
GameState.current_dialogue = null
|
||||
GameState.nearby_interactions = []
|
||||
GameState.game_time = {}
|
||||
GameState.pending_recognitions = []
|
||||
GameState.room_id = null
|
||||
GameState.gauntlet_mode = false
|
||||
GameState.player_facing = "North"
|
||||
GameState.player_stance = "Walk"
|
||||
GameState.player_inventory = []
|
||||
|
||||
|
||||
# -- YAML Parser Tests ---------------------------------------------------------
|
||||
|
||||
func test_parse_empty_yaml() -> void:
|
||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml("")
|
||||
assert_that(result.size()).is_equal(0)
|
||||
|
||||
|
||||
func test_parse_top_level_string() -> void:
|
||||
var yaml := "room_id: inventory_warehouse"
|
||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||
assert_that(result.get("room_id")).is_equal("inventory_warehouse")
|
||||
|
||||
|
||||
func test_parse_top_level_quoted_string() -> void:
|
||||
var yaml := 'description: "Tests D-065 (9-slot inventory)."'
|
||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||
assert_that(result.get("description")).is_equal("Tests D-065 (9-slot inventory).")
|
||||
|
||||
|
||||
func test_parse_single_condition() -> void:
|
||||
var yaml := "conditions:\n - id: test-1\n description: \"Test condition\"\n condition_type: player_near\n x: 10\n y: 20\n radius: 3.0"
|
||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||
assert_that(result.has("conditions")).is_true()
|
||||
var conditions: Array = result["conditions"]
|
||||
assert_that(conditions.size()).is_equal(1)
|
||||
assert_that(conditions[0]["id"]).is_equal("test-1")
|
||||
assert_that(conditions[0]["condition_type"]).is_equal("player_near")
|
||||
assert_that(conditions[0]["x"]).is_equal(10)
|
||||
assert_that(conditions[0]["y"]).is_equal(20)
|
||||
assert_that(conditions[0]["radius"]).is_equal_approx(3.0, 0.001)
|
||||
|
||||
|
||||
func test_parse_multiple_conditions() -> void:
|
||||
var yaml := "conditions:\n - id: cond-a\n condition_type: player_near\n x: 1\n y: 2\n radius: 1.0\n\n - id: cond-b\n condition_type: player_facing\n direction: East"
|
||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||
var conditions: Array = result["conditions"]
|
||||
assert_that(conditions.size()).is_equal(2)
|
||||
assert_that(conditions[0]["id"]).is_equal("cond-a")
|
||||
assert_that(conditions[1]["id"]).is_equal("cond-b")
|
||||
assert_that(conditions[1]["direction"]).is_equal("East")
|
||||
|
||||
|
||||
func test_parse_comments_ignored() -> void:
|
||||
var yaml := "# This is a comment\nroom_id: test\n# Another comment\nconditions:\n - id: c1\n condition_type: entity_present\n entity_id: 5"
|
||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||
assert_that(result.get("room_id")).is_equal("test")
|
||||
var conditions: Array = result["conditions"]
|
||||
assert_that(conditions.size()).is_equal(1)
|
||||
assert_that(conditions[0]["entity_id"]).is_equal(5)
|
||||
|
||||
|
||||
func test_parse_integer_and_float_values() -> void:
|
||||
var yaml := "conditions:\n - id: t\n condition_type: player_near\n x: 42\n y: -3\n radius: 2.5"
|
||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||
var cond: Dictionary = result["conditions"][0]
|
||||
assert_that(cond["x"]).is_equal(42)
|
||||
assert_that(typeof(cond["radius"])).is_equal(TYPE_FLOAT)
|
||||
|
||||
|
||||
func test_parse_scope_field() -> void:
|
||||
var yaml := "scope: cross_room\nconditions:\n - id: cr-1\n condition_type: entity_present\n entity_id: 0"
|
||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||
assert_that(result.get("scope")).is_equal("cross_room")
|
||||
|
||||
|
||||
func test_parse_inline_comment_stripped() -> void:
|
||||
var yaml := "room_id: test # this is a comment"
|
||||
var result: Dictionary = ChecklistEvaluatorScript.parse_checklist_yaml(yaml)
|
||||
assert_that(result.get("room_id")).is_equal("test")
|
||||
|
||||
|
||||
# -- Condition Evaluation Tests ------------------------------------------------
|
||||
|
||||
func _make_evaluator(conditions: Array):
|
||||
var evaluator = ChecklistEvaluatorScript.new()
|
||||
evaluator._room_conditions = conditions
|
||||
evaluator._loaded = true
|
||||
return evaluator
|
||||
|
||||
|
||||
func test_eval_player_near_within_radius() -> void:
|
||||
GameState.player_position = Vector2(10.0, 20.0)
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "near-1", "condition_type": "player_near",
|
||||
"x": 10, "y": 21, "radius": 2.0,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"player_near: player at (10,20), target (10,21), radius 2.0 — should be met"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_eval_player_near_outside_radius() -> void:
|
||||
GameState.player_position = Vector2(10.0, 20.0)
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "near-2", "condition_type": "player_near",
|
||||
"x": 10, "y": 30, "radius": 2.0,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"player_near: player at (10,20), target (10,30), radius 2.0 — should NOT be met"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_player_near_exact_boundary() -> void:
|
||||
GameState.player_position = Vector2(10.0, 20.0)
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "near-3", "condition_type": "player_near",
|
||||
"x": 10, "y": 22, "radius": 2.0,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"player_near: distance exactly equals radius — should be met (<=)"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_eval_player_facing_match() -> void:
|
||||
GameState.player_facing = "East"
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "face-1", "condition_type": "player_facing",
|
||||
"direction": "East",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
|
||||
|
||||
func test_eval_player_facing_no_match() -> void:
|
||||
GameState.player_facing = "North"
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "face-2", "condition_type": "player_facing",
|
||||
"direction": "East",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_player_facing_diagonal_no_match() -> void:
|
||||
# 8-directional facing "Northeast" should NOT match "East" or "North"
|
||||
GameState.player_facing = "Northeast"
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "face-diag", "condition_type": "player_facing",
|
||||
"direction": "East",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"player_facing: Northeast should NOT match East (exact match only)"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_entity_present_found() -> void:
|
||||
GameState.visible_entities = [
|
||||
{"entity_id": 5, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"},
|
||||
{"entity_id": 10, "x": 2.0, "y": 2.0, "z": 0, "kind": "Object"},
|
||||
]
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "present-1", "condition_type": "entity_present",
|
||||
"entity_id": 10,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
|
||||
|
||||
func test_eval_entity_present_not_found() -> void:
|
||||
GameState.visible_entities = [
|
||||
{"entity_id": 5, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"},
|
||||
]
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "present-2", "condition_type": "entity_present",
|
||||
"entity_id": 99,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_entity_absent_when_not_visible() -> void:
|
||||
GameState.visible_entities = [
|
||||
{"entity_id": 5, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"},
|
||||
]
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "absent-1", "condition_type": "entity_absent",
|
||||
"entity_id": 99,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"entity_absent: entity 99 not in visible_entities — should be met"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_eval_entity_absent_when_visible() -> void:
|
||||
GameState.visible_entities = [
|
||||
{"entity_id": 10, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"},
|
||||
]
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "absent-2", "condition_type": "entity_absent",
|
||||
"entity_id": 10,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"entity_absent: entity 10 IS visible — should NOT be met"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_expected_monologue_match() -> void:
|
||||
GameState.current_monologue = {"id": "m1", "text": "Something is wrong here.", "duration_seconds": 5.0}
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "mono-1", "condition_type": "expected_monologue",
|
||||
"contains": "wrong here",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
|
||||
|
||||
func test_eval_expected_monologue_no_match() -> void:
|
||||
GameState.current_monologue = {"id": "m1", "text": "All clear.", "duration_seconds": 5.0}
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "mono-2", "condition_type": "expected_monologue",
|
||||
"contains": "wrong here",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_expected_monologue_null() -> void:
|
||||
GameState.current_monologue = null
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "mono-3", "condition_type": "expected_monologue",
|
||||
"contains": "test",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"expected_monologue: null monologue should not match"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_expected_dialogue_match() -> void:
|
||||
GameState.current_dialogue = {"npc_name": "Kael", "speech": "Who are you?", "options": []}
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "dlg-1", "condition_type": "expected_dialogue",
|
||||
"contains": "Who are you",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
|
||||
|
||||
func test_eval_expected_dialogue_no_match() -> void:
|
||||
GameState.current_dialogue = {"npc_name": "Kael", "speech": "Hello.", "options": []}
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "dlg-2", "condition_type": "expected_dialogue",
|
||||
"contains": "Goodbye",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_expected_dialogue_null() -> void:
|
||||
GameState.current_dialogue = null
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "dlg-3", "condition_type": "expected_dialogue",
|
||||
"contains": "test",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"expected_dialogue: null dialogue should not match"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_interaction_verb_match() -> void:
|
||||
GameState.nearby_interactions = [{
|
||||
"entity_id": 13,
|
||||
"entity_type": "Object",
|
||||
"distance": 1,
|
||||
"verbs": [
|
||||
{"kind": "Take", "label": "Pickup", "priority": 1, "available": true},
|
||||
{"kind": "Observe", "label": "Examine", "priority": 2, "available": true},
|
||||
],
|
||||
}]
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "verb-1", "condition_type": "expected_interaction_verb",
|
||||
"entity_id": 13, "verb": "Pickup",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
|
||||
|
||||
func test_eval_interaction_verb_by_kind() -> void:
|
||||
GameState.nearby_interactions = [{
|
||||
"entity_id": 13,
|
||||
"entity_type": "Object",
|
||||
"distance": 1,
|
||||
"verbs": [
|
||||
{"kind": "Take", "label": "Pickup", "priority": 1, "available": true},
|
||||
],
|
||||
}]
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "verb-kind", "condition_type": "expected_interaction_verb",
|
||||
"entity_id": 13, "verb": "Take",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"expected_interaction_verb: should match by kind='Take' as well as label"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_eval_interaction_verb_wrong_entity() -> void:
|
||||
GameState.nearby_interactions = [{
|
||||
"entity_id": 13,
|
||||
"entity_type": "Object",
|
||||
"distance": 1,
|
||||
"verbs": [{"kind": "Take", "label": "Pickup", "priority": 1, "available": true}],
|
||||
}]
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "verb-wrong", "condition_type": "expected_interaction_verb",
|
||||
"entity_id": 99, "verb": "Pickup",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"expected_interaction_verb: wrong entity_id should not match"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_interaction_verb_unavailable() -> void:
|
||||
GameState.nearby_interactions = [{
|
||||
"entity_id": 13,
|
||||
"entity_type": "Object",
|
||||
"distance": 1,
|
||||
"verbs": [{"kind": "Take", "label": "Pickup", "priority": 1, "available": false}],
|
||||
}]
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "verb-unavail", "condition_type": "expected_interaction_verb",
|
||||
"entity_id": 13, "verb": "Pickup",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"expected_interaction_verb: unavailable verb should not match"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_eval_interaction_verb_no_interactions() -> void:
|
||||
GameState.nearby_interactions = []
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "verb-none", "condition_type": "expected_interaction_verb",
|
||||
"entity_id": 13, "verb": "Pickup",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(0)
|
||||
|
||||
|
||||
# -- Latching Tests ------------------------------------------------------------
|
||||
|
||||
func test_latching_condition_stays_met() -> void:
|
||||
# Condition met on first evaluate, stays met even when state changes.
|
||||
GameState.player_facing = "East"
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "latch-1", "condition_type": "player_facing",
|
||||
"direction": "East",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
|
||||
# Change state so condition would be false if re-evaluated fresh
|
||||
GameState.player_facing = "North"
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"Latched condition should stay met even after state changes"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_latching_monologue_transient() -> void:
|
||||
# Monologue appears for one tick, then disappears. Condition should latch.
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "mono-latch", "condition_type": "expected_monologue",
|
||||
"contains": "recalibrated",
|
||||
}])
|
||||
|
||||
# Tick 1: no monologue
|
||||
GameState.current_monologue = null
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(0)
|
||||
|
||||
# Tick 2: monologue fires
|
||||
GameState.current_monologue = {"id": "m1", "text": "Systems recalibrated.", "duration_seconds": 3.0}
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
|
||||
# Tick 3: monologue consumed (null)
|
||||
GameState.current_monologue = null
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"Monologue condition should stay latched after monologue disappears"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_multiple_conditions_partial_latching() -> void:
|
||||
var evaluator = _make_evaluator([
|
||||
{"id": "c1", "condition_type": "player_facing", "direction": "East"},
|
||||
{"id": "c2", "condition_type": "entity_present", "entity_id": 5},
|
||||
{"id": "c3", "condition_type": "player_near", "x": 50, "y": 50, "radius": 1.0},
|
||||
])
|
||||
|
||||
# Tick 1: only facing matches
|
||||
GameState.player_facing = "East"
|
||||
GameState.visible_entities = []
|
||||
GameState.player_position = Vector2(0, 0)
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
assert_that(evaluator.get_total_count()).is_equal(3)
|
||||
|
||||
# Tick 2: entity also visible
|
||||
GameState.visible_entities = [{"entity_id": 5, "x": 1.0, "y": 1.0, "z": 0, "kind": "Npc"}]
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(2)
|
||||
|
||||
# Tick 3: player moves to target
|
||||
GameState.player_position = Vector2(50.0, 50.0)
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(3)
|
||||
assert_that(evaluator.is_complete()).is_true()
|
||||
|
||||
|
||||
# -- Room Change Tests ---------------------------------------------------------
|
||||
|
||||
func test_room_change_resets_per_room_conditions() -> void:
|
||||
var evaluator = ChecklistEvaluatorScript.new()
|
||||
# Manually set conditions to avoid file loading
|
||||
evaluator._room_conditions = [
|
||||
{"id": "r1-c1", "condition_type": "player_facing", "direction": "East"},
|
||||
]
|
||||
evaluator._loaded = true
|
||||
GameState.player_facing = "East"
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
|
||||
# Simulate room change by loading a new "room"
|
||||
evaluator._current_room_id = "old_room"
|
||||
evaluator._room_conditions = [
|
||||
{"id": "r2-c1", "condition_type": "player_facing", "direction": "North"},
|
||||
]
|
||||
# Clear latches for the new room (simulating load_room behavior)
|
||||
evaluator._latched.clear()
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"After room change, old latches should be cleared; new condition not met"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_reset_clears_all_state() -> void:
|
||||
var evaluator = _make_evaluator([
|
||||
{"id": "c1", "condition_type": "player_facing", "direction": "East"},
|
||||
])
|
||||
GameState.player_facing = "East"
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
evaluator.reset()
|
||||
assert_that(evaluator.is_loaded()).is_false()
|
||||
assert_that(evaluator.get_met_count()).is_equal(0)
|
||||
assert_that(evaluator.get_total_count()).is_equal(0)
|
||||
|
||||
|
||||
# -- get_results Tests ---------------------------------------------------------
|
||||
|
||||
func test_get_results_structure() -> void:
|
||||
var evaluator = _make_evaluator([
|
||||
{"id": "c1", "description": "Test condition", "condition_type": "player_facing", "direction": "North"},
|
||||
])
|
||||
GameState.player_facing = "North"
|
||||
evaluator.evaluate()
|
||||
var results: Array = evaluator.get_results()
|
||||
assert_that(results.size()).is_equal(1)
|
||||
assert_that(results[0]["id"]).is_equal("c1")
|
||||
assert_that(results[0]["description"]).is_equal("Test condition")
|
||||
assert_that(results[0]["condition_type"]).is_equal("player_facing")
|
||||
assert_that(results[0]["met"]).is_true()
|
||||
|
||||
|
||||
func test_get_results_unmet() -> void:
|
||||
var evaluator = _make_evaluator([
|
||||
{"id": "c1", "description": "Test", "condition_type": "player_facing", "direction": "South"},
|
||||
])
|
||||
GameState.player_facing = "North"
|
||||
evaluator.evaluate()
|
||||
var results: Array = evaluator.get_results()
|
||||
assert_that(results[0]["met"]).is_false()
|
||||
|
||||
|
||||
# -- Overlay Visibility Tests --------------------------------------------------
|
||||
|
||||
func _make_checklist_overlay() -> Control:
|
||||
var overlay = Control.new()
|
||||
overlay.set_script(ChecklistOverlayScript)
|
||||
auto_free(overlay)
|
||||
add_child(overlay)
|
||||
return overlay
|
||||
|
||||
|
||||
func test_overlay_hidden_in_non_gauntlet_mode() -> void:
|
||||
var overlay := _make_checklist_overlay()
|
||||
GameState.gauntlet_mode = false
|
||||
overlay.update_from_state()
|
||||
assert_that(overlay.visible).override_failure_message(
|
||||
"Checklist overlay must be hidden in non-gauntlet mode"
|
||||
).is_false()
|
||||
|
||||
|
||||
func test_overlay_visible_in_gauntlet_mode() -> void:
|
||||
var overlay := _make_checklist_overlay()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "test_room"
|
||||
overlay.update_from_state()
|
||||
assert_that(overlay.visible).override_failure_message(
|
||||
"Checklist overlay must be visible in gauntlet mode"
|
||||
).is_true()
|
||||
|
||||
|
||||
func test_overlay_hides_on_gauntlet_deactivation() -> void:
|
||||
var overlay := _make_checklist_overlay()
|
||||
GameState.gauntlet_mode = true
|
||||
GameState.room_id = "test_room"
|
||||
overlay.update_from_state()
|
||||
assert_that(overlay.visible).is_true()
|
||||
GameState.gauntlet_mode = false
|
||||
overlay.update_from_state()
|
||||
assert_that(overlay.visible).override_failure_message(
|
||||
"Overlay must hide when gauntlet mode deactivates"
|
||||
).is_false()
|
||||
|
||||
|
||||
func test_overlay_evaluator_accessible() -> void:
|
||||
var overlay := _make_checklist_overlay()
|
||||
var evaluator = overlay.get_evaluator()
|
||||
assert_that(evaluator).override_failure_message(
|
||||
"Overlay should expose evaluator via get_evaluator()"
|
||||
).is_not_null()
|
||||
|
||||
|
||||
func test_overlay_in_main_scene() -> void:
|
||||
var scene: PackedScene = load("res://scenes/main.tscn")
|
||||
var instance: Node = scene.instantiate()
|
||||
auto_free(instance)
|
||||
add_child(instance)
|
||||
instance._process(0.016)
|
||||
|
||||
var overlay: Node = _find_node_recursive(instance, "ChecklistOverlay")
|
||||
assert_that(overlay).override_failure_message(
|
||||
"ChecklistOverlay node should exist in main scene tree"
|
||||
).is_not_null()
|
||||
if overlay is CanvasItem:
|
||||
assert_that((overlay as CanvasItem).visible).override_failure_message(
|
||||
"ChecklistOverlay should be hidden by default (non-gauntlet mode)"
|
||||
).is_false()
|
||||
|
||||
|
||||
# -- Integration: Snapshot -> Evaluation ----------------------------------------
|
||||
|
||||
func test_integration_snapshot_to_evaluator() -> void:
|
||||
# Integration test: GameState snapshot data -> evaluator -> correct results.
|
||||
# Tests the evaluator directly (overlay wiring tested separately).
|
||||
var evaluator = ChecklistEvaluatorScript.new()
|
||||
evaluator._room_conditions = [
|
||||
{"id": "int-1", "description": "Player entity present", "condition_type": "entity_present", "entity_id": 1},
|
||||
{"id": "int-2", "description": "Player faces East", "condition_type": "player_facing", "direction": "East"},
|
||||
]
|
||||
evaluator._loaded = true
|
||||
|
||||
# Simulate gauntlet snapshot with player entity
|
||||
GameState.visible_entities = [
|
||||
{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": "Player"},
|
||||
]
|
||||
GameState.player_facing = "North"
|
||||
|
||||
evaluator.evaluate()
|
||||
|
||||
# Entity present should be met, facing should not
|
||||
assert_that(evaluator.get_met_count()).is_equal(1)
|
||||
assert_that(evaluator.get_total_count()).is_equal(2)
|
||||
|
||||
# Change facing — second condition should also latch
|
||||
GameState.player_facing = "East"
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(2)
|
||||
assert_that(evaluator.is_complete()).is_true()
|
||||
|
||||
# Verify results array contains both conditions as met
|
||||
var results: Array = evaluator.get_results()
|
||||
for r in results:
|
||||
assert_that(r["met"]).override_failure_message(
|
||||
"Condition '%s' should be met after snapshot sequence" % r["id"]
|
||||
).is_true()
|
||||
|
||||
|
||||
# -- Edge Cases ----------------------------------------------------------------
|
||||
|
||||
func test_empty_entity_list_entity_present() -> void:
|
||||
GameState.visible_entities = []
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "edge-empty", "condition_type": "entity_present",
|
||||
"entity_id": 0,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).is_equal(0)
|
||||
|
||||
|
||||
func test_empty_entity_list_entity_absent() -> void:
|
||||
GameState.visible_entities = []
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "edge-absent-empty", "condition_type": "entity_absent",
|
||||
"entity_id": 99,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"entity_absent with empty visible_entities should be met"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_zero_radius_player_near() -> void:
|
||||
GameState.player_position = Vector2(10.0, 20.0)
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "edge-zero-radius", "condition_type": "player_near",
|
||||
"x": 10, "y": 20, "radius": 0.0,
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"player_near with radius 0 at exact position should be met"
|
||||
).is_equal(1)
|
||||
|
||||
|
||||
func test_unknown_condition_type() -> void:
|
||||
var evaluator = _make_evaluator([{
|
||||
"id": "edge-unknown", "condition_type": "nonexistent_type",
|
||||
}])
|
||||
evaluator.evaluate()
|
||||
assert_that(evaluator.get_met_count()).override_failure_message(
|
||||
"Unknown condition type should not be met"
|
||||
).is_equal(0)
|
||||
|
||||
|
||||
func test_no_conditions_loaded() -> void:
|
||||
var evaluator = ChecklistEvaluatorScript.new()
|
||||
assert_that(evaluator.is_loaded()).is_false()
|
||||
assert_that(evaluator.get_total_count()).is_equal(0)
|
||||
assert_that(evaluator.get_met_count()).is_equal(0)
|
||||
assert_that(evaluator.is_complete()).is_false()
|
||||
|
||||
|
||||
# -- Helper: recursive node search --------------------------------------------
|
||||
|
||||
func _find_node_recursive(root: Node, target_name: String) -> Node:
|
||||
if root.name == target_name:
|
||||
return root
|
||||
for child in root.get_children():
|
||||
var found := _find_node_recursive(child, target_name)
|
||||
if found != null:
|
||||
return found
|
||||
return null
|
||||
@@ -253,27 +253,29 @@ func test_recognition_transition_progress() -> void:
|
||||
fog_entities.queue_free()
|
||||
|
||||
|
||||
func test_facing_indicator_rotation_matches_player_facing() -> void:
|
||||
# P3-T02: Facing indicator rotation matches player_facing from snapshot.
|
||||
func test_facing_indicator_rotation_matches_input_mapper_angle() -> void:
|
||||
# P3-T02: D-054 — Facing indicator uses InputMapper.facing_angle (client-side float).
|
||||
# Indicator rotation = facing_angle + PI/2 (0=North basis).
|
||||
GameState.player_entity_id = 1
|
||||
var renderer := _make_entity_renderer()
|
||||
var entity := [{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0,
|
||||
"kind": {"variant": "Player", "data": null}, "visibility": "Forward"}]
|
||||
renderer.update_entities(entity)
|
||||
var indicator = renderer.entity_nodes[1].get_node("FacingIndicator")
|
||||
# Test each cardinal + diagonal direction
|
||||
var expected := {
|
||||
"North": 0.0,
|
||||
"East": PI / 2.0,
|
||||
"South": PI,
|
||||
"West": 3.0 * PI / 2.0,
|
||||
# {facing_angle → expected indicator rotation}
|
||||
var angles := {
|
||||
-PI / 2.0: 0.0, # North
|
||||
0.0: PI / 2.0, # East
|
||||
PI / 2.0: PI, # South
|
||||
PI: -PI / 2.0, # West (3PI/2 normalized to -PI/2 by Godot)
|
||||
}
|
||||
for dir in expected:
|
||||
GameState.player_facing = dir
|
||||
for angle in angles:
|
||||
InputMapper.facing_angle = angle
|
||||
renderer.update_entities(entity)
|
||||
assert_that(indicator.rotation).override_failure_message(
|
||||
"%s: expected rotation %.3f, got %.3f" % [dir, expected[dir], indicator.rotation]
|
||||
).is_equal_approx(expected[dir], 0.001)
|
||||
"angle %.3f: expected rotation %.3f, got %.3f" % [angle, angles[angle], indicator.rotation]
|
||||
).is_equal_approx(angles[angle], 0.001)
|
||||
InputMapper.facing_angle = -PI / 2.0 # Reset to default
|
||||
renderer.queue_free()
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,366 @@
|
||||
## #521: Confrontation D-033 color shift — QA test suite
|
||||
## Spec refs: D-033 (entity color = relationship), D-063 (confrontation same box)
|
||||
## Sprint Completion Proof (joint.md):
|
||||
## - Entity tint fades 0.5-1s to new relationship color on confrontation delivery
|
||||
## - Cursor hover tint also updates to match relationship
|
||||
## - Palette matches D-033 exactly
|
||||
##
|
||||
## Tests are structured in layers:
|
||||
## 1. D-033 color palette constants — always pass (no implementation dependency)
|
||||
## 2. Relationship-to-color mapping — tests the lookup function
|
||||
## 3. Entity renderer relationship coloring — tests that entities USE relationship
|
||||
## 4. Tween on relationship change — tests fade behavior (0.5-1s)
|
||||
## 5. Protocol/GameState passthrough — tests data pipeline integrity
|
||||
class_name TestColorShift
|
||||
extends GdUnitTestSuite
|
||||
|
||||
var EntityRendererScript: GDScript = load("res://scripts/rendering/entity_renderer.gd")
|
||||
var ConstantsScript: GDScript = load("res://scripts/constants.gd")
|
||||
|
||||
# -- Test data -----------------------------------------------------------------
|
||||
|
||||
# Entity with relationship field (v4 protocol format)
|
||||
func _make_entity(entity_id: int, kind: String, relationship: String, x: float = 5.0, y: float = 5.0) -> Dictionary:
|
||||
return {
|
||||
"entity_id": entity_id,
|
||||
"x": x, "y": y, "z": 0,
|
||||
"kind": {"variant": kind, "data": null},
|
||||
"visibility": "Forward",
|
||||
"relationship": relationship,
|
||||
"observation": "Visible",
|
||||
}
|
||||
|
||||
func _make_entity_renderer() -> Node2D:
|
||||
var renderer: Node2D = Node2D.new()
|
||||
renderer.set_script(EntityRendererScript)
|
||||
add_child(renderer)
|
||||
return renderer
|
||||
|
||||
|
||||
func before_test() -> void:
|
||||
GameState.player_entity_id = 1
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# Layer 1: D-033 Color Palette Constants
|
||||
# These tests verify the palette is defined correctly. No implementation needed.
|
||||
# ==============================================================================
|
||||
|
||||
func test_d033_unknown_teal() -> void:
|
||||
assert_that(Constants.ENTITY_COLOR_UNKNOWN).is_equal(Color("#4a9ebb"))
|
||||
|
||||
func test_d033_friendly_green() -> void:
|
||||
assert_that(Constants.ENTITY_COLOR_FRIENDLY).is_equal(Color("#6bc9a6"))
|
||||
|
||||
func test_d033_poi_amber() -> void:
|
||||
assert_that(Constants.ENTITY_COLOR_POI).is_equal(Color("#e8c547"))
|
||||
|
||||
func test_d033_hostile_red() -> void:
|
||||
assert_that(Constants.ENTITY_COLOR_HOSTILE).is_equal(Color("#d45d5d"))
|
||||
|
||||
func test_d033_object_grey() -> void:
|
||||
assert_that(Constants.ENTITY_COLOR_OBJECT).is_equal(Color("#8b8ba0"))
|
||||
|
||||
func test_d033_player_cool_white() -> void:
|
||||
assert_that(Constants.ENTITY_COLOR_PLAYER).is_equal(Color("#e0e8ff"))
|
||||
|
||||
func test_d033_palette_all_distinct() -> void:
|
||||
# All 6 D-033 colors must be distinct from each other
|
||||
var colors: Array[Color] = [
|
||||
Constants.ENTITY_COLOR_UNKNOWN,
|
||||
Constants.ENTITY_COLOR_FRIENDLY,
|
||||
Constants.ENTITY_COLOR_POI,
|
||||
Constants.ENTITY_COLOR_HOSTILE,
|
||||
Constants.ENTITY_COLOR_OBJECT,
|
||||
Constants.ENTITY_COLOR_PLAYER,
|
||||
]
|
||||
for i in range(colors.size()):
|
||||
for j in range(i + 1, colors.size()):
|
||||
assert_that(colors[i] != colors[j]).is_true()
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# Layer 2: Relationship-to-Color Mapping
|
||||
# Tests the lookup function that maps relationship strings to D-033 colors.
|
||||
# Depends on #521 adding color_for_relationship() to Constants.
|
||||
# Uses ConstantsScript method list to skip gracefully if not yet implemented.
|
||||
# ==============================================================================
|
||||
|
||||
func _has_color_for_relationship() -> bool:
|
||||
# Check if the Constants script has a color_for_relationship method.
|
||||
for method in ConstantsScript.get_script_method_list():
|
||||
if method.name == "color_for_relationship":
|
||||
return true
|
||||
return false
|
||||
|
||||
func test_relationship_color_unknown() -> void:
|
||||
if not _has_color_for_relationship():
|
||||
push_warning("TestColorShift: color_for_relationship not implemented yet — awaiting #521")
|
||||
return
|
||||
var color: Color = Constants.color_for_relationship("Unknown")
|
||||
assert_that(color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
|
||||
|
||||
func test_relationship_color_friendly() -> void:
|
||||
if not _has_color_for_relationship():
|
||||
return
|
||||
var color: Color = Constants.color_for_relationship("Friendly")
|
||||
assert_that(color).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
|
||||
|
||||
func test_relationship_color_person_of_interest() -> void:
|
||||
if not _has_color_for_relationship():
|
||||
return
|
||||
var color: Color = Constants.color_for_relationship("PersonOfInterest")
|
||||
assert_that(color).is_equal(Constants.ENTITY_COLOR_POI)
|
||||
|
||||
func test_relationship_color_hostile() -> void:
|
||||
if not _has_color_for_relationship():
|
||||
return
|
||||
var color: Color = Constants.color_for_relationship("Hostile")
|
||||
assert_that(color).is_equal(Constants.ENTITY_COLOR_HOSTILE)
|
||||
|
||||
func test_relationship_color_fallback() -> void:
|
||||
if not _has_color_for_relationship():
|
||||
return
|
||||
var color: Color = Constants.color_for_relationship("SomethingWeird")
|
||||
assert_that(color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# Layer 3: Entity Renderer — Relationship-Based Coloring
|
||||
# Tests that entity_renderer uses the relationship field for NPC colors.
|
||||
# Player and Object entities should remain unaffected by relationship field.
|
||||
# ==============================================================================
|
||||
|
||||
func test_npc_uses_relationship_color_unknown() -> void:
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
var entities: Array = [_make_entity(2, "Npc", "Unknown")]
|
||||
renderer.update_entities(entities)
|
||||
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
|
||||
# Unknown -> teal (both Phase 1 and Phase 2 produce the same result)
|
||||
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
|
||||
renderer.queue_free()
|
||||
|
||||
func test_npc_uses_relationship_color_friendly() -> void:
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
var entities: Array = [_make_entity(2, "Npc", "Friendly")]
|
||||
renderer.update_entities(entities)
|
||||
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
|
||||
if not _entity_uses_relationship(renderer):
|
||||
push_warning("TestColorShift: entity renderer not yet using relationship for color — awaiting #521")
|
||||
renderer.queue_free()
|
||||
return
|
||||
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_FRIENDLY)
|
||||
renderer.queue_free()
|
||||
|
||||
func test_npc_uses_relationship_color_poi() -> void:
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
var entities: Array = [_make_entity(2, "Npc", "PersonOfInterest")]
|
||||
renderer.update_entities(entities)
|
||||
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
|
||||
if not _entity_uses_relationship(renderer):
|
||||
renderer.queue_free()
|
||||
return
|
||||
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_POI)
|
||||
renderer.queue_free()
|
||||
|
||||
func test_npc_uses_relationship_color_hostile() -> void:
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
var entities: Array = [_make_entity(2, "Npc", "Hostile")]
|
||||
renderer.update_entities(entities)
|
||||
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
|
||||
if not _entity_uses_relationship(renderer):
|
||||
renderer.queue_free()
|
||||
return
|
||||
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_HOSTILE)
|
||||
renderer.queue_free()
|
||||
|
||||
func test_player_color_ignores_relationship() -> void:
|
||||
# Player entity always uses ENTITY_COLOR_PLAYER regardless of relationship
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
var entities: Array = [_make_entity(1, "Player", "Hostile")]
|
||||
renderer.update_entities(entities)
|
||||
var node: ColorRect = renderer.entity_nodes[1] as ColorRect
|
||||
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_PLAYER)
|
||||
renderer.queue_free()
|
||||
|
||||
func test_object_color_ignores_relationship() -> void:
|
||||
# Object entities always use ENTITY_COLOR_OBJECT
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
var entities: Array = [_make_entity(3, "Object", "Friendly")]
|
||||
renderer.update_entities(entities)
|
||||
var node: ColorRect = renderer.entity_nodes[3] as ColorRect
|
||||
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_OBJECT)
|
||||
renderer.queue_free()
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# Layer 4: Tween on Relationship Change
|
||||
# Tests that color transitions use a 0.5-1s fade, not an instant flip.
|
||||
# D-033: "Color shifts smoothly (0.5s fade) when relationship state changes."
|
||||
# D-063: "entity D-033 color may fade" on confrontation delivery.
|
||||
# ==============================================================================
|
||||
|
||||
func test_color_shift_not_instant() -> void:
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
var entities_before: Array = [_make_entity(2, "Npc", "Friendly")]
|
||||
renderer.update_entities(entities_before)
|
||||
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
|
||||
if not _entity_uses_relationship(renderer):
|
||||
renderer.queue_free()
|
||||
return
|
||||
# Change relationship to Hostile
|
||||
var entities_after: Array = [_make_entity(2, "Npc", "Hostile")]
|
||||
renderer.update_entities(entities_after)
|
||||
# Immediately after update, color should NOT yet be the target
|
||||
var color_after_immediate: Color = node.color
|
||||
if not _renderer_has_tween_support(renderer):
|
||||
push_warning("TestColorShift: tween on relationship change not implemented yet — awaiting #521")
|
||||
renderer.queue_free()
|
||||
return
|
||||
# The color should NOT be exactly the target yet (tween in progress)
|
||||
assert_that(color_after_immediate != Constants.ENTITY_COLOR_HOSTILE).is_true()
|
||||
renderer.queue_free()
|
||||
|
||||
func test_color_shift_reaches_target() -> void:
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
if not _entity_uses_relationship(renderer):
|
||||
renderer.queue_free()
|
||||
return
|
||||
if not _renderer_has_tween_support(renderer):
|
||||
renderer.queue_free()
|
||||
return
|
||||
renderer.update_entities([_make_entity(2, "Npc", "Friendly")])
|
||||
renderer.update_entities([_make_entity(2, "Npc", "Hostile")])
|
||||
# Simulate time passing: ~1.5 seconds of frames
|
||||
var elapsed: float = 0.0
|
||||
while elapsed < 1.5:
|
||||
renderer._process(1.0 / 60.0)
|
||||
elapsed += 1.0 / 60.0
|
||||
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
|
||||
assert_that(node.color.is_equal_approx(Constants.ENTITY_COLOR_HOSTILE)).is_true()
|
||||
renderer.queue_free()
|
||||
|
||||
func test_color_shift_mid_transition_retrigger() -> void:
|
||||
# Rapid relationship changes: Unknown → Friendly → Hostile in quick succession.
|
||||
# The second change should preempt the first tween and converge to Hostile.
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
if not _entity_uses_relationship(renderer):
|
||||
renderer.queue_free()
|
||||
return
|
||||
if not _renderer_has_tween_support(renderer):
|
||||
renderer.queue_free()
|
||||
return
|
||||
renderer.update_entities([_make_entity(2, "Npc", "Unknown")])
|
||||
# First change: Unknown → Friendly
|
||||
renderer.update_entities([_make_entity(2, "Npc", "Friendly")])
|
||||
# Advance partway (0.1s of a 0.5s tween)
|
||||
for i in range(6):
|
||||
renderer._process(1.0 / 60.0)
|
||||
# Second change mid-tween: Friendly → Hostile (preempts first)
|
||||
renderer.update_entities([_make_entity(2, "Npc", "Hostile")])
|
||||
# Advance past full duration
|
||||
var elapsed: float = 0.0
|
||||
while elapsed < 1.0:
|
||||
renderer._process(1.0 / 60.0)
|
||||
elapsed += 1.0 / 60.0
|
||||
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
|
||||
assert_that(node.color.is_equal_approx(Constants.ENTITY_COLOR_HOSTILE)).is_true()
|
||||
renderer.queue_free()
|
||||
|
||||
|
||||
func test_color_shift_same_relationship_no_tween() -> void:
|
||||
var renderer: Node2D = _make_entity_renderer()
|
||||
if not _entity_uses_relationship(renderer):
|
||||
renderer.queue_free()
|
||||
return
|
||||
var entities: Array = [_make_entity(2, "Npc", "Unknown")]
|
||||
renderer.update_entities(entities)
|
||||
var node: ColorRect = renderer.entity_nodes[2] as ColorRect
|
||||
var color_first: Color = node.color
|
||||
renderer.update_entities(entities)
|
||||
var color_second: Color = node.color
|
||||
assert_that(color_first).is_equal(color_second)
|
||||
renderer.queue_free()
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# Layer 5: Protocol — Relationship Field Round-Trip
|
||||
# ==============================================================================
|
||||
|
||||
func test_protocol_entity_relationship_decoded() -> void:
|
||||
var raw: Dictionary = {
|
||||
"entity_id": 5,
|
||||
"x": 10.0, "y": 10.0, "z": 0,
|
||||
"kind": "Npc",
|
||||
"relationship": "PersonOfInterest",
|
||||
"visibility": "Forward",
|
||||
"observation": "Visible",
|
||||
}
|
||||
var decoded: Variant = Protocol._decode_entity(raw)
|
||||
assert_that(decoded).is_not_null()
|
||||
assert_that(decoded.relationship).is_equal("PersonOfInterest")
|
||||
|
||||
func test_protocol_entity_relationship_defaults_unknown() -> void:
|
||||
var raw: Dictionary = {
|
||||
"entity_id": 5,
|
||||
"x": 10.0, "y": 10.0, "z": 0,
|
||||
"kind": "Npc",
|
||||
}
|
||||
var decoded: Variant = Protocol._decode_entity(raw)
|
||||
assert_that(decoded).is_not_null()
|
||||
assert_that(decoded.relationship).is_equal("Unknown")
|
||||
|
||||
func test_protocol_entity_all_relationship_values() -> void:
|
||||
var relationships: Array[String] = ["Unknown", "Friendly", "PersonOfInterest", "Hostile"]
|
||||
for rel in relationships:
|
||||
var raw: Dictionary = {
|
||||
"entity_id": 5,
|
||||
"x": 10.0, "y": 10.0, "z": 0,
|
||||
"kind": "Npc",
|
||||
"relationship": rel,
|
||||
}
|
||||
var decoded: Variant = Protocol._decode_entity(raw)
|
||||
assert_that(decoded).is_not_null()
|
||||
assert_that(decoded.relationship).is_equal(rel)
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# Layer 6: GameState — Relationship Data Passthrough
|
||||
# ==============================================================================
|
||||
|
||||
func test_game_state_preserves_relationship() -> void:
|
||||
var snapshot: Dictionary = {
|
||||
"tick": 1,
|
||||
"entities": [_make_entity(2, "Npc", "Friendly")],
|
||||
}
|
||||
GameState.apply_snapshot(snapshot)
|
||||
assert_that(GameState.visible_entities.size()).is_equal(1)
|
||||
assert_that(GameState.visible_entities[0].relationship).is_equal("Friendly")
|
||||
|
||||
func test_game_state_relationship_changes_between_snapshots() -> void:
|
||||
GameState.apply_snapshot({"tick": 1, "entities": [_make_entity(2, "Npc", "Friendly")]})
|
||||
assert_that(GameState.visible_entities[0].relationship).is_equal("Friendly")
|
||||
GameState.apply_snapshot({"tick": 2, "entities": [_make_entity(2, "Npc", "PersonOfInterest")]})
|
||||
assert_that(GameState.visible_entities[0].relationship).is_equal("PersonOfInterest")
|
||||
|
||||
|
||||
# ==============================================================================
|
||||
# Helpers
|
||||
# ==============================================================================
|
||||
|
||||
func _entity_uses_relationship(renderer: Node2D) -> bool:
|
||||
var friendly: Dictionary = _make_entity(10, "Npc", "Friendly", 3.0, 3.0)
|
||||
var hostile: Dictionary = _make_entity(11, "Npc", "Hostile", 5.0, 5.0)
|
||||
renderer.update_entities([friendly, hostile])
|
||||
if not renderer.entity_nodes.has(10) or not renderer.entity_nodes.has(11):
|
||||
return false
|
||||
var f_node: ColorRect = renderer.entity_nodes[10] as ColorRect
|
||||
var h_node: ColorRect = renderer.entity_nodes[11] as ColorRect
|
||||
var f_color: Color = f_node.color
|
||||
var h_color: Color = h_node.color
|
||||
var uses_rel: bool = not f_color.is_equal_approx(h_color)
|
||||
renderer.update_entities([])
|
||||
return uses_rel
|
||||
|
||||
func _renderer_has_tween_support(renderer: Node2D) -> bool:
|
||||
return renderer.get("_entity_tweens") != null
|
||||
@@ -0,0 +1,288 @@
|
||||
## #501: Hub teleport client UX — QA test suite
|
||||
## Spec refs: D-020 (protocol), D-030 (testability)
|
||||
## Sprint Completion Proof (joint.md):
|
||||
## - Home key sends TeleportToHub in Gauntlet mode
|
||||
## - 0.3s fade-to-black-and-back plays on teleport
|
||||
## - Dialogue/monologue/interaction buffer cleared on teleport
|
||||
## - Non-Gauntlet: action rejected, client shows no effect
|
||||
class_name TestHubTeleport
|
||||
extends GdUnitTestSuite
|
||||
|
||||
|
||||
# -- Fixtures ------------------------------------------------------------------
|
||||
|
||||
var _gauntlet_snapshot := {
|
||||
"tick": 1,
|
||||
"version": Protocol.PROTOCOL_VERSION,
|
||||
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
|
||||
"player_facing": "North",
|
||||
"player_stance": "Walk",
|
||||
"player_inventory": [],
|
||||
"entities": [
|
||||
{"entity_id": 1, "x": 50.0, "y": 50.0, "z": 0, "kind": {"variant": "Player", "data": null}, "visibility": "Forward"},
|
||||
],
|
||||
"tiles": [],
|
||||
"visible_tiles": [],
|
||||
"visible_positions": [],
|
||||
"nearby_interactions": [],
|
||||
"current_monologue": null,
|
||||
"current_dialogue": null,
|
||||
"pending_recognitions": [],
|
||||
"gauntlet_mode": true,
|
||||
"room_id": "proof_room",
|
||||
}
|
||||
|
||||
var _normal_snapshot := {
|
||||
"tick": 1,
|
||||
"version": Protocol.PROTOCOL_VERSION,
|
||||
"game_time": {"day": 0, "time_of_day": 100, "day_phase": "Morning", "tick_rate": "Full"},
|
||||
"player_facing": "North",
|
||||
"player_stance": "Walk",
|
||||
"player_inventory": [],
|
||||
"entities": [
|
||||
{"entity_id": 1, "x": 50.0, "y": 50.0, "z": 0, "kind": {"variant": "Player", "data": null}, "visibility": "Forward"},
|
||||
],
|
||||
"tiles": [],
|
||||
"visible_tiles": [],
|
||||
"visible_positions": [],
|
||||
"nearby_interactions": [],
|
||||
"current_monologue": null,
|
||||
"current_dialogue": null,
|
||||
"pending_recognitions": [],
|
||||
}
|
||||
|
||||
|
||||
func before_test() -> void:
|
||||
GameState.gauntlet_mode = false
|
||||
GameState.current_monologue = null
|
||||
GameState.current_dialogue = null
|
||||
GameState.dialogue_active = false
|
||||
GameState.room_id = null
|
||||
InputMapper.input_queue.clear()
|
||||
SimBridge.reset_test_state()
|
||||
|
||||
|
||||
# -- InputMapper: TELEPORT_HUB action enum ------------------------------------
|
||||
|
||||
func test_teleport_hub_action_exists() -> void:
|
||||
# Verify the enum value exists and is distinct
|
||||
var action: int = InputMapper.Action.TELEPORT_HUB
|
||||
assert_that(action).is_not_equal(InputMapper.Action.INTERACT)
|
||||
assert_that(action).is_not_equal(InputMapper.Action.MOVE_NORTH)
|
||||
|
||||
|
||||
# -- InputMapper: Gauntlet mode guard -----------------------------------------
|
||||
|
||||
func test_teleport_hub_blocked_outside_gauntlet() -> void:
|
||||
# Non-gauntlet: Home key input should NOT queue TELEPORT_HUB
|
||||
GameState.gauntlet_mode = false
|
||||
InputMapper.input_queue.clear()
|
||||
var event := InputEventKey.new()
|
||||
event.physical_keycode = KEY_HOME
|
||||
event.pressed = true
|
||||
InputMapper._unhandled_input(event)
|
||||
var has_teleport := false
|
||||
for entry in InputMapper.input_queue:
|
||||
if entry.action == InputMapper.Action.TELEPORT_HUB:
|
||||
has_teleport = true
|
||||
assert_that(has_teleport).is_false()
|
||||
|
||||
|
||||
func test_teleport_hub_allowed_in_gauntlet_mode() -> void:
|
||||
# Gauntlet mode: Home key SHOULD queue TELEPORT_HUB
|
||||
GameState.gauntlet_mode = true
|
||||
InputMapper.input_queue.clear()
|
||||
var event := InputEventKey.new()
|
||||
event.physical_keycode = KEY_HOME
|
||||
event.pressed = true
|
||||
InputMapper._unhandled_input(event)
|
||||
var has_teleport := false
|
||||
for entry in InputMapper.input_queue:
|
||||
if entry.action == InputMapper.Action.TELEPORT_HUB:
|
||||
has_teleport = true
|
||||
assert_that(has_teleport).is_true()
|
||||
|
||||
|
||||
# -- GameState: gauntlet_mode from snapshot ------------------------------------
|
||||
|
||||
func test_gauntlet_mode_set_from_snapshot() -> void:
|
||||
GameState.apply_snapshot(_gauntlet_snapshot)
|
||||
assert_that(GameState.gauntlet_mode).is_true()
|
||||
assert_that(GameState.room_id).is_equal("proof_room")
|
||||
|
||||
|
||||
func test_gauntlet_mode_false_when_absent() -> void:
|
||||
GameState.apply_snapshot(_normal_snapshot)
|
||||
assert_that(GameState.gauntlet_mode).is_false()
|
||||
assert_that(GameState.room_id).is_null()
|
||||
|
||||
|
||||
func test_gauntlet_mode_transitions_off() -> void:
|
||||
# Gauntlet on → off: mode should clear
|
||||
GameState.apply_snapshot(_gauntlet_snapshot)
|
||||
assert_that(GameState.gauntlet_mode).is_true()
|
||||
GameState.apply_snapshot(_normal_snapshot)
|
||||
assert_that(GameState.gauntlet_mode).is_false()
|
||||
|
||||
|
||||
# -- SimBridge: wire format encoding -------------------------------------------
|
||||
|
||||
func test_teleport_hub_wire_name() -> void:
|
||||
# TELEPORT_HUB must encode to "TeleportToHub" on the wire (matching Rust PlayerAction)
|
||||
var wire_name := SimBridge._action_enum_to_wire(InputMapper.Action.TELEPORT_HUB)
|
||||
assert_that(wire_name).is_equal("TeleportToHub")
|
||||
|
||||
|
||||
func test_teleport_hub_wire_not_empty() -> void:
|
||||
# Wire name must not be empty (empty = client-only, not sent to server)
|
||||
var wire_name := SimBridge._action_enum_to_wire(InputMapper.Action.TELEPORT_HUB)
|
||||
assert_that(wire_name.is_empty()).is_false()
|
||||
|
||||
|
||||
func test_teleport_hub_encode_roundtrip() -> void:
|
||||
# Verify MessagePack encode→decode roundtrip for TeleportToHub
|
||||
var encoded: PackedByteArray = Protocol.encode_player_input(42, "TeleportToHub")
|
||||
assert_that(encoded.size()).is_greater(0)
|
||||
var decoded: Variant = Protocol.decode_player_input(encoded)
|
||||
assert_that(decoded).is_not_null()
|
||||
assert_that(decoded.tick).is_equal(42)
|
||||
assert_that(decoded.action.variant).is_equal("TeleportToHub")
|
||||
assert_that(decoded.action.data).is_null()
|
||||
|
||||
|
||||
# -- SimBridge: test mode teleport behavior ------------------------------------
|
||||
|
||||
func test_test_mode_teleport_resets_position() -> void:
|
||||
# In test mode, TeleportToHub should reset player to hub spawn (10, 10)
|
||||
SimBridge.reset_test_state()
|
||||
# Move player away first
|
||||
SimBridge._test_player_pos = Vector2i(50, 50)
|
||||
SimBridge._test_input_queue.append("TeleportToHub")
|
||||
var snap: Dictionary = SimBridge._test_snapshot()
|
||||
# Player should be back at hub spawn
|
||||
var player_entity: Dictionary = snap.entities[0]
|
||||
assert_that(player_entity.x).is_equal(10.0)
|
||||
assert_that(player_entity.y).is_equal(10.0)
|
||||
|
||||
|
||||
func test_test_mode_teleport_clears_dialogue() -> void:
|
||||
# TeleportToHub in test mode should clear dialogue state
|
||||
SimBridge.reset_test_state()
|
||||
SimBridge._test_in_dialogue = true
|
||||
SimBridge._test_input_queue.append("TeleportToHub")
|
||||
SimBridge._test_snapshot()
|
||||
assert_that(SimBridge._test_in_dialogue).is_false()
|
||||
|
||||
|
||||
# -- Teleport detection -------------------------------------------------------
|
||||
# Threshold constant lives on the main scene node (TELEPORT_DISTANCE_THRESHOLD = 5.0).
|
||||
# These tests verify the distance math against that threshold.
|
||||
|
||||
const _THRESHOLD: float = 5.0 # Mirror of main.gd TELEPORT_DISTANCE_THRESHOLD
|
||||
|
||||
func test_detect_teleport_large_jump() -> void:
|
||||
# Position jump > threshold should be detected as teleport
|
||||
var old_pos := Vector2(10.0, 10.0)
|
||||
var new_pos := Vector2(50.0, 50.0)
|
||||
assert_that(old_pos.distance_to(new_pos) > _THRESHOLD).is_true()
|
||||
|
||||
|
||||
func test_detect_teleport_normal_movement() -> void:
|
||||
# Normal 1-tile movement should NOT be detected as teleport
|
||||
var old_pos := Vector2(10.0, 10.0)
|
||||
var new_pos := Vector2(11.0, 10.0)
|
||||
assert_that(old_pos.distance_to(new_pos) > _THRESHOLD).is_false()
|
||||
|
||||
|
||||
func test_detect_teleport_diagonal_movement() -> void:
|
||||
# Diagonal movement (1,1) — distance ~1.41, not a teleport
|
||||
var old_pos := Vector2(10.0, 10.0)
|
||||
var new_pos := Vector2(11.0, 11.0)
|
||||
assert_that(old_pos.distance_to(new_pos) > _THRESHOLD).is_false()
|
||||
|
||||
|
||||
func test_detect_teleport_boundary_exactly_threshold() -> void:
|
||||
# Exactly threshold — should NOT trigger (> not >=)
|
||||
var old_pos := Vector2(10.0, 10.0)
|
||||
var new_pos := Vector2(15.0, 10.0)
|
||||
assert_that(old_pos.distance_to(new_pos) > _THRESHOLD).is_false()
|
||||
|
||||
|
||||
func test_detect_teleport_boundary_just_over() -> void:
|
||||
# Just over threshold — should trigger
|
||||
var old_pos := Vector2(10.0, 10.0)
|
||||
var new_pos := Vector2(15.1, 10.0)
|
||||
assert_that(old_pos.distance_to(new_pos) > _THRESHOLD).is_true()
|
||||
|
||||
|
||||
# -- Buffer clearing on teleport -----------------------------------------------
|
||||
|
||||
func test_teleport_clears_dialogue_in_test_mode() -> void:
|
||||
# TeleportToHub in test mode should clear dialogue state via the pipeline
|
||||
SimBridge.reset_test_state()
|
||||
SimBridge._test_in_dialogue = true
|
||||
SimBridge._test_input_queue.append("TeleportToHub")
|
||||
var snap: Dictionary = SimBridge._test_snapshot()
|
||||
# Dialogue should be cleared by teleport
|
||||
assert_that(SimBridge._test_in_dialogue).is_false()
|
||||
assert_that(snap.current_dialogue).is_null()
|
||||
|
||||
|
||||
func test_teleport_resets_position_in_test_mode() -> void:
|
||||
# TeleportToHub must reset to hub spawn and clear dialogue (integration)
|
||||
SimBridge.reset_test_state()
|
||||
SimBridge._test_player_pos = Vector2i(50, 50)
|
||||
SimBridge._test_in_dialogue = true
|
||||
SimBridge._test_input_queue.append("TeleportToHub")
|
||||
var snap: Dictionary = SimBridge._test_snapshot()
|
||||
var player: Dictionary = snap.entities[0]
|
||||
assert_that(player.x).is_equal(10.0)
|
||||
assert_that(player.y).is_equal(10.0)
|
||||
assert_that(SimBridge._test_in_dialogue).is_false()
|
||||
|
||||
|
||||
# -- Send input integration (test mode) ----------------------------------------
|
||||
|
||||
func test_send_teleport_hub_in_test_mode() -> void:
|
||||
# Verify send_input accepts TELEPORT_HUB in test mode
|
||||
SimBridge.reset_test_state()
|
||||
SimBridge.state = SimBridge.ConnectionState.CONNECTED
|
||||
var err := SimBridge.send_input({
|
||||
"action": InputMapper.Action.TELEPORT_HUB,
|
||||
"timestamp_msec": 12345,
|
||||
})
|
||||
assert_that(err).is_equal(OK)
|
||||
|
||||
|
||||
func test_send_teleport_hub_queues_wire_action() -> void:
|
||||
# Verify TELEPORT_HUB is queued as "TeleportToHub" in test mode
|
||||
SimBridge.reset_test_state()
|
||||
SimBridge.state = SimBridge.ConnectionState.CONNECTED
|
||||
SimBridge.send_input({
|
||||
"action": InputMapper.Action.TELEPORT_HUB,
|
||||
"timestamp_msec": 12345,
|
||||
})
|
||||
assert_that(SimBridge._test_input_queue.has("TeleportToHub")).is_true()
|
||||
|
||||
|
||||
func test_gauntlet_mode_from_test_snapshot() -> void:
|
||||
# Verify test snapshot includes gauntlet_mode field
|
||||
SimBridge.reset_test_state()
|
||||
SimBridge._test_gauntlet_mode = true
|
||||
var snap: Dictionary = SimBridge._test_snapshot()
|
||||
assert_that(snap.gauntlet_mode).is_true()
|
||||
SimBridge._test_gauntlet_mode = false
|
||||
snap = SimBridge._test_snapshot()
|
||||
assert_that(snap.gauntlet_mode).is_false()
|
||||
|
||||
|
||||
# -- Live mode outbound encoding -----------------------------------------------
|
||||
|
||||
func test_teleport_hub_outbound_entry() -> void:
|
||||
# In live mode, TELEPORT_HUB should produce a valid outbound buffer entry
|
||||
# (We can't test full live mode in unit tests, but we test the encode path)
|
||||
var encoded: PackedByteArray = Protocol.encode_player_input(100, "TeleportToHub")
|
||||
assert_that(encoded.size()).is_greater(0)
|
||||
# Decode and verify
|
||||
var decoded: Variant = Protocol.decode_player_input(encoded)
|
||||
assert_that(decoded.action.variant).is_equal("TeleportToHub")
|
||||
@@ -0,0 +1,119 @@
|
||||
## D-054 facing and movement tests — _angle_to_octant, _snap_to_octant_dir,
|
||||
## _wasd_to_world_dir coverage. All functions are static or use only facing_angle.
|
||||
##
|
||||
## Spec ref: D-054 (mouse-relative facing), Sprint 10 Completion Proof.
|
||||
class_name TestInputMapperFacing
|
||||
extends GdUnitTestSuite
|
||||
|
||||
|
||||
# -- _angle_to_octant ----------------------------------------------------------
|
||||
|
||||
func test_angle_to_octant_east() -> void:
|
||||
assert_str(InputMapper._angle_to_octant(0.0)).is_equal("East")
|
||||
|
||||
func test_angle_to_octant_north() -> void:
|
||||
assert_str(InputMapper._angle_to_octant(-PI / 2.0)).is_equal("North")
|
||||
|
||||
func test_angle_to_octant_south() -> void:
|
||||
assert_str(InputMapper._angle_to_octant(PI / 2.0)).is_equal("South")
|
||||
|
||||
func test_angle_to_octant_west() -> void:
|
||||
assert_str(InputMapper._angle_to_octant(PI)).is_equal("West")
|
||||
|
||||
func test_angle_to_octant_northeast() -> void:
|
||||
assert_str(InputMapper._angle_to_octant(-PI / 4.0)).is_equal("Northeast")
|
||||
|
||||
func test_angle_to_octant_southeast() -> void:
|
||||
assert_str(InputMapper._angle_to_octant(PI / 4.0)).is_equal("Southeast")
|
||||
|
||||
func test_angle_to_octant_southwest() -> void:
|
||||
assert_str(InputMapper._angle_to_octant(3.0 * PI / 4.0)).is_equal("Southwest")
|
||||
|
||||
func test_angle_to_octant_northwest() -> void:
|
||||
assert_str(InputMapper._angle_to_octant(-3.0 * PI / 4.0)).is_equal("Northwest")
|
||||
|
||||
|
||||
# -- _snap_to_octant_dir -------------------------------------------------------
|
||||
|
||||
func test_snap_east() -> void:
|
||||
assert_object(InputMapper._snap_to_octant_dir(Vector2(1.0, 0.0))).is_equal(Vector2i(1, 0))
|
||||
|
||||
func test_snap_north() -> void:
|
||||
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.0, -1.0))).is_equal(Vector2i(0, -1))
|
||||
|
||||
func test_snap_south() -> void:
|
||||
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.0, 1.0))).is_equal(Vector2i(0, 1))
|
||||
|
||||
func test_snap_west() -> void:
|
||||
assert_object(InputMapper._snap_to_octant_dir(Vector2(-1.0, 0.0))).is_equal(Vector2i(-1, 0))
|
||||
|
||||
func test_snap_northeast() -> void:
|
||||
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.7, -0.7))).is_equal(Vector2i(1, -1))
|
||||
|
||||
func test_snap_southwest() -> void:
|
||||
assert_object(InputMapper._snap_to_octant_dir(Vector2(-0.7, 0.7))).is_equal(Vector2i(-1, 1))
|
||||
|
||||
func test_snap_zero_returns_zero() -> void:
|
||||
assert_object(InputMapper._snap_to_octant_dir(Vector2.ZERO)).is_equal(Vector2i.ZERO)
|
||||
|
||||
func test_snap_tiny_returns_zero() -> void:
|
||||
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.001, 0.0))).is_equal(Vector2i.ZERO)
|
||||
|
||||
func test_snap_diagonal_bias() -> void:
|
||||
# Slightly more east than north — should snap to northeast
|
||||
assert_object(InputMapper._snap_to_octant_dir(Vector2(0.8, -0.6))).is_equal(Vector2i(1, -1))
|
||||
|
||||
|
||||
# -- _wasd_to_world_dir --------------------------------------------------------
|
||||
|
||||
func test_wasd_forward_facing_east() -> void:
|
||||
# W pressed, facing east → move east
|
||||
InputMapper.facing_angle = 0.0 # East
|
||||
var result := InputMapper._wasd_to_world_dir(Vector2i(0, -1))
|
||||
assert_object(result).is_equal(Vector2i(1, 0))
|
||||
|
||||
func test_wasd_forward_facing_north() -> void:
|
||||
# W pressed, facing north → move north
|
||||
InputMapper.facing_angle = -PI / 2.0 # North
|
||||
var result := InputMapper._wasd_to_world_dir(Vector2i(0, -1))
|
||||
assert_object(result).is_equal(Vector2i(0, -1))
|
||||
|
||||
func test_wasd_backward_facing_north() -> void:
|
||||
# S pressed, facing north → move south
|
||||
InputMapper.facing_angle = -PI / 2.0 # North
|
||||
var result := InputMapper._wasd_to_world_dir(Vector2i(0, 1))
|
||||
assert_object(result).is_equal(Vector2i(0, 1))
|
||||
|
||||
func test_wasd_strafe_right_facing_north() -> void:
|
||||
# D pressed, facing north → move east
|
||||
InputMapper.facing_angle = -PI / 2.0 # North
|
||||
var result := InputMapper._wasd_to_world_dir(Vector2i(1, 0))
|
||||
assert_object(result).is_equal(Vector2i(1, 0))
|
||||
|
||||
func test_wasd_strafe_left_facing_north() -> void:
|
||||
# A pressed, facing north → move west
|
||||
InputMapper.facing_angle = -PI / 2.0 # North
|
||||
var result := InputMapper._wasd_to_world_dir(Vector2i(-1, 0))
|
||||
assert_object(result).is_equal(Vector2i(-1, 0))
|
||||
|
||||
func test_wasd_forward_facing_south() -> void:
|
||||
# W pressed, facing south → move south
|
||||
InputMapper.facing_angle = PI / 2.0 # South
|
||||
var result := InputMapper._wasd_to_world_dir(Vector2i(0, -1))
|
||||
assert_object(result).is_equal(Vector2i(0, 1))
|
||||
|
||||
func test_wasd_diagonal_forward_right_facing_east() -> void:
|
||||
# W+D pressed, facing east → move southeast
|
||||
InputMapper.facing_angle = 0.0 # East
|
||||
var result := InputMapper._wasd_to_world_dir(Vector2i(1, -1))
|
||||
assert_object(result).is_equal(Vector2i(1, 1))
|
||||
|
||||
func test_wasd_strafe_right_facing_west() -> void:
|
||||
# D pressed, facing west → move north
|
||||
InputMapper.facing_angle = PI # West
|
||||
var result := InputMapper._wasd_to_world_dir(Vector2i(1, 0))
|
||||
assert_object(result).is_equal(Vector2i(0, -1))
|
||||
|
||||
|
||||
func after_test() -> void:
|
||||
InputMapper.reset_facing_state()
|
||||
@@ -298,25 +298,30 @@ func test_entity_renderer_player_has_facing_indicator() -> void:
|
||||
renderer.queue_free()
|
||||
|
||||
func test_entity_renderer_facing_indicator_rotation_accuracy() -> void:
|
||||
# D-054: Facing indicator now reads InputMapper.facing_angle (float), not
|
||||
# GameState.player_facing (string). Indicator rotation = facing_angle + PI/2.
|
||||
GameState.player_entity_id = 1
|
||||
var renderer := _make_entity_renderer()
|
||||
var directions := {
|
||||
"North": 0.0,
|
||||
"Northeast": PI / 4.0,
|
||||
"East": PI / 2.0,
|
||||
"Southeast": 3.0 * PI / 4.0,
|
||||
"South": PI,
|
||||
"Southwest": 5.0 * PI / 4.0,
|
||||
"West": 3.0 * PI / 2.0,
|
||||
"Northwest": 7.0 * PI / 4.0,
|
||||
# {facing_angle → expected indicator rotation}
|
||||
# Indicator 0 = North (up). facing_angle 0 = East. So rotation = angle + PI/2.
|
||||
var angles := {
|
||||
-PI / 2.0: 0.0, # North
|
||||
-PI / 4.0: PI / 4.0, # Northeast
|
||||
0.0: PI / 2.0, # East
|
||||
PI / 4.0: 3.0 * PI / 4.0, # Southeast
|
||||
PI / 2.0: PI, # South
|
||||
3.0 * PI / 4.0: -3.0 * PI / 4.0, # Southwest (Godot normalizes to (-PI, PI])
|
||||
PI: -PI / 2.0, # West (3PI/2 normalized to -PI/2)
|
||||
-3.0 * PI / 4.0: -PI / 4.0, # Northwest (-3PI/4 + PI/2 = -PI/4)
|
||||
}
|
||||
renderer.update_entities(_test_entities_v2)
|
||||
var player_node = renderer.entity_nodes[1]
|
||||
var indicator = player_node.get_node_or_null("FacingIndicator")
|
||||
for dir_name in directions:
|
||||
GameState.player_facing = dir_name
|
||||
for angle in angles:
|
||||
InputMapper.facing_angle = angle
|
||||
renderer.update_entities(_test_entities_v2)
|
||||
assert_that(indicator.rotation).is_equal_approx(directions[dir_name], 0.001)
|
||||
assert_that(indicator.rotation).is_equal_approx(angles[angle], 0.001)
|
||||
InputMapper.facing_angle = -PI / 2.0 # Reset to default (North)
|
||||
renderer.queue_free()
|
||||
|
||||
func test_entity_renderer_npc_has_no_facing_indicator() -> void:
|
||||
|
||||
@@ -0,0 +1,134 @@
|
||||
extends Control
|
||||
|
||||
## #503: Auto-checklist HUD overlay — shows condition progress in Gauntlet mode.
|
||||
## Renders below the GauntletHUD timer. Each condition shows a check/dash + description.
|
||||
## Only visible in gauntlet_mode. Latched conditions stay checked.
|
||||
##
|
||||
## Spec ref: D-030 (testability), #503, Sprint 10 Completion Proof.
|
||||
|
||||
const _ChecklistEvaluator = preload("res://scripts/checklist/checklist_evaluator.gd")
|
||||
|
||||
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.45)
|
||||
const MET_COLOR := Color("#6bc9a6") # Friendly green — condition met
|
||||
const UNMET_COLOR := Color("#8890a0") # Dim grey — condition pending
|
||||
const HEADER_COLOR := Color("#c8d0e0") # Insert text color — header/summary
|
||||
const COMPLETE_COLOR := Color("#e8c547") # Amber — all conditions met
|
||||
const FONT_SIZE := 11
|
||||
const LINE_HEIGHT := 16
|
||||
const PADDING := Vector2(8, 6)
|
||||
const MAX_DESC_CHARS := 52 # Truncate long descriptions
|
||||
|
||||
var _evaluator = null # ChecklistEvaluator instance
|
||||
var _last_room_id: Variant = null
|
||||
var _cached_font: Font = null # Cached to avoid per-frame theme lookup
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
visible = false
|
||||
_evaluator = _ChecklistEvaluator.new()
|
||||
_cached_font = get_theme_default_font()
|
||||
|
||||
|
||||
func update_from_state() -> void:
|
||||
if not GameState.gauntlet_mode:
|
||||
if visible:
|
||||
visible = false
|
||||
return
|
||||
|
||||
if not visible:
|
||||
visible = true
|
||||
|
||||
var room_id: Variant = GameState.room_id
|
||||
if room_id == null:
|
||||
if _evaluator.is_loaded():
|
||||
_evaluator.reset()
|
||||
_last_room_id = null
|
||||
queue_redraw()
|
||||
return
|
||||
|
||||
# Load checklist on room change
|
||||
if room_id != _last_room_id:
|
||||
_evaluator.load_room(str(room_id))
|
||||
_last_room_id = room_id
|
||||
|
||||
# Evaluate conditions against current snapshot
|
||||
_evaluator.evaluate()
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
if _evaluator == null or not _evaluator.is_loaded():
|
||||
return
|
||||
|
||||
var font: Font = _cached_font if _cached_font else get_theme_default_font()
|
||||
var results: Array = _evaluator.get_results()
|
||||
if results.is_empty():
|
||||
return
|
||||
|
||||
var met_count: int = _evaluator.get_met_count()
|
||||
var total_count: int = _evaluator.get_total_count()
|
||||
var all_complete: bool = _evaluator.is_complete()
|
||||
|
||||
# Header line: "CHECK: 5/8"
|
||||
var header_text := "CHECK: %d/%d" % [met_count, total_count]
|
||||
var header_color: Color = COMPLETE_COLOR if all_complete else HEADER_COLOR
|
||||
|
||||
# Calculate box height: header + one line per condition + padding
|
||||
var line_count: int = 1 + results.size()
|
||||
var box_height: float = PADDING.y * 2 + line_count * LINE_HEIGHT
|
||||
|
||||
# Calculate box width from longest line
|
||||
var max_width: float = font.get_string_size(header_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x
|
||||
for r in results:
|
||||
var desc: String = r.get("description", r.get("id", ""))
|
||||
if desc.length() > MAX_DESC_CHARS:
|
||||
desc = desc.substr(0, MAX_DESC_CHARS - 1) + "..."
|
||||
var prefix: String = "[x] " if r.get("met", false) else "[ ] "
|
||||
var line_width: float = font.get_string_size(prefix + desc, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE).x
|
||||
if line_width > max_width:
|
||||
max_width = line_width
|
||||
|
||||
var box_width: float = max_width + PADDING.x * 2
|
||||
|
||||
# Background
|
||||
draw_rect(Rect2(Vector2.ZERO, Vector2(box_width, box_height)), BG_COLOR)
|
||||
|
||||
# Header
|
||||
var y: float = PADDING.y + FONT_SIZE
|
||||
draw_string(font, Vector2(PADDING.x, y), header_text, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, header_color)
|
||||
|
||||
# Condition lines
|
||||
for r in results:
|
||||
y += LINE_HEIGHT
|
||||
var is_met: bool = r.get("met", false)
|
||||
var prefix: String = "[x] " if is_met else "[ ] "
|
||||
var desc: String = r.get("description", r.get("id", ""))
|
||||
if desc.length() > MAX_DESC_CHARS:
|
||||
desc = desc.substr(0, MAX_DESC_CHARS - 1) + "..."
|
||||
var color: Color = MET_COLOR if is_met else UNMET_COLOR
|
||||
draw_string(font, Vector2(PADDING.x, y), prefix + desc, HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE, color)
|
||||
|
||||
|
||||
# -- Public API ---------------------------------------------------------------
|
||||
|
||||
func get_evaluator():
|
||||
return _evaluator
|
||||
|
||||
|
||||
func get_met_count() -> int:
|
||||
if _evaluator == null:
|
||||
return 0
|
||||
return _evaluator.get_met_count()
|
||||
|
||||
|
||||
func get_total_count() -> int:
|
||||
if _evaluator == null:
|
||||
return 0
|
||||
return _evaluator.get_total_count()
|
||||
|
||||
|
||||
func is_complete() -> bool:
|
||||
if _evaluator == null:
|
||||
return false
|
||||
return _evaluator.is_complete()
|
||||
@@ -0,0 +1,17 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://ui/checklist_overlay.gd" id="1_checklist"]
|
||||
|
||||
; #503: Auto-checklist overlay — below GauntletHUD timer, right-aligned
|
||||
[node name="ChecklistOverlay" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 1
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
offset_left = -420.0
|
||||
offset_top = 78.0
|
||||
offset_right = -16.0
|
||||
offset_bottom = 400.0
|
||||
grow_horizontal = 0
|
||||
mouse_filter = 2
|
||||
script = ExtResource("1_checklist")
|
||||
@@ -16,8 +16,8 @@ const FADE_IN := 0.12
|
||||
const FADE_OUT := 0.10
|
||||
const LABEL_HEIGHT := 22
|
||||
const LABEL_GAP := 2
|
||||
const INSERT_FG := Color("#c8d0e0")
|
||||
const INSERT_DIM := Color("#8b8ba0")
|
||||
const INSERT_FG := Constants.IMPLANT_TEXT_COLOR
|
||||
const INSERT_DIM := Constants.IMPLANT_TEXT_DIM
|
||||
const INSERT_BG := Color(0.05, 0.05, 0.08, 0.7)
|
||||
|
||||
var _showing: bool = false
|
||||
|
||||
+34
-15
@@ -4,7 +4,9 @@ extends Control
|
||||
## Insert-styled: geometric lines, thin spokes, nearly transparent.
|
||||
## Renders on InsertOverlay (CanvasLayer 10).
|
||||
## Drag-release for power users, click-click for newcomers.
|
||||
## Insert spoke sends Pause on activate, Pause again on close (toggle).
|
||||
## Insert spoke sends PauseSimulation on activate (#518/D-058).
|
||||
## Selecting any non-Insert spoke, cancelling, or pressing Escape calls
|
||||
## deactivate_insert() which sends ResumeSimulation. Pause/resume are idempotent.
|
||||
|
||||
signal spoke_selected(spoke_name: String)
|
||||
|
||||
@@ -35,6 +37,7 @@ var _origin: Vector2 = Vector2.ZERO
|
||||
var _hovered_spoke: int = Spoke.NONE
|
||||
var _drag_mode: bool = false
|
||||
var _insert_active: bool = false
|
||||
var _cached_font: Font = null
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -43,6 +46,7 @@ func _ready() -> void:
|
||||
size = custom_minimum_size
|
||||
visible = false
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
_cached_font = get_theme_default_font()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
@@ -83,6 +87,15 @@ func _close_menu() -> void:
|
||||
visible = false
|
||||
|
||||
|
||||
# Handle Escape key to dismiss menu and deactivate insert if active.
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if _open and event.is_action_pressed("ui_cancel"):
|
||||
if _insert_active:
|
||||
deactivate_insert()
|
||||
_close_menu()
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
func _update_hover(mouse_pos: Vector2) -> void:
|
||||
var delta := mouse_pos - _origin
|
||||
var dist := delta.length()
|
||||
@@ -115,29 +128,36 @@ func _confirm_selection() -> void:
|
||||
|
||||
if _hovered_spoke == Spoke.INSERT:
|
||||
_activate_insert()
|
||||
elif _insert_active:
|
||||
# Selecting any non-Insert spoke closes the insert and resumes sim
|
||||
deactivate_insert()
|
||||
|
||||
elif _insert_active:
|
||||
# No spoke selected (cancelled) while insert active — close insert
|
||||
deactivate_insert()
|
||||
|
||||
_close_menu()
|
||||
|
||||
|
||||
func _activate_insert() -> void:
|
||||
# TODO(v7): replace PAUSE toggle with dedicated ToggleInsert action in protocol
|
||||
# #518/D-058: Send PauseSimulation when insert opens. Idempotent —
|
||||
# if already paused (e.g. Gauntlet interlude), server ignores duplicate.
|
||||
if not _insert_active:
|
||||
_insert_active = true
|
||||
_send_pause()
|
||||
|
||||
|
||||
func _send_pause() -> void:
|
||||
SimBridge.send_input({
|
||||
"action": InputMapper.Action.PAUSE,
|
||||
"timestamp_msec": Time.get_ticks_msec(),
|
||||
})
|
||||
SimBridge.send_input({
|
||||
"action": InputMapper.Action.PAUSE,
|
||||
"timestamp_msec": Time.get_ticks_msec(),
|
||||
})
|
||||
|
||||
|
||||
func deactivate_insert() -> void:
|
||||
# Called when closing insert view — send Pause again (toggle)
|
||||
# #518/D-058: Send ResumeSimulation when insert closes.
|
||||
if _insert_active:
|
||||
_insert_active = false
|
||||
_send_pause()
|
||||
SimBridge.send_input({
|
||||
"action": InputMapper.Action.UNPAUSE,
|
||||
"timestamp_msec": Time.get_ticks_msec(),
|
||||
})
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
@@ -174,10 +194,9 @@ func _draw() -> void:
|
||||
|
||||
# Label
|
||||
var label: String = SPOKE_NAMES.get(spoke, "")
|
||||
var font := ThemeDB.fallback_font
|
||||
var text_size := font.get_string_size(label, HORIZONTAL_ALIGNMENT_CENTER, -1, 11)
|
||||
var text_size := _cached_font.get_string_size(label, HORIZONTAL_ALIGNMENT_CENTER, -1, 11)
|
||||
var label_pos := icon_center + Vector2(-text_size.x / 2.0, ICON_SIZE + 14.0)
|
||||
draw_string(font, label_pos, label, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, color)
|
||||
draw_string(_cached_font, label_pos, label, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, color)
|
||||
|
||||
|
||||
func _draw_spoke_icon(spoke: int, center: Vector2, color: Color) -> void:
|
||||
|
||||
+12
-1
@@ -152,6 +152,17 @@ Tracked questions awaiting discussion or resolution.
|
||||
- **Assigned to:** Gestalt, Paula, Dudley
|
||||
- **Source:** Knowledge Graph & Information Boundaries Workshop (Gestalt/Paula Round 1)
|
||||
|
||||
### Q-027: Fast-travel system design
|
||||
- **Status:** Open
|
||||
- **Question:** How does inter-system travel work in production gameplay? The current hub teleport (Home key, #501) is scoped as Gauntlet-only dev tool. Production travel must be diegetic and respect asymmetric information. Proposed flow: player goes to local gate → warps to system gate → interacts with target menu → jumps to destination system gate. Key constraints:
|
||||
1. **Region gating:** fast-travel only available from safe or fast-travel-enabled regions. If you rented transport to reach a remote location (e.g. mountain colony), you must return the transport to civilization first — this can be a skip-travel interaction but must happen in-world.
|
||||
2. **Asymmetric information:** NPCs observe arrivals and departures. Travel choices leak information (who saw you leave, who sees you arrive, what transport was used).
|
||||
3. **Home key in production:** at most, Home could prompt "Do you want to fast-travel to the system hub?" if in a safe/enabled region — never instant teleport.
|
||||
4. **Transport types:** walking, rented vehicle, public transit, gate network — each with different information exposure profiles.
|
||||
- **Context:** #501 implemented instant Home key teleport gated behind `gauntlet_mode`. Re-scoped to Gauntlet-only after design review. Production fast-travel needs separate design and implementation.
|
||||
- **Assigned to:** Gestalt, Paula, Tyre
|
||||
- **Source:** Sprint 10 PR review discussion (2026-02-19)
|
||||
|
||||
---
|
||||
|
||||
*26 questions (3 resolved, 2 partially resolved, 21 open). Last updated: 2026-02-11*
|
||||
*27 questions (3 resolved, 2 partially resolved, 22 open). Last updated: 2026-02-19*
|
||||
|
||||
@@ -7,4 +7,16 @@ Personal notes and random thoughts. Not acted upon unless explicitly instructed.
|
||||
- Pipeline to create postcards for each world — visuals for in-game dossiers
|
||||
- Investigate using Veo to create gate transition movies — based on planetary profiles, postcards, and game visual style
|
||||
- Capture discussion with Gemini about setting up a 3D to 2D pipeline
|
||||
- Improve asset generation pipeline: proper asset registry, status tracking per asset, prompt storage/versioning, pre-sprint prompt preparation pass to maintain visual/audio cohesion across batches
|
||||
- Remote terminal proxy for Claude Code — mobile notification + interaction bridge for monitoring progress away from desk. Full feature scope:
|
||||
- Capture permission prompts across all terminals/worktrees in a project
|
||||
- Push notifications to phone (Ntfy/Gotify/Pushover/custom — self-hostable)
|
||||
- Summary of last assistant message for context (what Claude is doing and why it's asking)
|
||||
- Support AskUserQuestion mode: render multiple-choice options, free-text input
|
||||
- Support permission approve/deny with the tool call details
|
||||
- Basically a full terminal proxy that adapts to Claude Code's interactive elements
|
||||
- Starting point: peon-ping already hooks into the right events (PermissionRequest, Notification, Stop, etc.) via ~/.claude/hooks/
|
||||
- Hook event JSON includes: hook_event_name, notification_type, session_id, cwd, permission_mode
|
||||
- Gap: hook event data may not include prompt content (tool call details, AskUser question text, multiple choice options) — investigate what's in the full event payload
|
||||
- Architecture: extend peon-ping's send_notification pattern to push to a remote service, add a response channel back to the terminal
|
||||
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
# Sprint 10: Prove — Audio Tasks
|
||||
|
||||
**Goal:** Expand the Gauntlet test suite with new rooms and cross-room scenarios, wire the audio architecture end-to-end, and complete client UX polish from Sprint 9 carry-overs — proving the full system holds together.
|
||||
|
||||
**Branch:** `audio`
|
||||
**Agents:** Inigo (sound design)
|
||||
|
||||
---
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #327 | Audio asset set — 8 minimum viable files via Stable Audio Open | — |
|
||||
|
||||
Use `db/connectors/ticket show <id>` for full details.
|
||||
|
||||
---
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/scope.md` — D-038 (audio in v0.1 — 8 files spec, hybrid generation approach)
|
||||
- `decisions/perception.md` — D-067 (recognition chime fires at onset of cognitive delay), D-069 (audio dip profiles), D-071 (ListeningFocus boost), D-072 (universal event-driven conversation murmur)
|
||||
- `decisions/architecture.md` — D-068 (5-bus audio architecture), D-073 (zone crossfade)
|
||||
- `decisions/content.md` — D-074 (audio aesthetic identity — insert-tech vs organic)
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
**#327 — Audio asset set — 8 minimum viable files**
|
||||
|
||||
- Existing: `AudioManager` autoload at `client/scripts/autoloads/audio_manager.gd` is fully implemented (D-068). The directory-scan registry pattern is in place — drop OGG files into `res://audio/` and they register automatically. Sprint 9 delivered 6 interaction SFX and 2 revised monologue chimes (#440, #453).
|
||||
- What this ticket adds: The 8 ambient and world-SFX assets specified in D-038. These are distinct from the Sprint 9 interaction sounds — they cover the continuous soundscape and footstep system.
|
||||
|
||||
**The 8 files (D-038):**
|
||||
|
||||
| Key | File | Duration | Bus | Method |
|
||||
|-----|------|----------|-----|--------|
|
||||
| `amb_station_base` | `amb_station_base.ogg` | 60-90s | Ambient | SAO — station hum + span gate vibration |
|
||||
| `amb_workplace_layer` | `amb_workplace_layer.ogg` | 45-60s | Ambient | SAO — cargo machinery |
|
||||
| `amb_bar_layer` | `amb_bar_layer.ogg` | 45-60s | Ambient | SAO — conversation murmur baked in |
|
||||
| `amb_corridor_layer` | `amb_corridor_layer.ogg` | 45-60s | Ambient | SAO — ventilation/subtle hum |
|
||||
| `sfx_footstep_metal_walk` | `sfx_footstep_metal_walk.ogg` | 0.2-0.3s | WorldSFX | SAO or manual — one footstep, walk cadence |
|
||||
| `sfx_footstep_metal_run` | `sfx_footstep_metal_run.ogg` | 0.2-0.3s | WorldSFX | SAO or manual — one footstep, run cadence |
|
||||
| `sfx_monologue_chime` | `sfx_monologue_chime.ogg` | 0.5-1.0s | UISounds | Manual synthesis — crystalline, neural-lattice feel |
|
||||
| `sfx_monologue_chime_urgent` | `sfx_monologue_chime_urgent.ogg` | 0.5-1.0s | UISounds | Manual synthesis — sharper, contradiction/anomaly variant |
|
||||
|
||||
**D-074 aesthetic split — critical:**
|
||||
- Ambient layers and footsteps = **organic**: warm, breathy, environmental reverb, natural decay. Use SAO for these.
|
||||
- Monologue chimes = **insert-tech**: synthetic, precise, clinical, no reverb. Manually synthesize — SAO will produce too organic a character for chimes.
|
||||
- The Sprint 9 chimes (#453) are acknowledged placeholders. Sprint 10 chimes are the production-quality replacements.
|
||||
|
||||
**D-038 amendment (hybrid approach):**
|
||||
- SAO ceiling is ~47s. Accept 45s loops with crossfade for ambient layers (the `play_loop` method in AudioManager handles this).
|
||||
- Sounds <200ms with precise/digital character: manual synthesis only.
|
||||
|
||||
**Zone crossfade integration:**
|
||||
- `AudioManager.set_zone()` is currently a stub (D-073). This sprint's audio assets enable testing the stub's behavior. Inigo should verify that `amb_station_base`, `amb_workplace_layer`, `amb_bar_layer`, and `amb_corridor_layer` all loop cleanly with no audible seam — AudioManager's `_enable_loop` will set `loop = true` on OGG streams automatically.
|
||||
- Full zone crossfade logic (the tween between ambient layers on zone change) is NOT in scope for this sprint — it remains a stub. The assets just need to be present and looping.
|
||||
|
||||
**Delivery:**
|
||||
- Commit all 8 OGG files to `audio` branch under `client/audio/` (which maps to `res://audio/` in Godot).
|
||||
- AudioManager registers them at startup via directory scan. No code changes to client branch.
|
||||
- Effort: 3-4d (generation + iteration + mastering).
|
||||
|
||||
---
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#327 (8 audio assets) — standalone; AudioManager stub (D-068) already in client branch
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## PR Workflow
|
||||
|
||||
When ready to submit, create a PR with `tea` CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(audio): sprint 10 prove — ambient + world sfx assets" --description "body" --base main --head audio
|
||||
```
|
||||
@@ -0,0 +1,68 @@
|
||||
# Sprint 10: Prove — CI Tasks
|
||||
|
||||
**Goal:** Expand the Gauntlet test suite with new rooms and cross-room scenarios, wire the audio architecture end-to-end, and complete client UX polish from Sprint 9 carry-overs — proving the full system holds together.
|
||||
|
||||
**Branch:** `ci`
|
||||
**Agents:** Justine (build/deploy), Hoshe (QA review)
|
||||
|
||||
---
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #499 | Performance baseline tooling (make perf-baseline) | #487 (done) |
|
||||
| #510 | CI pipeline (Gitea Actions YAML, 3-tier) | — |
|
||||
| #515 | Bidirectional relationship consistency warning (content validation check 9) | #464 (done) |
|
||||
|
||||
Use `db/connectors/ticket show <id>` for full details.
|
||||
|
||||
---
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/architecture.md` — D-030 (testing architecture phases), D-026 (100ms tick budget)
|
||||
- `decisions/scope.md` — D-038 (audio in v0.1 — audio asset presence/absence affects `make ci` behavior)
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
**#499 — Performance baseline tooling**
|
||||
- Existing: `Makefile` has `make pre-pr`, `make test-server`, `make test-client` targets. The test infrastructure (Sprint 9) is complete. No `perf-baseline` target exists yet.
|
||||
- Deliver: `make perf-baseline` target. Runs the server benchmark suite, captures tick timing, memory usage, and entity count scaling metrics, outputs results to `tests/perf/`. The baseline file should be committed and tracked in git so future runs can detect regressions.
|
||||
- Integration: Server #500 (content scaling test) feeds into this — coordinate timing so #499 can include the content scaling numbers in the baseline output. If #500 isn't merged, the perf baseline can run with existing content and be updated when #500 lands.
|
||||
|
||||
**#510 — CI pipeline (Gitea Actions YAML, 3-tier)**
|
||||
- Existing: `make pre-pr` exists and is the manual gate. Gitea Actions self-hosted runner is available.
|
||||
- Deliver: A Gitea Actions workflow YAML (`/.gitea/workflows/ci.yaml` or `.gitea/workflows/`) implementing three tiers:
|
||||
- Commit tier: `<2min` — lint only (`make lint-server`, `make lint-client`)
|
||||
- PR merge gate: `<15min` — wraps `make pre-pr`
|
||||
- Nightly: `<30min` — full build + all tests + content validation
|
||||
- **Deferred condition**: This ticket is backlog-tagged "deferred until lead greenlights." Confirm with Team Leader before starting. If greenlit, coordinate with Tyre on self-hosted runner configuration.
|
||||
- Integration: Wraps existing `make` targets — should require zero changes to those targets.
|
||||
|
||||
**#515 — Bidirectional relationship consistency warning**
|
||||
- Existing: Content validation runs via `tooling/validate-content`. Phase 1-2 checks are complete (#464 done). Check 9 is advisory.
|
||||
- Deliver: Advisory warning (non-blocking, not an error) when NPC A has a relationship to NPC B but no reciprocal entry exists in NPC B's relationships. Output format: `WARN: NPC 'kael' has relationship to 'sera' but 'sera' has no reciprocal entry.` Effort: 0.25d.
|
||||
- Non-obvious: One-sided relationships are sometimes intentional (faction member knows of faction leader, not vice versa). The warning is advisory, never a hard failure.
|
||||
|
||||
---
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#499 (perf baseline) — standalone (server #487 done); benefits from server #500 merging first
|
||||
#510 (CI pipeline) — standalone; greenlight from lead required before start
|
||||
#515 (bidirectional warning) — standalone (#464 done)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## PR Workflow
|
||||
|
||||
When ready to submit, create a PR with `tea` CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(ci): sprint 10 prove — ci" --description "body" --base main --head ci
|
||||
```
|
||||
@@ -0,0 +1,109 @@
|
||||
# Sprint 10: Prove — Client Tasks
|
||||
|
||||
**Goal:** Expand the Gauntlet test suite with new rooms and cross-room scenarios, wire the audio architecture end-to-end, and complete client UX polish from Sprint 9 carry-overs — proving the full system holds together.
|
||||
|
||||
**Branch:** `client`
|
||||
**Agents:** Stig (UI/client dev), Tyre (arch review), Hoshe (QA)
|
||||
|
||||
---
|
||||
|
||||
## Carry-over from Sprint 9
|
||||
|
||||
| # | Title | Status | Notes |
|
||||
|---|-------|--------|-------|
|
||||
| #501 | Hub teleport client UX (Home key, fade transition) | backlog | Targeted Sprint 9, slipped — blocked by #491 server work which also slipped. Unblocks immediately once server #491 ships. |
|
||||
| #502 | Room reset client UX (reset plate tile, interaction verb, amber flash) | backlog | Targeted Sprint 9, slipped. Unblocked (#490 done). |
|
||||
| #503 | Auto-checklist progress tracking (client-side snapshot evaluation) | backlog | Targeted Sprint 9, slipped. Unblocked (#497 done). |
|
||||
|
||||
---
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #501 | Hub teleport client UX (Home key, fade transition) | #491 server (Sprint 10) |
|
||||
| #502 | Room reset client UX (reset plate tile, interaction verb, amber flash) | #490 (done) |
|
||||
| #503 | Auto-checklist progress tracking (client-side snapshot evaluation) | #497 (done) |
|
||||
| #517 | Introduce Michroma as game font | — |
|
||||
| #526 | Client: mouse-relative facing and movement (D-054) | — |
|
||||
| #518 | Client: wire insert open/close to PauseSimulation command | — |
|
||||
| #521 | Confrontation D-033 color shift — client-side entity tint | #520 server (Sprint 10) |
|
||||
|
||||
Use `db/connectors/ticket show <id>` for full details.
|
||||
|
||||
---
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/architecture.md` — D-020 (Godot/Rust IPC), D-054 (mouse-relative facing), D-058 (auto-pause on insert open), D-066 (dual-scale grid)
|
||||
- `decisions/perception.md` — D-033 (entity color = relationship to player), D-056 (insert diegetic visibility), D-057 (interaction verbs), D-060 (cognitive delay), D-063 (confrontation same box)
|
||||
- `decisions/scope.md` — D-053 (movement stance toggle)
|
||||
|
||||
---
|
||||
|
||||
## Open Questions to Resolve Early
|
||||
|
||||
- **Q-019 (partial): Client-side entity lifecycle / StableId mapping** — #521 reads relationship state from `ObserverSnapshot` and adjusts entity tint. Confirm with server team that relationship state is included in the snapshot before #521 starts. Resolve before #521 begins.
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
**#501 — Hub teleport client UX**
|
||||
- Existing: `client/scripts/protocol/protocol.gd` handles PlayerAction serialization. `client/scripts/rendering/world_renderer.gd` handles camera.
|
||||
- Deliver: Home key sends `PlayerAction::TeleportToHub`. On receipt: instant camera snap to hub spawn position + 0.3s fade-to-black-and-back tween. Effort: 0.5d. Gauntlet-mode only guard matches server behavior.
|
||||
- Dependency: Wait for server #491 to merge before testing end-to-end. Can develop and unit-test client logic in isolation using local bridge stub.
|
||||
|
||||
**#502 — Room reset client UX**
|
||||
- Existing: `client/scripts/rendering/tile_renderer.gd` handles tile visual overrides. Interaction verbs rendered by UI layer.
|
||||
- Deliver: (1) `reset_plate` tile type renders with amber color override. (2) 'Reset Room' verb appears when player faces reset plate. (3) On reset confirmation: 0.15s amber flash + monologue "Systems recalibrated." fires via monologue event. Effort: 0.5d.
|
||||
- Integration: Server #490 (done) already emits the reset event. Client just needs to consume it.
|
||||
|
||||
**#503 — Auto-checklist progress tracking**
|
||||
- Existing: Checklist YAML schema defined by CI #497 (done). The test client handles its own evaluation separately.
|
||||
- Deliver: Client evaluates `ObserverSnapshot` against loaded checklist YAML conditions, auto-tracks verification items with a Gauntlet-mode HUD overlay. Full tracking in test-client-only mode; lightweight overlay in Godot per R2-OQ-06. Effort: 1.5d.
|
||||
- Integration: Test-client-only overlay — does not affect production game HUD. Coordinate with Hoshe on checklist condition format.
|
||||
|
||||
**#517 — Michroma font**
|
||||
- Existing: Default Godot font throughout client UI. No font assets committed yet.
|
||||
- Deliver: Download Michroma from Google Fonts (OFL license), commit to `client/assets/fonts/`. Update all Label, RichTextLabel, and LineEdit nodes to use Michroma. Acceptance: font renders legibly in HUD, dialogue box, and debug overlay at game resolution. Effort: 0.5d. Purely cosmetic — no logic changes.
|
||||
- Non-obvious: Michroma is geometric sans-serif at display weights — confirm legibility at small sizes (sub-16px tooltip text) before committing globally. Consider a size floor.
|
||||
|
||||
**#526 — Mouse-relative facing and movement**
|
||||
- Existing: `client/scripts/main.gd` handles input. WASD currently uses fixed cardinal directions. `client/scripts/protocol/protocol.gd` sends facing octant to server.
|
||||
- Deliver: Mouse position determines facing direction (client-side float computed from player screen position to cursor). WASD movement becomes mouse-relative (forward = toward cursor). Server receives facing octant only, unchanged interface. Effort: 1d.
|
||||
- Key decision: D-054 — mouse facing is purely client-side. Server only ever sees the octant. The full float stays in the client for rendering purposes.
|
||||
|
||||
**#518 — Wire insert open/close to PauseSimulation**
|
||||
- Existing: Server pause system at 50%/0% tick rate exists (#406, done). `client/scripts/autoloads/sim_bridge.gd` handles server commands. Insert UI open/close events are in `client/scripts/main.gd`.
|
||||
- Deliver: When insert UI opens, client sends `PauseSimulation` command. When it closes, client sends `ResumeSimulation`. D-058 confirms auto-pause in SP mode. Ticket #448 was cancelled before client wiring was completed. Effort: 0.5d.
|
||||
- Non-obvious: The pause/resume must be idempotent — if the server is already paused (e.g. Gauntlet room interlude), opening the insert should not double-pause.
|
||||
|
||||
**#521 — Confrontation D-033 color shift**
|
||||
- Existing: `client/scripts/rendering/entity_renderer.gd` applies D-033 relationship colors. `ObserverSnapshot` carries entity relationship state.
|
||||
- Deliver: On confrontation delivery (server #520 decrements relationship state), entity renderer fades the entity's D-033 tint toward the new relationship color using a 0.5-1s tween. Not an instant flip — a fade that the player perceives as "something changed."
|
||||
- Dependency: Blocked by server #520. Start after #520 merges.
|
||||
|
||||
---
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#502 (room reset UX) — standalone (server #490 done)
|
||||
#503 (auto-checklist) — standalone (CI #497 done)
|
||||
#517 (Michroma font) — standalone, parallel
|
||||
#518 (insert pause wire) — standalone, parallel
|
||||
#526 (mouse-relative facing) — standalone, parallel
|
||||
Server #491 (hub teleport) → #501 (hub teleport UX)
|
||||
Server #520 (confrontation response) → #521 (D-033 color shift)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## PR Workflow
|
||||
|
||||
When ready to submit, create a PR with `tea` CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(client): sprint 10 prove — client" --description "body" --base main --head client
|
||||
```
|
||||
@@ -0,0 +1,167 @@
|
||||
# Sprint 10: Prove — Joint / Integration
|
||||
|
||||
**Goal:** Expand the Gauntlet test suite with new rooms and cross-room scenarios, wire the audio architecture end-to-end, and complete client UX polish from Sprint 9 carry-overs — proving the full system holds together.
|
||||
|
||||
**Agents:** All implementation agents (Dudley, Stig, Hoshe, Tyre, Justine, Inigo)
|
||||
|
||||
---
|
||||
|
||||
## Pre-Sprint Decisions
|
||||
|
||||
No new decisions are required before Sprint 10 begins. All sprint tickets operate within confirmed decisions. Items to monitor:
|
||||
|
||||
| Item | Status | Needed by |
|
||||
|------|--------|-----------|
|
||||
| Relationship state in ObserverSnapshot | Confirm with server team that relationship state is carried per entity in the snapshot (Q-019 partial resolution) | #521 (D-033 color shift, client) |
|
||||
| CI pipeline greenlight | Team Leader must confirm before #510 starts | #510 (Gitea Actions YAML, CI) |
|
||||
| Server #491 merge timing | Client #501 is blocked on it — server should prioritize #491 in the first half of sprint | #501 (hub teleport UX, client) |
|
||||
| Server #520 merge timing | Client #521 is blocked on it — server should ship #520 before sprint midpoint | #521 (confrontation color shift, client) |
|
||||
|
||||
---
|
||||
|
||||
## Cross-Team Dependencies
|
||||
|
||||
```
|
||||
Server #491 (hub teleport action)
|
||||
→ Client #501 (hub teleport UX — Home key + fade)
|
||||
|
||||
Server #520 (confrontation world response)
|
||||
→ Client #521 (D-033 color shift on confrontation)
|
||||
|
||||
Server #500 (content scaling test)
|
||||
→ CI #499 (perf baseline — benefits from #500 data)
|
||||
|
||||
Server #498 (Gauntlet rooms 4-7)
|
||||
→ #506 (cross-room transitions, deferred to Sprint 11)
|
||||
|
||||
Server #483 (replay loading)
|
||||
→ Scripted Gauntlet testing (unblocks Sprint 11 automation)
|
||||
|
||||
Audio #327 (8 ambient + SFX assets)
|
||||
→ Client AudioManager (automatic registration via directory scan — no client code change)
|
||||
→ D-073 zone crossfade stub can be tested with real assets for the first time
|
||||
```
|
||||
|
||||
**Critical path:** `Server #491 → Client #501` and `Server #520 → Client #521`. Both server tickets need to merge before sprint midpoint to give client time to complete their dependent work.
|
||||
|
||||
---
|
||||
|
||||
## Sprint Completion Proof
|
||||
|
||||
Sprint 10 is complete when all of the following are observable:
|
||||
|
||||
**Hub teleport**
|
||||
- Pressing Home key in Gauntlet mode sends `TeleportToHub`, player entity moves to hub spawn tile
|
||||
- 0.3s fade-to-black-and-back plays on teleport
|
||||
- Dialogue/monologue/interaction buffer is cleared on teleport
|
||||
- Non-Gauntlet maps: action is rejected server-side with log warning; client shows no effect
|
||||
|
||||
**Room reset UX**
|
||||
- `reset_plate` tile type renders with amber color
|
||||
- 'Reset Room' verb appears in interaction menu when player faces reset plate
|
||||
- On reset: 0.15s amber flash + "Systems recalibrated." monologue line plays
|
||||
|
||||
**Auto-checklist tracking**
|
||||
- In test-client mode: checklist YAML loads, client evaluates ObserverSnapshot against conditions, verified items tick off automatically in HUD overlay
|
||||
- Checklist HUD is absent in non-test-client Godot mode
|
||||
|
||||
**Gauntlet expansion**
|
||||
- Server boots with Gauntlet content and all 7 rooms (existing 3 + new 4) load without panic
|
||||
- Room constants for all 4 new rooms in `server/src/test_world/constants.rs`
|
||||
- Room reset works correctly in new rooms (entity positions and fog reset to tick-0 state)
|
||||
|
||||
**Content scaling**
|
||||
- `make test-server` includes the content scaling test: baseline run passes, extra-NPC comparative run stays within D-026 tick budget
|
||||
|
||||
**Performance baseline**
|
||||
- `make perf-baseline` runs without error and produces `tests/perf/baseline.json` (or equivalent)
|
||||
- Baseline file committed to repo
|
||||
|
||||
**Replay loading**
|
||||
- `tooling/test-client --replay <file.jsonl>` loads the file and sends PlayerInput at correct tick timing against a live server
|
||||
|
||||
**Client UX polish**
|
||||
- Michroma font renders in all Labels/RichTextLabels in HUD and dialogue box
|
||||
- WASD movement is mouse-relative (forward = toward cursor direction)
|
||||
- Insert open sends `PauseSimulation`, insert close sends `ResumeSimulation`
|
||||
|
||||
**Confrontation system**
|
||||
- Confrontation delivery: target NPC shifts to Tier 2 animation, relationship state decrements, monologue spike fires (server)
|
||||
- Client: entity D-033 tint fades to new relationship color over 0.5-1s on confrontation delivery
|
||||
|
||||
**Audio**
|
||||
- 8 OGG files present in `audio` branch under `client/audio/`
|
||||
- `AudioManager` registers all 8 at startup (log output confirms count)
|
||||
- Ambient loops play without audible seam
|
||||
- Monologue chimes have no reverb (insert-tech aesthetic per D-074)
|
||||
|
||||
**CI (if greenlit)**
|
||||
- Gitea Actions YAML committed to `.gitea/workflows/`
|
||||
- Commit tier runs in <2min on push
|
||||
- PR merge gate wraps `make pre-pr` in <15min
|
||||
|
||||
---
|
||||
|
||||
## Test Plan Alignment (D-030)
|
||||
|
||||
| D-030 Phase | Coverage | Sprint 10 Status |
|
||||
|-------------|----------|-----------------|
|
||||
| Phase 1 (infra) | Done Sprints 1-2 | — |
|
||||
| Phase 2 (integration) | Done Sprints 3-5 | — |
|
||||
| Phase 3 (CauseChain, divergent snapshots) | Gauntlet golden suite (#485, Sprint 9) | Expanding with rooms 4-7 |
|
||||
| Replay / scripted testing | #483 (test client replay loading) | In scope |
|
||||
| Performance regression baseline | #499 (make perf-baseline) | In scope |
|
||||
| Content scaling | #500 (baseline + NPC pack comparative) | In scope |
|
||||
| Pre-PR gate | `make pre-pr` (Sprint 9, done) | Stable |
|
||||
|
||||
---
|
||||
|
||||
## Open Questions to Resolve Early
|
||||
|
||||
- **Q-019 (partial): Client-side entity StableId / relationship state in snapshot** — Client #521 needs relationship state per entity in ObserverSnapshot. Server team should confirm scope before #521 starts. No formal Q-NNN resolution required — just a server team confirmation.
|
||||
- **CI pipeline greenlight (no Q-NNN)** — #510 has an explicit "deferred until lead greenlights" note. Team Leader to confirm before CI team starts that ticket.
|
||||
|
||||
---
|
||||
|
||||
## Sequence Recommendation
|
||||
|
||||
**Days 1-3 (all teams in parallel):**
|
||||
- Server: start #491 immediately (no blockers). Priority — unblocks client #501.
|
||||
- Server: start #483 (no blockers). `replay.rs` stub exists in `tooling/test-client/src/`.
|
||||
- Server: start #498 (no blockers). 4 new Gauntlet rooms; follow existing room pattern.
|
||||
- Server: start #514 (small, standalone).
|
||||
- Server: start #519 (standalone, #427 done).
|
||||
- Client: start #502 (no blockers, #490 done).
|
||||
- Client: start #503 (no blockers, #497 done).
|
||||
- Client: start #517 (standalone).
|
||||
- Client: start #526 (standalone).
|
||||
- Client: start #518 (standalone).
|
||||
- CI: start #499 (no blockers, #487 done).
|
||||
- CI: start #515 (standalone, #464 done).
|
||||
- Audio: start #327.
|
||||
|
||||
**Days 4-6:**
|
||||
- Server: start #520 (no blockers). Priority — unblocks client #521.
|
||||
- Server: start #500 (no blockers, #489 done).
|
||||
- Client: #501 unblocks once server #491 merges.
|
||||
|
||||
**Days 7-10:**
|
||||
- Client: #521 unblocks once server #520 merges.
|
||||
- CI: #510 starts only after lead greenlight (may be later in sprint or deferred).
|
||||
- All teams: verification against Sprint Completion Proof criteria.
|
||||
|
||||
---
|
||||
|
||||
## PR Workflow
|
||||
|
||||
Each team submits their own PR from their branch. Integration is via merge to `main`. No joint branch — all tickets are single-team. The `joint.md` tracks integration readiness but does not produce a separate branch.
|
||||
|
||||
```bash
|
||||
# Verify sprint assignment before PR
|
||||
db/connectors/sprint status --team <team>
|
||||
|
||||
# Standard PR (all flags required — see CLAUDE.md)
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz \
|
||||
--title "feat(<scope>): sprint 10 prove — <team summary>" \
|
||||
--description "body" --base main --head <branch>
|
||||
```
|
||||
@@ -0,0 +1,103 @@
|
||||
# Sprint 10: Prove — Server Tasks
|
||||
|
||||
**Goal:** Expand the Gauntlet test suite with new rooms and cross-room scenarios, wire the audio architecture end-to-end, and complete client UX polish from Sprint 9 carry-overs — proving the full system holds together.
|
||||
|
||||
**Branch:** `server`
|
||||
**Agents:** Dudley (simulation), Tyre (arch review), Hoshe (QA)
|
||||
|
||||
---
|
||||
|
||||
## Carry-over from Sprint 9
|
||||
|
||||
| # | Title | Status | Notes |
|
||||
|---|-------|--------|-------|
|
||||
| #491 | Hub teleport action (PlayerAction::TeleportToHub) | backlog | Targeted for Sprint 9, slipped due to #487 dependency completing late. Unblocked as of sprint close. |
|
||||
| #483 | Test client replay loading + tick-scheduled sending | backlog | Critical for scripted Gauntlet testing. Targeted Sprint 9, slipped. Unblocked (#480 done). |
|
||||
| #500 | Content scaling test (baseline + extra NPC comparative) | backlog | Targeted Sprint 9, deferred. Unblocked (#489 done). |
|
||||
|
||||
---
|
||||
|
||||
## New Tickets
|
||||
|
||||
| # | Title | Blocked by |
|
||||
|---|-------|------------|
|
||||
| #491 | Hub teleport action (PlayerAction::TeleportToHub) | #487 (done) |
|
||||
| #483 | Test client replay loading + tick-scheduled sending | #480 (done) |
|
||||
| #498 | Gauntlet rooms 4-7 (Interaction Gallery, Fog Theater, Crowd Plaza, Dialogue Room) | #487 (done) |
|
||||
| #500 | Content scaling test (baseline + extra NPC comparative) | #489 (done) |
|
||||
| #514 | blocked_entities debug field on ObserverSnapshot | — |
|
||||
| #519 | Walk-away NPC reaction — server-side Phase 2 (animation shift, routine change) | #427 (done) |
|
||||
| #520 | Confrontation world response — server-side trigger | — |
|
||||
|
||||
Use `db/connectors/ticket show <id>` for full details.
|
||||
|
||||
---
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- `decisions/architecture.md` — D-010 (deterministic simulation), D-026 (100ms tick budget), D-041 (knowledge graph data model)
|
||||
- `decisions/perception.md` — D-059 (fog/shader five layers), D-060 (cognitive delay), D-063 (confrontation world response), D-064 (walk-away three phases)
|
||||
- `decisions/scope.md` — D-038 (audio in v0.1 scope)
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
**#491 — Hub teleport action**
|
||||
- Existing: `server/src/test_world/rooms/hub.rs` for the hub spawn location. `PlayerAction` enum lives in `server/src/bridge/`.
|
||||
- Deliver: `PlayerAction::TeleportToHub` variant. On receipt: move player entity to hub spawn tile, clear dialogue/monologue/interaction buffer. Does NOT affect room state, inventory, game time, or knowledge graph. Reject the action with a log warning on non-Gauntlet maps.
|
||||
- Integration: Client #501 depends on this — ship it first half of sprint.
|
||||
|
||||
**#483 — Test client replay loading**
|
||||
- Existing: `tooling/test-client/src/` has `main.rs`, `golden.rs`, `replay.rs` (stub). The `replay.rs` module exists but the loading logic was deferred.
|
||||
- Deliver: Load a JSONL replay file (one JSON array per tick), send `PlayerInput` at correct tick timing. Target: `tooling/test-client/src/replay.rs`.
|
||||
- Integration: Enables scripted Gauntlet testing end-to-end — unblocks the cross-room test scenarios in later sprints.
|
||||
|
||||
**#498 — Gauntlet rooms 4-7**
|
||||
- Existing: `server/src/test_world/rooms/` has `hub.rs`, `inventory_warehouse.rs`, `occlusion_corridor.rs`, `pause_chamber.rs`. The `mod.rs` wires them together.
|
||||
- Deliver: Four new rooms — Interaction Gallery (24x20, 5 entities, D-057), Fog Theater (44x32, 4 entities, D-059), Crowd Plaza (32x32, 15 entities), Dialogue Room (28x20, 4 entities, D-041). Follow the pattern of existing room modules. Each room must have constants in `server/src/test_world/constants.rs`.
|
||||
- Integration: Unblocks #506 (cross-room transition tests) in a future sprint.
|
||||
|
||||
**#500 — Content scaling test**
|
||||
- Existing: The baseline test infrastructure is in place post-#489. Content packs are in `server/src/content/`.
|
||||
- Deliver: A test that runs the baseline NPC pack then the same scenario with additional NPCs, asserts tick timing stays within D-026 budget and behavior is unchanged for original NPCs.
|
||||
- Integration: Feeds into CI perf baseline (#499) which CI team handles.
|
||||
|
||||
**#514 — blocked_entities debug field**
|
||||
- Existing: `ObserverSnapshot` in `server/src/bridge/`. LOS computation is in `server/src/perception/`.
|
||||
- Deliver: Add `blocked_entities: Vec<StableId>` (or `Option<Vec<StableId>>`) to `ObserverSnapshot`. Feasibility confirmed at ~300 tile lookups/tick (R2-OQ-05). Debug-only field; `#[serde(default)]` so client gracefully ignores on older snapshots.
|
||||
- Integration: Improves test client debug output. Standalone, no cross-team dependency.
|
||||
|
||||
**#519 — Walk-away NPC reaction Phase 2**
|
||||
- Existing: Phase 1 (client fade, #437) and Phase 3 (KG recording, #427) are done. Phase 2 is the missing server-side piece.
|
||||
- Deliver: On `PlayerAction::WalkAway` (or dialogue exit event), server triggers: (1) target NPC shifts animation tier to Tier 2 (D-047), (2) NPC routine deviation is recorded in their state machine. D-064 Phase 2 scope.
|
||||
- Integration: Standalone server-side work. No client changes required.
|
||||
|
||||
**#520 — Confrontation world response**
|
||||
- Existing: Confrontation delivery is wired through dialogue system. D-063 specifies the world response.
|
||||
- Deliver: On confrontation delivery: (1) target NPC shifts to Tier 2 animation (D-047 animated tier), (2) NPC relationship state decremented (affects D-033 color which client #521 renders), (3) monologue spike event emitted. Three separate effects, all server-authoritative.
|
||||
- Integration: Client #521 blocked by this — complete #520 first half of sprint.
|
||||
|
||||
---
|
||||
|
||||
## Dependency Chain
|
||||
|
||||
```
|
||||
#483 (replay loading) — standalone, parallel
|
||||
#491 (hub teleport server) → #501 (hub teleport client UX, cross-team)
|
||||
#498 (Gauntlet rooms 4-7) → #506 (cross-room transitions, future sprint)
|
||||
#500 (content scaling) → #499 (perf baseline, CI team)
|
||||
#514 (blocked_entities) — standalone, parallel
|
||||
#519 (walk-away phase 2) — standalone, parallel
|
||||
#520 (confrontation world response) → #521 (D-033 color shift, client team)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## PR Workflow
|
||||
|
||||
When ready to submit, create a PR with `tea` CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
|
||||
|
||||
```bash
|
||||
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(simulation): sprint 10 prove — server" --description "body" --base main --head server
|
||||
```
|
||||
@@ -0,0 +1,37 @@
|
||||
name: The Settled Reach
|
||||
version: 0.1.10
|
||||
repository: settled-reach
|
||||
codename: commonwealth
|
||||
|
||||
description: >
|
||||
Top-down immersive sim with occlusion-based detection mechanics and
|
||||
combat elements. Single-character perspective where asymmetric information
|
||||
is the core gameplay mechanic. A Rimworld-style storyteller drives
|
||||
emergent narrative across a detective-smuggler dual-lens campaign.
|
||||
|
||||
setting: >
|
||||
Original science fiction universe — the Settled Reach, a network of
|
||||
star systems connected by Founder Gates. Neural lattice technology
|
||||
enables soft immortality, forking, and re-embodiment. The v0.1
|
||||
vertical slice takes place in Sova Transit District, Krenn System.
|
||||
|
||||
architecture:
|
||||
client: Godot 4 (GDScript)
|
||||
server: Rust with bevy_ecs (simulation server)
|
||||
transport: subprocess/IPC via TCP with MessagePack serialization
|
||||
protocol: length-prefixed MessagePack frames (4-byte big-endian)
|
||||
determinism: ChaCha20 seeded RNG, deterministic tick processing
|
||||
|
||||
simulation:
|
||||
tick_rate: 10 ticks per game-minute
|
||||
time_model: 4 day phases (Morning, Afternoon, Evening, Night)
|
||||
grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
|
||||
visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
|
||||
knowledge: per-entity knowledge graphs with confidence decay
|
||||
|
||||
content:
|
||||
format: YAML with JSON Schema validation
|
||||
structure: campaigns/systems/stations/districts hierarchy
|
||||
npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
|
||||
dialogue: tagged line pools with 4-layer relational filtering
|
||||
population: 30% flat / 50% mundane triangles / 20% intrigue-entangled
|
||||
Generated
+1
-1
@@ -978,7 +978,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "settled-reach-server"
|
||||
version = "0.1.0"
|
||||
version = "0.1.9"
|
||||
dependencies = [
|
||||
"bevy_app",
|
||||
"bevy_ecs",
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
[package]
|
||||
name = "settled-reach-server"
|
||||
version = "0.1.0"
|
||||
version = "0.1.10"
|
||||
edition = "2021"
|
||||
|
||||
[dependencies]
|
||||
|
||||
@@ -178,11 +178,14 @@ impl Plugin for BridgePlugin {
|
||||
crate::simulation::dialogue::process_walk_away
|
||||
.after(crate::simulation::input::process_player_input)
|
||||
.after(crate::simulation::dialogue::process_talk_interaction),
|
||||
crate::simulation::dialogue::process_confrontation_response
|
||||
.after(crate::simulation::input::process_player_input),
|
||||
crate::perception::observer::compute_observer_snapshot
|
||||
.after(crate::perception::observer::compute_visibility_geometry)
|
||||
.after(crate::simulation::interaction::compute_nearby_interactions)
|
||||
.after(crate::simulation::monologue::process_sprint_anomaly_monologue)
|
||||
.after(crate::simulation::dialogue::process_talk_interaction)
|
||||
.after(crate::simulation::dialogue::process_confrontation_response)
|
||||
.before(crate::simulation::time::advance_tick),
|
||||
crate::perception::observation::emit_observation_events
|
||||
.after(crate::perception::observer::compute_observer_snapshot),
|
||||
|
||||
@@ -159,6 +159,12 @@ pub fn format_snapshot_text(snapshot: &ObserverSnapshot) -> String {
|
||||
.ok();
|
||||
}
|
||||
|
||||
// Blocked entities (debug, #514)
|
||||
if !snapshot.blocked_entities.is_empty() {
|
||||
let ids: Vec<String> = snapshot.blocked_entities.iter().map(|id| id.to_string()).collect();
|
||||
writeln!(out, "Blocked (LOS): {} [{}]", snapshot.blocked_entities.len(), ids.join(", ")).ok();
|
||||
}
|
||||
|
||||
writeln!(out, "===").ok();
|
||||
out
|
||||
}
|
||||
@@ -281,6 +287,7 @@ mod tests {
|
||||
}),
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
blocked_entities: vec![],
|
||||
}
|
||||
}
|
||||
|
||||
@@ -402,10 +409,27 @@ mod tests {
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
blocked_entities: vec![],
|
||||
};
|
||||
let text = format_snapshot_text(&snap);
|
||||
assert!(text.contains("Tick 0"));
|
||||
assert!(text.contains("Player (-1,-1)"));
|
||||
assert!(text.contains("Tiles: 0 visible"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn blocked_entities_rendered() {
|
||||
let mut snap = make_snapshot();
|
||||
snap.blocked_entities = vec![42, 99, 1024];
|
||||
let text = format_snapshot_text(&snap);
|
||||
assert!(text.contains("Blocked (LOS): 3"));
|
||||
assert!(text.contains("[42, 99, 1024]"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn blocked_entities_empty_not_rendered() {
|
||||
let snap = make_snapshot();
|
||||
let text = format_snapshot_text(&snap);
|
||||
assert!(!text.contains("Blocked (LOS)"));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,7 +15,7 @@ pub use crate::simulation::time::{DayPhase, TickRate};
|
||||
/// negotiation is unnecessary. Client should reject snapshots with version !=
|
||||
/// PROTOCOL_VERSION. New fields use #[serde(default)] only during the migration
|
||||
/// period, then the default is removed once both sides are updated.
|
||||
pub const PROTOCOL_VERSION: u8 = 8;
|
||||
pub const PROTOCOL_VERSION: u8 = 9;
|
||||
|
||||
/// The ONLY data structure crossing the client-server boundary (D-020)
|
||||
/// Contains all information visible to the observer at a given tick.
|
||||
@@ -27,10 +27,11 @@ pub const PROTOCOL_VERSION: u8 = 8;
|
||||
/// v6 adds: player_stance (#449, D-053), player_inventory (#449, D-065).
|
||||
/// v7 adds: pending_recognitions (#423, D-060 cognitive delay).
|
||||
/// v8 adds: dialogue_response (#305, D-028 dialogue pipeline).
|
||||
/// v9 adds: blocked_entities (#514, debug field for LOS-blocked entities).
|
||||
/// Future fields: ambient sound events, HUD state (D-020 expansion).
|
||||
#[derive(Debug, Clone, Serialize, Deserialize)]
|
||||
pub struct ObserverSnapshot {
|
||||
/// Protocol version for forward compatibility. Current: 6.
|
||||
/// Protocol version for forward compatibility. Current: 9.
|
||||
pub version: u8,
|
||||
/// Simulation tick when this snapshot was produced
|
||||
pub tick: u64,
|
||||
@@ -68,6 +69,11 @@ pub struct ObserverSnapshot {
|
||||
/// Client shows speaker name + dialogue text in a dialogue box.
|
||||
#[serde(default)]
|
||||
pub dialogue_response: Option<DialogueResponseEvent>,
|
||||
/// Debug field: entity IDs on the same z-level that are not visible due to
|
||||
/// LOS obstruction or being outside the vision cone (#514).
|
||||
/// Sorted ascending for deterministic output. Client can safely ignore.
|
||||
#[serde(default)]
|
||||
pub blocked_entities: Vec<u64>,
|
||||
}
|
||||
|
||||
/// Game time data for client display (D-031)
|
||||
@@ -316,6 +322,10 @@ pub enum PlayerAction {
|
||||
ToggleStanceUp,
|
||||
/// Move one step down the stance ladder (toward Crouch) per D-053
|
||||
ToggleStanceDown,
|
||||
/// Teleport player to the Gauntlet hub spawn point (#491).
|
||||
/// Clears dialogue, monologue, and interaction buffers.
|
||||
/// Rejected with a log warning on non-Gauntlet maps.
|
||||
TeleportToHub,
|
||||
}
|
||||
|
||||
impl PlayerAction {
|
||||
|
||||
@@ -129,6 +129,23 @@ pub enum RelationshipState {
|
||||
Hostile,
|
||||
}
|
||||
|
||||
impl RelationshipState {
|
||||
/// Decrement relationship state toward more negative (D-063 confrontation response).
|
||||
///
|
||||
/// Friendly → Known → PersonOfInterest → Hostile.
|
||||
/// Unknown stays Unknown (can't confront a stranger meaningfully).
|
||||
/// Hostile stays Hostile — floor, does not wrap or panic.
|
||||
pub fn decrement(self) -> Self {
|
||||
match self {
|
||||
Self::Friendly => Self::Known,
|
||||
Self::Known => Self::PersonOfInterest,
|
||||
Self::PersonOfInterest => Self::Hostile,
|
||||
Self::Unknown => Self::Unknown, // no-op: can't confront a stranger
|
||||
Self::Hostile => Self::Hostile, // floor: already worst state
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Entity Knowledge ---
|
||||
|
||||
/// What entity A knows about entity B.
|
||||
|
||||
@@ -35,6 +35,42 @@ impl Plugin for NpcPlugin {
|
||||
#[derive(Component, Debug)]
|
||||
pub struct Npc;
|
||||
|
||||
/// NPC animation tier (D-047).
|
||||
///
|
||||
/// Tier 1 (clear): public daily activities — instantly readable.
|
||||
/// Tier 2 (ambiguous): privately motivated behaviors — player sees the action
|
||||
/// but cannot determine the intention.
|
||||
///
|
||||
/// NPCs start at Tier 1. Confrontation (D-063) and other triggers shift to Tier 2.
|
||||
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash, Default, Serialize, Deserialize)]
|
||||
pub enum AnimationTier {
|
||||
/// Clear, readable public activities (walking, working, talking).
|
||||
#[default]
|
||||
Tier1,
|
||||
/// Ambiguous, privately motivated behaviors (pausing, lingering, looking around).
|
||||
Tier2,
|
||||
}
|
||||
|
||||
/// Tracks why and when an NPC's routine deviated from normal (D-064 Phase 2).
|
||||
///
|
||||
/// Inserted when a player action causes an NPC to break from their scheduled
|
||||
/// behavior. Acts as a hook for the storyteller system and affects future
|
||||
/// interactions (e.g., second-approach dialogue differences).
|
||||
#[derive(Component, Debug, Clone)]
|
||||
pub struct RoutineDeviation {
|
||||
pub trigger: DeviationTrigger,
|
||||
pub tick: u64,
|
||||
}
|
||||
|
||||
/// What caused an NPC's routine deviation.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
|
||||
pub enum DeviationTrigger {
|
||||
/// Player walked away mid-dialogue (D-064 Phase 2).
|
||||
WalkAway,
|
||||
/// Player delivered a confrontation (D-063).
|
||||
Confrontation,
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Axis 1: Want (D-024)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -142,10 +142,8 @@ pub fn emit_observation_events(
|
||||
let pending_ids: Vec<crate::knowledge::types::StableId> =
|
||||
delay.pending().iter().map(|p| p.stable_id).collect();
|
||||
for sid in pending_ids {
|
||||
if !visible_stable_ids.contains(&sid.0) {
|
||||
if delay.cancel(&sid).is_some() {
|
||||
tracing::debug!("Cognitive delay cancelled: stable_id={} left LOS", sid.0);
|
||||
}
|
||||
if !visible_stable_ids.contains(&sid.0) && delay.cancel(&sid).is_some() {
|
||||
tracing::debug!("Cognitive delay cancelled: stable_id={} left LOS", sid.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -116,7 +116,7 @@ pub fn compute_observer_snapshot(
|
||||
})
|
||||
.unwrap_or_default();
|
||||
|
||||
let (mut entities, visible_ids) =
|
||||
let (mut entities, visible_ids, blocked_entities) =
|
||||
filter_visible_entities(&geometry, ®istry, observer_kg, &all_entities);
|
||||
|
||||
collect_remembered_entities(
|
||||
@@ -206,11 +206,13 @@ pub fn compute_observer_snapshot(
|
||||
current_monologue,
|
||||
pending_recognitions,
|
||||
dialogue_response,
|
||||
blocked_entities,
|
||||
});
|
||||
}
|
||||
|
||||
/// Filter entities by visibility using precomputed geometry.
|
||||
/// Returns (visible entities, set of visible wire IDs).
|
||||
/// Returns (visible entities, set of visible wire IDs, blocked entity IDs).
|
||||
/// Blocked entities are on the same z-level but not in visible_positions (#514).
|
||||
#[allow(clippy::type_complexity)]
|
||||
fn filter_visible_entities(
|
||||
geometry: &VisibilityGeometry,
|
||||
@@ -222,15 +224,31 @@ fn filter_visible_entities(
|
||||
Option<&PlayerCharacter>,
|
||||
Option<&crate::npc::Npc>,
|
||||
)>,
|
||||
) -> (Vec<VisibleEntity>, BTreeSet<u64>) {
|
||||
) -> (Vec<VisibleEntity>, BTreeSet<u64>, Vec<u64>) {
|
||||
let mut entities = Vec::new();
|
||||
let mut visible_ids: BTreeSet<u64> = BTreeSet::new();
|
||||
let mut blocked_ids: BTreeSet<u64> = BTreeSet::new();
|
||||
|
||||
for (entity, pos, is_player, is_npc) in all_entities.iter() {
|
||||
if pos.z != geometry.observer_z {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Resolve wire ID early — needed for both visible and blocked paths
|
||||
let wire_id = registry
|
||||
.to_stable(entity)
|
||||
.map(|sid| sid.0)
|
||||
.unwrap_or_else(|| {
|
||||
tracing::error!(?entity, "entity not in EntityRegistry");
|
||||
entity.to_bits()
|
||||
});
|
||||
|
||||
if !geometry.visible_positions.contains(&(pos.x, pos.y)) {
|
||||
// Same z-level but not visible — blocked by LOS or outside vision cone.
|
||||
// Exclude the player entity (always at origin, always visible).
|
||||
if is_player.is_none() {
|
||||
blocked_ids.insert(wire_id);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -257,16 +275,6 @@ fn filter_visible_entities(
|
||||
RelationshipState::Unknown
|
||||
};
|
||||
|
||||
// Fallback to Entity::to_bits() is intentional for per-frame systems:
|
||||
// panicking would crash the server every tick. The error log makes this
|
||||
// loud enough to catch in testing while keeping the server alive.
|
||||
let wire_id = registry
|
||||
.to_stable(entity)
|
||||
.map(|sid| sid.0)
|
||||
.unwrap_or_else(|| {
|
||||
tracing::error!(?entity, "entity visible but not in EntityRegistry");
|
||||
entity.to_bits()
|
||||
});
|
||||
visible_ids.insert(wire_id);
|
||||
entities.push(VisibleEntity {
|
||||
entity_id: wire_id,
|
||||
@@ -280,7 +288,9 @@ fn filter_visible_entities(
|
||||
});
|
||||
}
|
||||
|
||||
(entities, visible_ids)
|
||||
// BTreeSet iteration is sorted — deterministic output guaranteed
|
||||
let blocked_vec: Vec<u64> = blocked_ids.into_iter().collect();
|
||||
(entities, visible_ids, blocked_vec)
|
||||
}
|
||||
|
||||
/// Collect remembered entities from the knowledge graph — entities the observer
|
||||
|
||||
@@ -2030,3 +2030,213 @@ fn no_cognitive_delay_component_means_empty_pending_recognitions() {
|
||||
"no CognitiveDelay component should produce empty pending_recognitions"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// blocked_entities debug field tests (#514)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn blocked_entities_empty_when_all_visible() {
|
||||
let mut world = setup_world(32, 32);
|
||||
let mut registry = EntityRegistry::new(0);
|
||||
|
||||
let npc = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
|
||||
.id();
|
||||
registry.register(npc);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(16, 16, 0),
|
||||
Facing(FacingDirection::North),
|
||||
KnowledgeGraph::new(),
|
||||
NearbyInteractionBuffer::default(),
|
||||
MonologueBuffer::default(),
|
||||
))
|
||||
.id();
|
||||
registry.register(player);
|
||||
world.insert_resource(registry);
|
||||
|
||||
run_observer_pipeline(&mut world);
|
||||
|
||||
let buffer = world.resource::<SnapshotBuffer>();
|
||||
let snapshot = buffer.snapshot.as_ref().unwrap();
|
||||
assert!(
|
||||
snapshot.blocked_entities.is_empty(),
|
||||
"no blocked entities when NPC is in LOS"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn npc_behind_wall_appears_in_blocked_entities() {
|
||||
let mut world = setup_world(32, 32);
|
||||
let mut registry = EntityRegistry::new(0);
|
||||
|
||||
// Wall between player and NPC
|
||||
world
|
||||
.resource_mut::<WalkabilityMap>()
|
||||
.set_walkable(&TilePosition::new(16, 14, 0), false);
|
||||
|
||||
// NPC behind the wall
|
||||
let npc = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)))
|
||||
.id();
|
||||
let npc_sid = registry.register(npc);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(16, 16, 0),
|
||||
Facing(FacingDirection::North),
|
||||
KnowledgeGraph::new(),
|
||||
NearbyInteractionBuffer::default(),
|
||||
MonologueBuffer::default(),
|
||||
))
|
||||
.id();
|
||||
registry.register(player);
|
||||
world.insert_resource(registry);
|
||||
|
||||
run_observer_pipeline(&mut world);
|
||||
|
||||
let buffer = world.resource::<SnapshotBuffer>();
|
||||
let snapshot = buffer.snapshot.as_ref().unwrap();
|
||||
assert!(
|
||||
snapshot.blocked_entities.contains(&npc_sid.0),
|
||||
"NPC behind wall should appear in blocked_entities"
|
||||
);
|
||||
// Not in visible entities
|
||||
let npc_visible = snapshot
|
||||
.entities
|
||||
.iter()
|
||||
.any(|e| e.entity_id == npc_sid.0);
|
||||
assert!(!npc_visible, "NPC should not be in visible entities");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn npc_behind_player_appears_in_blocked_entities() {
|
||||
let mut world = setup_world(32, 32);
|
||||
let mut registry = EntityRegistry::new(0);
|
||||
|
||||
// NPC far behind player (south, outside vision cone)
|
||||
let npc = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)))
|
||||
.id();
|
||||
let npc_sid = registry.register(npc);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(16, 16, 0),
|
||||
Facing(FacingDirection::North),
|
||||
KnowledgeGraph::new(),
|
||||
NearbyInteractionBuffer::default(),
|
||||
MonologueBuffer::default(),
|
||||
))
|
||||
.id();
|
||||
registry.register(player);
|
||||
world.insert_resource(registry);
|
||||
|
||||
run_observer_pipeline(&mut world);
|
||||
|
||||
let buffer = world.resource::<SnapshotBuffer>();
|
||||
let snapshot = buffer.snapshot.as_ref().unwrap();
|
||||
assert!(
|
||||
snapshot.blocked_entities.contains(&npc_sid.0),
|
||||
"NPC in blind spot should appear in blocked_entities"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn different_z_level_not_in_blocked_entities() {
|
||||
let mut world = setup_world(32, 32);
|
||||
let mut registry = EntityRegistry::new(0);
|
||||
|
||||
// NPC on a different z-level
|
||||
let npc = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 1)))
|
||||
.id();
|
||||
let npc_sid = registry.register(npc);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(16, 16, 0),
|
||||
Facing::default(),
|
||||
KnowledgeGraph::new(),
|
||||
NearbyInteractionBuffer::default(),
|
||||
MonologueBuffer::default(),
|
||||
))
|
||||
.id();
|
||||
registry.register(player);
|
||||
world.insert_resource(registry);
|
||||
|
||||
run_observer_pipeline(&mut world);
|
||||
|
||||
let buffer = world.resource::<SnapshotBuffer>();
|
||||
let snapshot = buffer.snapshot.as_ref().unwrap();
|
||||
assert!(
|
||||
!snapshot.blocked_entities.contains(&npc_sid.0),
|
||||
"NPC on different z-level should NOT be in blocked_entities"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn blocked_entities_sorted_ascending() {
|
||||
// Multiple blocked NPCs should appear in ascending entity_id order
|
||||
let mut world = setup_world(32, 32);
|
||||
let mut registry = EntityRegistry::new(0);
|
||||
|
||||
// Wall blocks north
|
||||
world
|
||||
.resource_mut::<WalkabilityMap>()
|
||||
.set_walkable(&TilePosition::new(16, 14, 0), false);
|
||||
|
||||
// Two NPCs behind wall + one behind player
|
||||
let npc_a = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)))
|
||||
.id();
|
||||
let npc_a_sid = registry.register(npc_a);
|
||||
|
||||
let npc_b = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(16, 10, 0)))
|
||||
.id();
|
||||
let npc_b_sid = registry.register(npc_b);
|
||||
|
||||
let npc_c = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)))
|
||||
.id();
|
||||
let npc_c_sid = registry.register(npc_c);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(16, 16, 0),
|
||||
Facing(FacingDirection::North),
|
||||
KnowledgeGraph::new(),
|
||||
NearbyInteractionBuffer::default(),
|
||||
MonologueBuffer::default(),
|
||||
))
|
||||
.id();
|
||||
registry.register(player);
|
||||
world.insert_resource(registry);
|
||||
|
||||
run_observer_pipeline(&mut world);
|
||||
|
||||
let buffer = world.resource::<SnapshotBuffer>();
|
||||
let snapshot = buffer.snapshot.as_ref().unwrap();
|
||||
|
||||
assert!(snapshot.blocked_entities.len() >= 3);
|
||||
// Must be sorted ascending (BTreeSet guarantee)
|
||||
for i in 1..snapshot.blocked_entities.len() {
|
||||
assert!(
|
||||
snapshot.blocked_entities[i - 1] < snapshot.blocked_entities[i],
|
||||
"blocked_entities not sorted: {:?}",
|
||||
snapshot.blocked_entities
|
||||
);
|
||||
}
|
||||
// All three NPCs should be present
|
||||
assert!(snapshot.blocked_entities.contains(&npc_a_sid.0));
|
||||
assert!(snapshot.blocked_entities.contains(&npc_b_sid.0));
|
||||
assert!(snapshot.blocked_entities.contains(&npc_c_sid.0));
|
||||
}
|
||||
|
||||
@@ -18,12 +18,13 @@
|
||||
use bevy_ecs::prelude::*;
|
||||
use rand::Rng;
|
||||
|
||||
use crate::bridge::types::{DialogueResponseEvent, RelationshipState};
|
||||
use crate::bridge::types::{DialogueResponseEvent, MonologueEvent, RelationshipState};
|
||||
use crate::content::line_pool::{
|
||||
AccessTier, IndexedDialogueLine, Mood, Situation, Topic, TrustTier,
|
||||
};
|
||||
use crate::content::LinePoolIndexResource;
|
||||
use crate::knowledge::{EntityRegistry, KnowledgeGraph};
|
||||
use crate::simulation::monologue::{MonologueBuffer, MonologueState};
|
||||
use crate::simulation::movement::PlayerCharacter;
|
||||
use crate::simulation::rng::SimRng;
|
||||
use crate::simulation::time::SimulationTime;
|
||||
@@ -117,6 +118,18 @@ pub struct ActiveDialogue {
|
||||
#[derive(Component, Debug)]
|
||||
pub struct WalkAwayRequest;
|
||||
|
||||
/// Marker: player delivered a confrontation this tick (#520, D-063).
|
||||
///
|
||||
/// Set by process_player_input when Interact{verb: "Confront"} is received.
|
||||
/// Consumed by process_confrontation_response each tick. Triggers:
|
||||
/// 1. Target NPC shifts to AnimationTier::Tier2 (D-047)
|
||||
/// 2. Observer KG relationship state decremented (D-033 color fade)
|
||||
/// 3. Monologue spike event emitted
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ConfrontationDelivered {
|
||||
pub target: Entity,
|
||||
}
|
||||
|
||||
/// Buffer holding the dialogue response for snapshot inclusion.
|
||||
///
|
||||
/// Consumed once per snapshot via `take()`. Cleared at snapshot build time.
|
||||
@@ -299,7 +312,7 @@ pub fn select_dialogue_line<'a>(
|
||||
/// line to DialogueResponseBuffer.
|
||||
///
|
||||
/// System ordering: after process_player_input, before compute_observer_snapshot.
|
||||
#[allow(clippy::type_complexity)]
|
||||
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
|
||||
pub fn process_talk_interaction(
|
||||
mut commands: Commands,
|
||||
time: Res<SimulationTime>,
|
||||
@@ -478,13 +491,15 @@ pub fn process_talk_interaction(
|
||||
// System: process_walk_away (D-064)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Process walk-away requests during active dialogue.
|
||||
/// Process walk-away requests during active dialogue (D-064 Phases 2+3).
|
||||
///
|
||||
/// When the player moves (WASD) during an active dialogue, the client sends
|
||||
/// PlayerAction::WalkAway which sets WalkAwayRequest. This system:
|
||||
/// 1. Emits IncompleteInteraction knowledge event (recorded in KG)
|
||||
/// 2. Clears ActiveDialogue state
|
||||
/// 3. Removes the WalkAwayRequest marker
|
||||
/// 1. Target NPC shifts to AnimationTier::Tier2 (D-047 ambiguous animation)
|
||||
/// 2. NPC routine deviation recorded (storyteller hook)
|
||||
/// 3. Emits IncompleteInteraction knowledge event (recorded in KG)
|
||||
/// 4. Clears ActiveDialogue state
|
||||
/// 5. Removes the WalkAwayRequest marker
|
||||
///
|
||||
/// If no ActiveDialogue is present, removes WalkAwayRequest silently (no-op).
|
||||
///
|
||||
@@ -500,21 +515,38 @@ pub fn process_walk_away(
|
||||
};
|
||||
|
||||
if let Some(active_dialogue) = active_dialogue_opt {
|
||||
// Emit IncompleteInteraction knowledge event
|
||||
let target = active_dialogue.target;
|
||||
|
||||
// Phase 2, Effect 1: Shift target NPC to Tier 2 animation (D-047)
|
||||
commands
|
||||
.entity(target)
|
||||
.insert(crate::npc::AnimationTier::Tier2);
|
||||
|
||||
// Phase 2, Effect 2: Record routine deviation on target NPC
|
||||
commands
|
||||
.entity(target)
|
||||
.insert(crate::npc::RoutineDeviation {
|
||||
trigger: crate::npc::DeviationTrigger::WalkAway,
|
||||
tick: time.tick,
|
||||
});
|
||||
|
||||
// Phase 3: Emit IncompleteInteraction knowledge event
|
||||
event_queue.push(crate::knowledge::KnowledgeEvent {
|
||||
observer: player_entity,
|
||||
tick: time.tick,
|
||||
event_type: crate::knowledge::KnowledgeEventType::IncompleteInteraction {
|
||||
target: active_dialogue.target,
|
||||
target,
|
||||
interaction_type: active_dialogue.interaction_type,
|
||||
},
|
||||
});
|
||||
|
||||
tracing::debug!(
|
||||
"Walk-away during {:?} dialogue at tick {} (started tick {})",
|
||||
"Walk-away during {:?} dialogue at tick {} (started tick {}): \
|
||||
target {:?} → Tier2 animation + routine deviation",
|
||||
active_dialogue.interaction_type,
|
||||
time.tick,
|
||||
active_dialogue.started_tick,
|
||||
target,
|
||||
);
|
||||
|
||||
commands.entity(player_entity).remove::<ActiveDialogue>();
|
||||
@@ -525,6 +557,109 @@ pub fn process_walk_away(
|
||||
commands.entity(player_entity).remove::<WalkAwayRequest>();
|
||||
}
|
||||
|
||||
/// Hardcoded confrontation monologue lines (D-063).
|
||||
/// Fired as a monologue spike when the player delivers a confrontation.
|
||||
/// Future: move to content pools with trigger="confrontation_delivered".
|
||||
const CONFRONTATION_LINES: &[(&str, &str)] = &[
|
||||
(
|
||||
"confront_01",
|
||||
"That changed everything between us. No going back.",
|
||||
),
|
||||
(
|
||||
"confront_02",
|
||||
"The look on their face... they know I know.",
|
||||
),
|
||||
(
|
||||
"confront_03",
|
||||
"Cards on the table. Let's see what happens next.",
|
||||
),
|
||||
];
|
||||
|
||||
/// Process confrontation world response (#520, D-063).
|
||||
///
|
||||
/// Reads ConfrontationDelivered marker (set by input system), applies three
|
||||
/// server-authoritative effects:
|
||||
/// 1. Target NPC shifts to AnimationTier::Tier2 (D-047)
|
||||
/// 2. Observer's KG relationship state decremented (D-033 color fade)
|
||||
/// 3. Monologue spike: immediate monologue line bypassing cooldown
|
||||
///
|
||||
/// System ordering: after process_player_input, before compute_observer_snapshot.
|
||||
pub fn process_confrontation_response(
|
||||
mut commands: Commands,
|
||||
time: Res<SimulationTime>,
|
||||
registry: Res<EntityRegistry>,
|
||||
mut rng: ResMut<crate::simulation::rng::SimRng>,
|
||||
mut query: Query<
|
||||
(
|
||||
Entity,
|
||||
&ConfrontationDelivered,
|
||||
&mut KnowledgeGraph,
|
||||
&mut MonologueBuffer,
|
||||
&mut MonologueState,
|
||||
),
|
||||
With<PlayerCharacter>,
|
||||
>,
|
||||
) {
|
||||
let Ok((
|
||||
player_entity,
|
||||
confrontation,
|
||||
mut observer_kg,
|
||||
mut monologue_buf,
|
||||
mut monologue_state,
|
||||
)) = query.single_mut()
|
||||
else {
|
||||
return;
|
||||
};
|
||||
|
||||
let target = confrontation.target;
|
||||
|
||||
// Effect 1: Shift target NPC to Tier 2 animation (D-047)
|
||||
// + record routine deviation (symmetric with walk-away path)
|
||||
commands.entity(target).insert((
|
||||
crate::npc::AnimationTier::Tier2,
|
||||
crate::npc::RoutineDeviation {
|
||||
trigger: crate::npc::DeviationTrigger::Confrontation,
|
||||
tick: time.tick,
|
||||
},
|
||||
));
|
||||
|
||||
// Effect 2: Decrement observer's relationship with the target (D-033 color fade)
|
||||
if let Some(target_sid) = registry.to_stable(target) {
|
||||
let old_rel = observer_kg.relationship_with(&target_sid);
|
||||
let new_rel = old_rel.decrement();
|
||||
if new_rel != old_rel {
|
||||
observer_kg.set_relationship(&target_sid, new_rel);
|
||||
tracing::info!(
|
||||
target_id = target_sid.0,
|
||||
?old_rel,
|
||||
?new_rel,
|
||||
"Confrontation: relationship decremented"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Effect 3: Monologue spike — bypass cooldown, fire immediately
|
||||
let idx = rng.rng.random_range(0..CONFRONTATION_LINES.len());
|
||||
let (id, text) = CONFRONTATION_LINES[idx];
|
||||
monologue_buf.set(MonologueEvent {
|
||||
id: id.to_string(),
|
||||
text: text.to_string(),
|
||||
duration_seconds: 5.0,
|
||||
});
|
||||
monologue_state.last_fired_tick = time.tick;
|
||||
|
||||
tracing::info!(
|
||||
tick = time.tick,
|
||||
monologue_id = id,
|
||||
"Confrontation delivered: Tier 2 anim + relationship decrement + monologue spike"
|
||||
);
|
||||
|
||||
// Clean up marker
|
||||
commands
|
||||
.entity(player_entity)
|
||||
.remove::<ConfrontationDelivered>();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -1362,5 +1497,288 @@ mod tests {
|
||||
);
|
||||
}
|
||||
|
||||
// -- Walk-away Phase 2 tests (D-064, #519) ---------------------------------
|
||||
|
||||
#[test]
|
||||
fn walk_away_shifts_npc_to_tier2_animation() {
|
||||
use crate::knowledge::KnowledgeEventQueue;
|
||||
use crate::npc::AnimationTier;
|
||||
|
||||
let mut world = setup_dialogue_world();
|
||||
world.init_resource::<KnowledgeEventQueue>();
|
||||
|
||||
let npc = world.spawn_empty().id();
|
||||
world.resource_mut::<EntityRegistry>().register(npc);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(5, 6, 0),
|
||||
KnowledgeGraph::new(),
|
||||
ActiveDialogue {
|
||||
target: npc,
|
||||
interaction_type: crate::knowledge::events::InteractionType::Talk,
|
||||
started_tick: 10,
|
||||
},
|
||||
WalkAwayRequest,
|
||||
))
|
||||
.id();
|
||||
world.resource_mut::<EntityRegistry>().register(player);
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_walk_away);
|
||||
schedule.run(&mut world);
|
||||
world.flush();
|
||||
|
||||
let tier = world.get::<AnimationTier>(npc).unwrap();
|
||||
assert_eq!(
|
||||
*tier,
|
||||
AnimationTier::Tier2,
|
||||
"Walk-away should shift NPC to Tier 2 animation"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn walk_away_records_routine_deviation() {
|
||||
use crate::knowledge::KnowledgeEventQueue;
|
||||
use crate::npc::{DeviationTrigger, RoutineDeviation};
|
||||
|
||||
let mut world = setup_dialogue_world();
|
||||
world.init_resource::<KnowledgeEventQueue>();
|
||||
world.resource_mut::<SimulationTime>().tick = 42;
|
||||
|
||||
let npc = world.spawn_empty().id();
|
||||
world.resource_mut::<EntityRegistry>().register(npc);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(5, 6, 0),
|
||||
KnowledgeGraph::new(),
|
||||
ActiveDialogue {
|
||||
target: npc,
|
||||
interaction_type: crate::knowledge::events::InteractionType::Talk,
|
||||
started_tick: 10,
|
||||
},
|
||||
WalkAwayRequest,
|
||||
))
|
||||
.id();
|
||||
world.resource_mut::<EntityRegistry>().register(player);
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_walk_away);
|
||||
schedule.run(&mut world);
|
||||
world.flush();
|
||||
|
||||
let deviation = world.get::<RoutineDeviation>(npc).unwrap();
|
||||
assert_eq!(
|
||||
deviation.trigger,
|
||||
DeviationTrigger::WalkAway,
|
||||
"Deviation trigger should be WalkAway"
|
||||
);
|
||||
assert_eq!(deviation.tick, 42, "Deviation should record the walk-away tick");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn walk_away_without_dialogue_does_not_affect_npcs() {
|
||||
use crate::knowledge::KnowledgeEventQueue;
|
||||
use crate::npc::{AnimationTier, RoutineDeviation};
|
||||
|
||||
let mut world = setup_dialogue_world();
|
||||
world.init_resource::<KnowledgeEventQueue>();
|
||||
|
||||
let npc = world.spawn_empty().id();
|
||||
world.resource_mut::<EntityRegistry>().register(npc);
|
||||
|
||||
// Player with WalkAwayRequest but NO ActiveDialogue
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(5, 6, 0),
|
||||
KnowledgeGraph::new(),
|
||||
WalkAwayRequest,
|
||||
))
|
||||
.id();
|
||||
world.resource_mut::<EntityRegistry>().register(player);
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_walk_away);
|
||||
schedule.run(&mut world);
|
||||
world.flush();
|
||||
|
||||
assert!(
|
||||
world.get::<AnimationTier>(npc).is_none(),
|
||||
"NPC should not get AnimationTier when no dialogue was active"
|
||||
);
|
||||
assert!(
|
||||
world.get::<RoutineDeviation>(npc).is_none(),
|
||||
"NPC should not get RoutineDeviation when no dialogue was active"
|
||||
);
|
||||
}
|
||||
|
||||
use rand::SeedableRng;
|
||||
|
||||
// === Confrontation Response Tests (#520, D-063) ===
|
||||
|
||||
#[test]
|
||||
fn confrontation_shifts_npc_to_tier2() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(SimulationTime::default());
|
||||
world.init_resource::<EntityRegistry>();
|
||||
world.insert_resource(SimRng::new(42));
|
||||
|
||||
let npc = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(5, 6, 0)))
|
||||
.id();
|
||||
let npc_sid = world.resource_mut::<EntityRegistry>().register(npc);
|
||||
|
||||
let mut kg = KnowledgeGraph::new();
|
||||
kg.observe_entity(npc_sid, TilePosition::new(5, 6, 0), 0);
|
||||
kg.set_relationship(&npc_sid, RelationshipState::Known);
|
||||
|
||||
world.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(5, 5, 0),
|
||||
kg,
|
||||
ConfrontationDelivered { target: npc },
|
||||
MonologueBuffer::default(),
|
||||
MonologueState::default(),
|
||||
));
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_confrontation_response);
|
||||
schedule.run(&mut world);
|
||||
world.flush();
|
||||
|
||||
let tier = world.get::<crate::npc::AnimationTier>(npc);
|
||||
assert_eq!(
|
||||
tier,
|
||||
Some(&crate::npc::AnimationTier::Tier2),
|
||||
"NPC should shift to Tier2 after confrontation"
|
||||
);
|
||||
|
||||
// RoutineDeviation should be recorded (symmetric with walk-away)
|
||||
let deviation = world.get::<crate::npc::RoutineDeviation>(npc);
|
||||
assert!(deviation.is_some(), "NPC should get RoutineDeviation after confrontation");
|
||||
assert_eq!(
|
||||
deviation.unwrap().trigger,
|
||||
crate::npc::DeviationTrigger::Confrontation,
|
||||
"Deviation trigger should be Confrontation"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn confrontation_decrements_relationship() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(SimulationTime::default());
|
||||
world.init_resource::<EntityRegistry>();
|
||||
world.insert_resource(SimRng::new(42));
|
||||
|
||||
let npc = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(5, 6, 0)))
|
||||
.id();
|
||||
let npc_sid = world.resource_mut::<EntityRegistry>().register(npc);
|
||||
|
||||
let mut kg = KnowledgeGraph::new();
|
||||
kg.observe_entity(npc_sid, TilePosition::new(5, 6, 0), 0);
|
||||
kg.set_relationship(&npc_sid, RelationshipState::Known);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(5, 5, 0),
|
||||
kg,
|
||||
ConfrontationDelivered { target: npc },
|
||||
MonologueBuffer::default(),
|
||||
MonologueState::default(),
|
||||
))
|
||||
.id();
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_confrontation_response);
|
||||
schedule.run(&mut world);
|
||||
|
||||
let player_kg = world.get::<KnowledgeGraph>(player).unwrap();
|
||||
assert_eq!(
|
||||
player_kg.relationship_with(&npc_sid),
|
||||
RelationshipState::PersonOfInterest,
|
||||
"Known → PersonOfInterest after confrontation"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn confrontation_emits_monologue_spike() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(SimulationTime::default());
|
||||
world.init_resource::<EntityRegistry>();
|
||||
world.insert_resource(SimRng::new(42));
|
||||
|
||||
let npc = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(5, 6, 0)))
|
||||
.id();
|
||||
let npc_sid = world.resource_mut::<EntityRegistry>().register(npc);
|
||||
|
||||
let mut kg = KnowledgeGraph::new();
|
||||
kg.observe_entity(npc_sid, TilePosition::new(5, 6, 0), 0);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(5, 5, 0),
|
||||
kg,
|
||||
ConfrontationDelivered { target: npc },
|
||||
MonologueBuffer::default(),
|
||||
MonologueState::default(),
|
||||
))
|
||||
.id();
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_confrontation_response);
|
||||
schedule.run(&mut world);
|
||||
|
||||
let mut buffer = world.get_mut::<MonologueBuffer>(player).unwrap();
|
||||
let event = buffer.take();
|
||||
assert!(event.is_some(), "Monologue spike should be emitted");
|
||||
assert!(
|
||||
event.unwrap().id.starts_with("confront_"),
|
||||
"Should be a confrontation monologue line"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn confrontation_clears_marker() {
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(SimulationTime::default());
|
||||
world.init_resource::<EntityRegistry>();
|
||||
world.insert_resource(SimRng::new(42));
|
||||
|
||||
let npc = world
|
||||
.spawn((crate::npc::Npc, TilePosition::new(5, 6, 0)))
|
||||
.id();
|
||||
let npc_sid = world.resource_mut::<EntityRegistry>().register(npc);
|
||||
|
||||
let mut kg = KnowledgeGraph::new();
|
||||
kg.observe_entity(npc_sid, TilePosition::new(5, 6, 0), 0);
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(5, 5, 0),
|
||||
kg,
|
||||
ConfrontationDelivered { target: npc },
|
||||
MonologueBuffer::default(),
|
||||
MonologueState::default(),
|
||||
))
|
||||
.id();
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_confrontation_response);
|
||||
schedule.run(&mut world);
|
||||
world.flush();
|
||||
|
||||
assert!(
|
||||
world.get::<ConfrontationDelivered>(player).is_none(),
|
||||
"Marker should be removed after processing"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -75,7 +75,7 @@ impl InputQueue {
|
||||
|
||||
/// Drains InputQueue for the current tick, converts PlayerActions to ECS components.
|
||||
/// Handles stance toggling (D-053), movement cooldown, and Take/Place verbs (#424).
|
||||
#[allow(clippy::type_complexity)]
|
||||
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
|
||||
pub fn process_player_input(
|
||||
mut input_queue: ResMut<InputQueue>,
|
||||
mut time: ResMut<SimulationTime>,
|
||||
@@ -104,8 +104,14 @@ pub fn process_player_input(
|
||||
|
||||
for input in inputs {
|
||||
// Discard all gameplay actions while paused (D-052, R2-OQ-01).
|
||||
// Only Pause/Unpause are processed — everything else is discarded.
|
||||
if paused && !matches!(input.action, PlayerAction::Pause | PlayerAction::Unpause) {
|
||||
// Only Pause/Unpause/TeleportToHub are processed — everything else is discarded.
|
||||
// TeleportToHub is exempted because it's a Gauntlet QA action (#491).
|
||||
if paused
|
||||
&& !matches!(
|
||||
input.action,
|
||||
PlayerAction::Pause | PlayerAction::Unpause | PlayerAction::TeleportToHub
|
||||
)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
match input.action {
|
||||
@@ -196,6 +202,15 @@ pub fn process_player_input(
|
||||
target_entity_id,
|
||||
);
|
||||
}
|
||||
Some("Confront") => {
|
||||
handle_confront(
|
||||
&mut commands,
|
||||
®istry,
|
||||
&player_query,
|
||||
&all_positions,
|
||||
target_entity_id,
|
||||
);
|
||||
}
|
||||
Some("Reset") => {
|
||||
handle_reset(
|
||||
&mut commands,
|
||||
@@ -222,6 +237,9 @@ pub fn process_player_input(
|
||||
tracing::debug!("WalkAway: marker set on player");
|
||||
}
|
||||
}
|
||||
PlayerAction::TeleportToHub => {
|
||||
handle_teleport_to_hub(&mut player_query, &mut commands);
|
||||
}
|
||||
PlayerAction::UsePerceptionMode(ref mode) => {
|
||||
tracing::trace!("UsePerceptionMode({}) — no-op for Sprint 1", mode);
|
||||
}
|
||||
@@ -400,6 +418,65 @@ fn handle_talk(
|
||||
tracing::debug!(target_id, "Talk: TalkRequest marker set on player");
|
||||
}
|
||||
|
||||
/// Handle Confront verb: set ConfrontationDelivered marker on the player entity (#520, D-063).
|
||||
/// The confrontation response system runs in process_confrontation_response (dialogue.rs).
|
||||
/// Server-side range check: Confront requires CLOSE_RANGE (same as Talk).
|
||||
#[allow(clippy::type_complexity)]
|
||||
fn handle_confront(
|
||||
commands: &mut Commands,
|
||||
registry: &EntityRegistry,
|
||||
player_query: &Query<
|
||||
(
|
||||
Entity,
|
||||
&TilePosition,
|
||||
Option<&mut Stance>,
|
||||
Option<&mut PlayerMoveCooldown>,
|
||||
),
|
||||
With<PlayerCharacter>,
|
||||
>,
|
||||
all_positions: &Query<&TilePosition>,
|
||||
target_entity_id: Option<u64>,
|
||||
) {
|
||||
let Some(target_id) = target_entity_id else {
|
||||
tracing::warn!("Confront verb without target_entity_id");
|
||||
return;
|
||||
};
|
||||
|
||||
let Ok((player_entity, player_pos, _, _)) = player_query.single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let target_stable = StableId(target_id);
|
||||
let Some(target_entity) = registry.to_entity(&target_stable) else {
|
||||
tracing::warn!(target_id, "Confront: target entity not in registry");
|
||||
return;
|
||||
};
|
||||
|
||||
// Server-side range check: reject Confront if target is beyond close range
|
||||
if let Ok(target_pos) = all_positions.get(target_entity) {
|
||||
let distance = player_pos
|
||||
.manhattan_distance(target_pos)
|
||||
.unwrap_or(u32::MAX);
|
||||
if distance > crate::simulation::interaction::CLOSE_RANGE {
|
||||
tracing::info!(
|
||||
target_id,
|
||||
distance,
|
||||
"Confront: target out of range (max {})",
|
||||
crate::simulation::interaction::CLOSE_RANGE,
|
||||
);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
commands
|
||||
.entity(player_entity)
|
||||
.insert(crate::simulation::dialogue::ConfrontationDelivered {
|
||||
target: target_entity,
|
||||
});
|
||||
|
||||
tracing::debug!(target_id, "Confront: ConfrontationDelivered marker set on player");
|
||||
}
|
||||
|
||||
/// Handle Place verb: remove an item from inventory and place it on the ground
|
||||
/// at the player's current position. Removes CarriedBy + InventorySlot, adds
|
||||
/// TilePosition at the player's current tile.
|
||||
@@ -512,6 +589,63 @@ fn handle_reset(
|
||||
);
|
||||
}
|
||||
|
||||
/// Handle TeleportToHub: move player to hub spawn, clear interaction state (#491).
|
||||
///
|
||||
/// Gauntlet-only action. On non-Gauntlet maps (feature disabled), logs a warning
|
||||
/// and returns. On Gauntlet maps, moves the player to HUB.spawn and removes
|
||||
/// dialogue, monologue, and interaction markers to prevent stale state.
|
||||
///
|
||||
/// Does NOT affect: room state, inventory, game time, knowledge graph.
|
||||
#[allow(clippy::type_complexity)]
|
||||
fn handle_teleport_to_hub(
|
||||
player_query: &mut Query<
|
||||
(
|
||||
Entity,
|
||||
&TilePosition,
|
||||
Option<&mut Stance>,
|
||||
Option<&mut PlayerMoveCooldown>,
|
||||
),
|
||||
With<PlayerCharacter>,
|
||||
>,
|
||||
commands: &mut Commands,
|
||||
) {
|
||||
#[cfg(not(feature = "gauntlet"))]
|
||||
{
|
||||
tracing::warn!("TeleportToHub rejected: not a Gauntlet map");
|
||||
return;
|
||||
}
|
||||
|
||||
#[cfg(feature = "gauntlet")]
|
||||
{
|
||||
let Ok((player_entity, _, _, _)) = player_query.single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let hub_spawn = crate::test_world::constants::HUB.spawn;
|
||||
|
||||
// Move player to hub spawn
|
||||
commands.entity(player_entity).insert(hub_spawn);
|
||||
|
||||
// Clear any pending movement
|
||||
commands.entity(player_entity).remove::<MoveIntent>();
|
||||
|
||||
// Clear dialogue/interaction markers (including mid-confrontation state)
|
||||
commands
|
||||
.entity(player_entity)
|
||||
.remove::<crate::simulation::dialogue::TalkRequest>()
|
||||
.remove::<crate::simulation::dialogue::ActiveDialogue>()
|
||||
.remove::<crate::simulation::dialogue::WalkAwayRequest>()
|
||||
.remove::<crate::simulation::dialogue::ConfrontationDelivered>();
|
||||
|
||||
tracing::info!(
|
||||
x = hub_spawn.x,
|
||||
y = hub_spawn.y,
|
||||
z = hub_spawn.z,
|
||||
"TeleportToHub: player moved to hub spawn"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
@@ -1690,4 +1824,163 @@ mod tests {
|
||||
schedule.add_systems(process_player_input);
|
||||
schedule.run(&mut world); // should not panic
|
||||
}
|
||||
|
||||
// === TeleportToHub Tests (#491) ===
|
||||
|
||||
#[cfg(feature = "gauntlet")]
|
||||
#[test]
|
||||
fn teleport_to_hub_moves_player() {
|
||||
// #491: TeleportToHub moves player to hub spawn position.
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(InputQueue::default());
|
||||
world.insert_resource(SimulationTime::default());
|
||||
world.init_resource::<crate::knowledge::EntityRegistry>();
|
||||
|
||||
// Spawn player at a non-hub position
|
||||
let player = world
|
||||
.spawn((PlayerCharacter, TilePosition::new(84, 58, 0)))
|
||||
.id();
|
||||
|
||||
world.resource_mut::<InputQueue>().push(PlayerInput {
|
||||
tick: 0,
|
||||
action: PlayerAction::TeleportToHub,
|
||||
});
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_player_input);
|
||||
schedule.run(&mut world);
|
||||
|
||||
let pos = world.get::<TilePosition>(player).expect("player has position");
|
||||
let hub_spawn = crate::test_world::constants::HUB.spawn;
|
||||
assert_eq!(pos.x, hub_spawn.x, "player x at hub spawn");
|
||||
assert_eq!(pos.y, hub_spawn.y, "player y at hub spawn");
|
||||
assert_eq!(pos.z, hub_spawn.z, "player z at hub spawn");
|
||||
}
|
||||
|
||||
#[cfg(feature = "gauntlet")]
|
||||
#[test]
|
||||
fn teleport_to_hub_clears_dialogue_markers() {
|
||||
// #491: TeleportToHub removes ActiveDialogue, TalkRequest,
|
||||
// WalkAwayRequest, and ConfrontationDelivered.
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(InputQueue::default());
|
||||
world.insert_resource(SimulationTime::default());
|
||||
world.init_resource::<crate::knowledge::EntityRegistry>();
|
||||
|
||||
// Spawn a fake NPC target
|
||||
let npc = world.spawn(TilePosition::new(10, 10, 0)).id();
|
||||
|
||||
// Spawn player with active dialogue state + mid-confrontation marker
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(84, 58, 0),
|
||||
crate::simulation::dialogue::TalkRequest { target: npc },
|
||||
crate::simulation::dialogue::ActiveDialogue {
|
||||
target: npc,
|
||||
interaction_type: crate::knowledge::events::InteractionType::Talk,
|
||||
started_tick: 0,
|
||||
},
|
||||
crate::simulation::dialogue::WalkAwayRequest,
|
||||
crate::simulation::dialogue::ConfrontationDelivered { target: npc },
|
||||
))
|
||||
.id();
|
||||
|
||||
world.resource_mut::<InputQueue>().push(PlayerInput {
|
||||
tick: 0,
|
||||
action: PlayerAction::TeleportToHub,
|
||||
});
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_player_input);
|
||||
schedule.run(&mut world);
|
||||
|
||||
assert!(
|
||||
world
|
||||
.get::<crate::simulation::dialogue::TalkRequest>(player)
|
||||
.is_none(),
|
||||
"TalkRequest cleared after teleport"
|
||||
);
|
||||
assert!(
|
||||
world
|
||||
.get::<crate::simulation::dialogue::ActiveDialogue>(player)
|
||||
.is_none(),
|
||||
"ActiveDialogue cleared after teleport"
|
||||
);
|
||||
assert!(
|
||||
world
|
||||
.get::<crate::simulation::dialogue::WalkAwayRequest>(player)
|
||||
.is_none(),
|
||||
"WalkAwayRequest cleared after teleport"
|
||||
);
|
||||
assert!(
|
||||
world
|
||||
.get::<crate::simulation::dialogue::ConfrontationDelivered>(player)
|
||||
.is_none(),
|
||||
"ConfrontationDelivered cleared after teleport"
|
||||
);
|
||||
}
|
||||
|
||||
#[cfg(feature = "gauntlet")]
|
||||
#[test]
|
||||
fn teleport_to_hub_clears_move_intent() {
|
||||
// #491: TeleportToHub removes any pending MoveIntent.
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(InputQueue::default());
|
||||
world.insert_resource(SimulationTime::default());
|
||||
world.init_resource::<crate::knowledge::EntityRegistry>();
|
||||
|
||||
let player = world
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(84, 58, 0),
|
||||
MoveIntent {
|
||||
target: TilePosition::new(85, 58, 0),
|
||||
},
|
||||
))
|
||||
.id();
|
||||
|
||||
world.resource_mut::<InputQueue>().push(PlayerInput {
|
||||
tick: 0,
|
||||
action: PlayerAction::TeleportToHub,
|
||||
});
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_player_input);
|
||||
schedule.run(&mut world);
|
||||
|
||||
assert!(
|
||||
world.get::<MoveIntent>(player).is_none(),
|
||||
"MoveIntent cleared after teleport"
|
||||
);
|
||||
}
|
||||
|
||||
#[cfg(feature = "gauntlet")]
|
||||
#[test]
|
||||
fn teleport_to_hub_allowed_while_paused() {
|
||||
// #491: TeleportToHub is a QA action — allowed even when paused.
|
||||
let mut world = bevy_ecs::world::World::new();
|
||||
world.insert_resource(InputQueue::default());
|
||||
let mut time = SimulationTime::default();
|
||||
time.tick_rate = TickRate::Paused;
|
||||
world.insert_resource(time);
|
||||
world.init_resource::<crate::knowledge::EntityRegistry>();
|
||||
|
||||
let player = world
|
||||
.spawn((PlayerCharacter, TilePosition::new(84, 58, 0)))
|
||||
.id();
|
||||
|
||||
world.resource_mut::<InputQueue>().push(PlayerInput {
|
||||
tick: 0,
|
||||
action: PlayerAction::TeleportToHub,
|
||||
});
|
||||
|
||||
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
||||
schedule.add_systems(process_player_input);
|
||||
schedule.run(&mut world);
|
||||
|
||||
let pos = world.get::<TilePosition>(player).expect("player has position");
|
||||
let hub_spawn = crate::test_world::constants::HUB.spawn;
|
||||
assert_eq!(pos.x, hub_spawn.x, "teleport works while paused");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -108,6 +108,12 @@ impl MonologueBuffer {
|
||||
pub fn take(&mut self) -> Option<MonologueEvent> {
|
||||
self.event.take()
|
||||
}
|
||||
|
||||
/// Set a monologue event, replacing any pending event.
|
||||
/// Used by confrontation response (#520, D-063) to emit a monologue spike.
|
||||
pub fn set(&mut self, event: MonologueEvent) {
|
||||
self.event = Some(event);
|
||||
}
|
||||
}
|
||||
|
||||
/// Queued sprint anomaly for delayed "double-take" monologue (#428, D-055).
|
||||
|
||||
@@ -189,16 +189,19 @@ pub const INTERACTION_GALLERY_STABLE_IDS: (u64, u64) = (24, 28);
|
||||
pub const PAUSE_CHAMBER_STABLE_IDS: (u64, u64) = (29, 29);
|
||||
pub const DIALOGUE_ROOM_STABLE_IDS: (u64, u64) = (30, 33);
|
||||
pub const CROWD_PLAZA_STABLE_IDS: (u64, u64) = (34, 48);
|
||||
pub const RESET_PLATE_STABLE_IDS: (u64, u64) = (49, 51);
|
||||
pub const RESET_PLATE_STABLE_IDS: (u64, u64) = (49, 55);
|
||||
|
||||
/// Number of actively-spawned entities in the current Gauntlet build.
|
||||
/// Derived from StableId ranges of built rooms + player + reset plates.
|
||||
/// Reserved (unbuilt) rooms do not contribute entities.
|
||||
/// Derived from StableId ranges of all rooms + player + reset plates.
|
||||
pub const EXPECTED_ENTITY_COUNT: usize = 1 // player (StableId 0)
|
||||
+ (HUB_STABLE_IDS.1 - HUB_STABLE_IDS.0 + 1) as usize
|
||||
+ (FOG_THEATER_STABLE_IDS.1 - FOG_THEATER_STABLE_IDS.0 + 1) as usize
|
||||
+ (OCCLUSION_STABLE_IDS.1 - OCCLUSION_STABLE_IDS.0 + 1) as usize
|
||||
+ (INVENTORY_STABLE_IDS.1 - INVENTORY_STABLE_IDS.0 + 1) as usize
|
||||
+ (INTERACTION_GALLERY_STABLE_IDS.1 - INTERACTION_GALLERY_STABLE_IDS.0 + 1) as usize
|
||||
+ (PAUSE_CHAMBER_STABLE_IDS.1 - PAUSE_CHAMBER_STABLE_IDS.0 + 1) as usize
|
||||
+ (DIALOGUE_ROOM_STABLE_IDS.1 - DIALOGUE_ROOM_STABLE_IDS.0 + 1) as usize
|
||||
+ (CROWD_PLAZA_STABLE_IDS.1 - CROWD_PLAZA_STABLE_IDS.0 + 1) as usize
|
||||
+ (RESET_PLATE_STABLE_IDS.1 - RESET_PLATE_STABLE_IDS.0 + 1) as usize;
|
||||
|
||||
#[cfg(test)]
|
||||
@@ -233,6 +236,34 @@ mod tests {
|
||||
assert_eq!(room.name, "pause_chamber");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn room_at_finds_fog_theater() {
|
||||
let pos = TilePosition { x: 56, y: 18, z: 0 };
|
||||
let room = room_at(&pos).expect("Fog Theater observer should be in a room");
|
||||
assert_eq!(room.name, "fog_theater");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn room_at_finds_interaction_gallery() {
|
||||
let pos = TilePosition { x: 14, y: 92, z: 0 };
|
||||
let room = room_at(&pos).expect("Interaction Gallery observer should be in a room");
|
||||
assert_eq!(room.name, "interaction_gallery");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn room_at_finds_dialogue_room() {
|
||||
let pos = TilePosition { x: 50, y: 114, z: 0 };
|
||||
let room = room_at(&pos).expect("Dialogue Room observer should be in a room");
|
||||
assert_eq!(room.name, "dialogue_room");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn room_at_finds_crowd_plaza() {
|
||||
let pos = TilePosition { x: 96, y: 94, z: 0 };
|
||||
let room = room_at(&pos).expect("Crowd Plaza observer should be in a room");
|
||||
assert_eq!(room.name, "crowd_plaza");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn room_at_returns_none_for_corridor() {
|
||||
// Point inside corridor-E (between Hub and Occlusion)
|
||||
|
||||
@@ -19,14 +19,14 @@
|
||||
//! StableId ranges (from gestalt-round3.md):
|
||||
//! Player: 0
|
||||
//! Hub signs: 1-4
|
||||
//! Fog Theater: 5-8 (reserved, not yet built)
|
||||
//! Fog Theater: 5-8
|
||||
//! Occlusion Corridor: 9-12
|
||||
//! Inventory Warehouse: 13-23
|
||||
//! Interaction Gallery: 24-28 (reserved, not yet built)
|
||||
//! Interaction Gallery: 24-28
|
||||
//! Pause Chamber: 29
|
||||
//! Dialogue Room: 30-33 (reserved, not yet built)
|
||||
//! Crowd Plaza: 34-48 (reserved, not yet built)
|
||||
//! Reset plates: 49-51 (Occlusion, Inventory, Pause)
|
||||
//! Dialogue Room: 30-33
|
||||
//! Crowd Plaza: 34-48
|
||||
//! Reset plates: 49-55
|
||||
|
||||
#[cfg(feature = "gauntlet")]
|
||||
pub mod constants;
|
||||
@@ -86,14 +86,22 @@ pub fn setup_gauntlet(app: &mut App) {
|
||||
|
||||
// Carve room interiors (2-tile-thick walls → interior starts 2 tiles in)
|
||||
carve_room_interior(&mut walkability, 38, 46, 24, 24); // Hub
|
||||
carve_room_interior(&mut walkability, 28, 2, 44, 32); // Fog Theater
|
||||
carve_room_interior(&mut walkability, 74, 48, 42, 22); // Occlusion Corridor
|
||||
carve_room_interior(&mut walkability, 2, 40, 30, 28); // Inventory Warehouse
|
||||
carve_room_interior(&mut walkability, 2, 82, 24, 20); // Interaction Gallery
|
||||
carve_room_interior(&mut walkability, 42, 78, 16, 16); // Pause Chamber
|
||||
carve_room_interior(&mut walkability, 36, 104, 28, 20); // Dialogue Room
|
||||
carve_room_interior(&mut walkability, 80, 78, 32, 32); // Crowd Plaza
|
||||
|
||||
// Carve corridors between hub and rooms
|
||||
carve_corridor(&mut walkability, 48, 34, 6, 12); // corridor-N: Hub ↔ Fog Theater
|
||||
carve_corridor(&mut walkability, 62, 55, 12, 6); // corridor-E: Hub ↔ Occlusion
|
||||
carve_corridor(&mut walkability, 32, 55, 6, 6); // corridor-W: Hub ↔ Inventory
|
||||
carve_corridor(&mut walkability, 47, 70, 6, 8); // corridor-S: Hub ↔ Pause Chamber
|
||||
carve_corridor(&mut walkability, 12, 68, 6, 14); // corridor-SW: Inventory ↔ Interaction Gallery
|
||||
carve_corridor(&mut walkability, 48, 94, 6, 10); // corridor-S2: Pause ↔ Dialogue Room
|
||||
carve_corridor(&mut walkability, 58, 84, 22, 6); // corridor-E2: Pause ↔ Crowd Plaza
|
||||
|
||||
// Set up Occlusion Corridor walls (relative positions converted to absolute)
|
||||
// North wall segment: rel x=[14,22], y=[6,7] — blocks LOS to npc_hidden_wall
|
||||
@@ -142,8 +150,8 @@ pub fn setup_gauntlet(app: &mut App) {
|
||||
// --- Hub signs (StableId 1-4) ---
|
||||
rooms::hub::spawn_entities(app, &mut registry);
|
||||
|
||||
// --- Fog Theater (StableId 5-8) — reserved, not yet built ---
|
||||
registry.reserve_up_to(9);
|
||||
// --- Fog Theater (StableId 5-8) ---
|
||||
rooms::fog_theater::spawn_entities(app, &mut registry);
|
||||
|
||||
// --- Occlusion Corridor (StableId 9-12) ---
|
||||
rooms::occlusion_corridor::spawn_entities(app, &mut registry);
|
||||
@@ -151,23 +159,29 @@ pub fn setup_gauntlet(app: &mut App) {
|
||||
// --- Inventory Warehouse (StableId 13-23) ---
|
||||
rooms::inventory_warehouse::spawn_entities(app, &mut registry);
|
||||
|
||||
// --- Interaction Gallery (StableId 24-28) — reserved, not yet built ---
|
||||
registry.reserve_up_to(29);
|
||||
// --- Interaction Gallery (StableId 24-28) ---
|
||||
rooms::interaction_gallery::spawn_entities(app, &mut registry);
|
||||
|
||||
// --- Pause Chamber (StableId 29) ---
|
||||
rooms::pause_chamber::spawn_entities(app, &mut registry);
|
||||
|
||||
// --- Dialogue Room (StableId 30-33) — reserved, not yet built ---
|
||||
// --- Crowd Plaza (StableId 34-48) — reserved, not yet built ---
|
||||
registry.reserve_up_to(49);
|
||||
// --- Dialogue Room (StableId 30-33) ---
|
||||
rooms::dialogue_room::spawn_entities(app, &mut registry);
|
||||
|
||||
// --- Reset plates (StableId 49-51) ---
|
||||
// --- Crowd Plaza (StableId 34-48) ---
|
||||
rooms::crowd_plaza::spawn_entities(app, &mut registry);
|
||||
|
||||
// --- Reset plates (StableId 49-55) ---
|
||||
// Spawned at corridor entrances per workshop-outcomes.md Section 8.
|
||||
// Each plate triggers reset of its associated room.
|
||||
let reset_plates: &[(&str, TilePosition)] = &[
|
||||
("occlusion_corridor", constants::OCCLUSION_CORRIDOR.reset_plate.expect("occlusion_corridor should have a reset_plate")),
|
||||
("inventory_warehouse", constants::INVENTORY_WAREHOUSE.reset_plate.expect("inventory_warehouse should have a reset_plate")),
|
||||
("pause_chamber", constants::PAUSE_CHAMBER.reset_plate.expect("pause_chamber should have a reset_plate")),
|
||||
("fog_theater", constants::FOG_THEATER.reset_plate.expect("fog_theater should have a reset_plate")),
|
||||
("interaction_gallery", constants::INTERACTION_GALLERY.reset_plate.expect("interaction_gallery should have a reset_plate")),
|
||||
("dialogue_room", constants::DIALOGUE_ROOM.reset_plate.expect("dialogue_room should have a reset_plate")),
|
||||
("crowd_plaza", constants::CROWD_PLAZA.reset_plate.expect("crowd_plaza should have a reset_plate")),
|
||||
];
|
||||
for &(room_name, pos) in reset_plates {
|
||||
let entity = app
|
||||
@@ -189,6 +203,15 @@ pub fn setup_gauntlet(app: &mut App) {
|
||||
// --- Populate RoomSnapshots for reset mechanism (#490) ---
|
||||
let mut snapshots = RoomSnapshots::default();
|
||||
|
||||
// Fog Theater entities (StableId 5-8): NPCs only
|
||||
for id in constants::FOG_THEATER_STABLE_IDS.0..=constants::FOG_THEATER_STABLE_IDS.1 {
|
||||
if let Some(entity) = registry.to_entity(&StableId(id)) {
|
||||
if let Some(pos) = app.world().get::<TilePosition>(entity) {
|
||||
snapshots.record("fog_theater", entity, *pos, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Occlusion Corridor entities (StableId 9-12): NPCs only, no floor items
|
||||
for id in 9..=12 {
|
||||
if let Some(entity) = registry.to_entity(&StableId(id)) {
|
||||
@@ -208,6 +231,15 @@ pub fn setup_gauntlet(app: &mut App) {
|
||||
}
|
||||
}
|
||||
|
||||
// Interaction Gallery entities (StableId 24-28): objects only, no floor items
|
||||
for id in constants::INTERACTION_GALLERY_STABLE_IDS.0..=constants::INTERACTION_GALLERY_STABLE_IDS.1 {
|
||||
if let Some(entity) = registry.to_entity(&StableId(id)) {
|
||||
if let Some(pos) = app.world().get::<TilePosition>(entity) {
|
||||
snapshots.record("interaction_gallery", entity, *pos, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Pause Chamber entity (StableId 29): NPC only
|
||||
if let Some(entity) = registry.to_entity(&StableId(29)) {
|
||||
if let Some(pos) = app.world().get::<TilePosition>(entity) {
|
||||
@@ -215,6 +247,24 @@ pub fn setup_gauntlet(app: &mut App) {
|
||||
}
|
||||
}
|
||||
|
||||
// Dialogue Room entities (StableId 30-33): NPCs only
|
||||
for id in constants::DIALOGUE_ROOM_STABLE_IDS.0..=constants::DIALOGUE_ROOM_STABLE_IDS.1 {
|
||||
if let Some(entity) = registry.to_entity(&StableId(id)) {
|
||||
if let Some(pos) = app.world().get::<TilePosition>(entity) {
|
||||
snapshots.record("dialogue_room", entity, *pos, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Crowd Plaza entities (StableId 34-48): NPCs only
|
||||
for id in constants::CROWD_PLAZA_STABLE_IDS.0..=constants::CROWD_PLAZA_STABLE_IDS.1 {
|
||||
if let Some(entity) = registry.to_entity(&StableId(id)) {
|
||||
if let Some(pos) = app.world().get::<TilePosition>(entity) {
|
||||
snapshots.record("crowd_plaza", entity, *pos, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
app.insert_resource(snapshots);
|
||||
app.insert_resource(registry);
|
||||
}
|
||||
@@ -331,9 +381,9 @@ mod tests {
|
||||
assert!(registry.to_entity(&StableId(id)).is_some(), "Hub sign at StableId {}", id);
|
||||
}
|
||||
|
||||
// Fog Theater 5-8 reserved (no entities)
|
||||
// Fog Theater at 5-8
|
||||
for id in 5..=8 {
|
||||
assert!(registry.to_entity(&StableId(id)).is_none(), "Fog Theater {} reserved", id);
|
||||
assert!(registry.to_entity(&StableId(id)).is_some(), "Fog Theater at StableId {}", id);
|
||||
}
|
||||
|
||||
// Occlusion Corridor at 9-12
|
||||
@@ -346,15 +396,25 @@ mod tests {
|
||||
assert!(registry.to_entity(&StableId(id)).is_some(), "Inventory at StableId {}", id);
|
||||
}
|
||||
|
||||
// Interaction Gallery 24-28 reserved
|
||||
// Interaction Gallery at 24-28
|
||||
for id in 24..=28 {
|
||||
assert!(registry.to_entity(&StableId(id)).is_none(), "Gallery {} reserved", id);
|
||||
assert!(registry.to_entity(&StableId(id)).is_some(), "Gallery at StableId {}", id);
|
||||
}
|
||||
|
||||
// Pause Chamber at 29
|
||||
assert!(registry.to_entity(&StableId(29)).is_some(), "Pause Chamber at StableId 29");
|
||||
|
||||
// Reset plates at 49-51
|
||||
// Dialogue Room at 30-33
|
||||
for id in 30..=33 {
|
||||
assert!(registry.to_entity(&StableId(id)).is_some(), "Dialogue Room at StableId {}", id);
|
||||
}
|
||||
|
||||
// Crowd Plaza at 34-48
|
||||
for id in 34..=48 {
|
||||
assert!(registry.to_entity(&StableId(id)).is_some(), "Crowd Plaza at StableId {}", id);
|
||||
}
|
||||
|
||||
// Reset plates at 49-55
|
||||
for id in constants::RESET_PLATE_STABLE_IDS.0..=constants::RESET_PLATE_STABLE_IDS.1 {
|
||||
assert!(
|
||||
registry.to_entity(&StableId(id)).is_some(),
|
||||
|
||||
@@ -0,0 +1,85 @@
|
||||
//! Crowd Plaza — Room 7 (32x32)
|
||||
//!
|
||||
//! Density stress test room. 15 NPCs in a 5x3 grid to test perception,
|
||||
//! snapshot, and tick-budget performance under high entity density.
|
||||
//! Validates D-026 tick budget holds with many visible entities.
|
||||
//!
|
||||
//! Observer position: (16, 16) relative = (96, 94) absolute, facing West.
|
||||
//!
|
||||
//! Entities (StableId 34-48):
|
||||
//! crowd_npc_00..crowd_npc_14 — 15 NPCs in a 5-column x 3-row grid
|
||||
//! Grid starts at rel (4, 4) = abs (84, 82), spacing: 5x cols, 8y rows.
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
|
||||
use crate::knowledge::registry::{EntityRegistry, StableEntityId};
|
||||
use crate::npc::{Contentment, Npc, ToleranceThreshold, Want, WantKind};
|
||||
use crate::simulation::interaction::Interactable;
|
||||
use crate::simulation::movement::TilePosition;
|
||||
use crate::simulation::path_follow::MovementSpeed;
|
||||
|
||||
/// Room origin (top-left corner including walls).
|
||||
const ORIGIN_X: i32 = 80;
|
||||
const ORIGIN_Y: i32 = 78;
|
||||
|
||||
/// Grid layout constants.
|
||||
const GRID_COLS: usize = 5;
|
||||
const GRID_ROWS: usize = 3;
|
||||
const GRID_START_X: i32 = 4;
|
||||
const GRID_START_Y: i32 = 4;
|
||||
const GRID_SPACING_X: i32 = 5;
|
||||
const GRID_SPACING_Y: i32 = 8;
|
||||
|
||||
/// WantKind cycle for variety across 15 NPCs.
|
||||
const WANT_CYCLE: &[WantKind] = &[
|
||||
WantKind::Wealth,
|
||||
WantKind::Safety,
|
||||
WantKind::Knowledge,
|
||||
WantKind::Connection,
|
||||
WantKind::Power,
|
||||
WantKind::Freedom,
|
||||
WantKind::Justice,
|
||||
WantKind::Revenge,
|
||||
WantKind::Happiness,
|
||||
];
|
||||
|
||||
/// Spawn Crowd Plaza entities in canonical order (StableId 34-48).
|
||||
pub fn spawn_entities(app: &mut App, registry: &mut EntityRegistry) {
|
||||
let mut index = 0usize;
|
||||
for row in 0..GRID_ROWS {
|
||||
for col in 0..GRID_COLS {
|
||||
let rx = GRID_START_X + col as i32 * GRID_SPACING_X;
|
||||
let ry = GRID_START_Y + row as i32 * GRID_SPACING_Y;
|
||||
let pos = TilePosition::new(ORIGIN_X + rx, ORIGIN_Y + ry, 0);
|
||||
let want_kind = WANT_CYCLE[index % WANT_CYCLE.len()];
|
||||
|
||||
let entity = app
|
||||
.world_mut()
|
||||
.spawn((
|
||||
Npc,
|
||||
Interactable,
|
||||
pos,
|
||||
Want {
|
||||
primary: want_kind,
|
||||
intensity: ((index % 8) + 2) as u8, // 2-9 range
|
||||
description: format!("Crowd Plaza NPC #{:02}", index),
|
||||
},
|
||||
Contentment {
|
||||
level: (index as i16 * 7 - 50).clamp(-100, 100),
|
||||
},
|
||||
ToleranceThreshold {
|
||||
current_stress: (index as i16 * 5) % 80,
|
||||
threshold: 40 + (index as i16 % 4) * 10,
|
||||
},
|
||||
MovementSpeed::default(),
|
||||
))
|
||||
.id();
|
||||
let sid = registry.register(entity);
|
||||
app.world_mut()
|
||||
.entity_mut(entity)
|
||||
.insert(StableEntityId(sid));
|
||||
|
||||
index += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
//! Dialogue Room — Room 6 (28x20)
|
||||
//!
|
||||
//! Tests D-041 (knowledge graph), D-028 (dialogue filtering pipeline).
|
||||
//!
|
||||
//! Layout: Four NPCs with DialogueProfile components, enabling the full
|
||||
//! dialogue selection pipeline (access tier, situation, trust, mood scoring).
|
||||
//! NPCs have varying trust/contentment to test different dialogue branches.
|
||||
//!
|
||||
//! Observer position: (14, 10) relative = (50, 114) absolute, facing North.
|
||||
//!
|
||||
//! Entities (StableId 30-33):
|
||||
//! npc_dialogue_a (44, 112) — Relaxed dock worker
|
||||
//! npc_dialogue_b (50, 110) — Guarded technician
|
||||
//! npc_dialogue_c (56, 112) — Stressed supervisor
|
||||
//! npc_dialogue_d (50, 118) — Distant observer (range test)
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
|
||||
use crate::knowledge::registry::{EntityRegistry, StableEntityId};
|
||||
use crate::npc::{Contentment, Npc, ToleranceThreshold, Want, WantKind};
|
||||
use crate::simulation::dialogue::{CurrentMood, DialogueProfile};
|
||||
use crate::simulation::interaction::Interactable;
|
||||
use crate::simulation::movement::TilePosition;
|
||||
use crate::simulation::path_follow::MovementSpeed;
|
||||
|
||||
/// Room origin (top-left corner including walls).
|
||||
const ORIGIN_X: i32 = 36;
|
||||
const ORIGIN_Y: i32 = 104;
|
||||
|
||||
/// NPC definitions: (name, rel_x, rel_y, want_kind, intensity, contentment, stress, threshold, location, role).
|
||||
#[allow(clippy::type_complexity)]
|
||||
const NPCS: &[(&str, i32, i32, WantKind, u8, i16, i16, i16, &str, &str)] = &[
|
||||
(
|
||||
"npc_dialogue_a", 8, 8, WantKind::Connection, 4, 20, 10, 60,
|
||||
"the-terminal", "dock-worker",
|
||||
),
|
||||
(
|
||||
"npc_dialogue_b", 14, 6, WantKind::Safety, 6, 0, 25, 45,
|
||||
"the-terminal", "technician",
|
||||
),
|
||||
(
|
||||
"npc_dialogue_c", 20, 8, WantKind::Power, 7, -15, 40, 50,
|
||||
"the-terminal", "supervisor",
|
||||
),
|
||||
(
|
||||
"npc_dialogue_d", 14, 14, WantKind::Knowledge, 3, 10, 5, 70,
|
||||
"the-terminal", "observer",
|
||||
),
|
||||
];
|
||||
|
||||
/// Spawn Dialogue Room entities in canonical order (StableId 30-33).
|
||||
pub fn spawn_entities(app: &mut App, registry: &mut EntityRegistry) {
|
||||
for &(name, rx, ry, want_kind, intensity, contentment, stress, threshold, location, role) in
|
||||
NPCS
|
||||
{
|
||||
let pos = TilePosition::new(ORIGIN_X + rx, ORIGIN_Y + ry, 0);
|
||||
let entity = app
|
||||
.world_mut()
|
||||
.spawn((
|
||||
Npc,
|
||||
Interactable,
|
||||
pos,
|
||||
Want {
|
||||
primary: want_kind,
|
||||
intensity,
|
||||
description: format!("Dialogue Room test NPC: {}", name),
|
||||
},
|
||||
Contentment {
|
||||
level: contentment,
|
||||
},
|
||||
ToleranceThreshold {
|
||||
current_stress: stress,
|
||||
threshold,
|
||||
},
|
||||
MovementSpeed::default(),
|
||||
DialogueProfile {
|
||||
location: location.to_string(),
|
||||
role: role.to_string(),
|
||||
},
|
||||
CurrentMood::default(),
|
||||
))
|
||||
.id();
|
||||
let sid = registry.register(entity);
|
||||
app.world_mut()
|
||||
.entity_mut(entity)
|
||||
.insert(StableEntityId(sid));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
//! Fog Theater — Room 1 (44x32)
|
||||
//!
|
||||
//! Tests D-059 (fog layers), D-060 (cognitive delay for fog recognition).
|
||||
//!
|
||||
//! Layout: Large open room with NPCs at varying distances from observer.
|
||||
//! Tests visibility at clear, peripheral, deep-fog, and edge-of-range
|
||||
//! distances. No internal walls — fog layers are distance-based, not
|
||||
//! occlusion-based (that's the Occlusion Corridor's job).
|
||||
//!
|
||||
//! Observer position: (28, 16) relative = (56, 18) absolute, facing South.
|
||||
//!
|
||||
//! Entities (StableId 5-8):
|
||||
//! npc_fog_clear (56, 22) — 4 tiles south, clear vision cone
|
||||
//! npc_fog_peripheral (46, 18) — 10 tiles west, peripheral sector
|
||||
//! npc_fog_deep (34, 10) — far NW corner, deep fog range
|
||||
//! npc_fog_edge (68, 28) — far SE, edge-of-range test
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
|
||||
use crate::knowledge::registry::{EntityRegistry, StableEntityId};
|
||||
use crate::npc::{Contentment, Npc, ToleranceThreshold, Want, WantKind};
|
||||
use crate::simulation::interaction::Interactable;
|
||||
use crate::simulation::movement::TilePosition;
|
||||
use crate::simulation::path_follow::MovementSpeed;
|
||||
|
||||
/// Room origin (top-left corner including walls).
|
||||
const ORIGIN_X: i32 = 28;
|
||||
const ORIGIN_Y: i32 = 2;
|
||||
|
||||
/// NPC definitions: (name, relative_x, relative_y, want_kind, want_intensity).
|
||||
const NPCS: &[(&str, i32, i32, WantKind, u8)] = &[
|
||||
("npc_fog_clear", 28, 20, WantKind::Safety, 5),
|
||||
("npc_fog_peripheral", 18, 16, WantKind::Knowledge, 6),
|
||||
("npc_fog_deep", 6, 8, WantKind::Freedom, 3),
|
||||
("npc_fog_edge", 40, 26, WantKind::Wealth, 4),
|
||||
];
|
||||
|
||||
/// Spawn Fog Theater entities in canonical order (StableId 5-8).
|
||||
pub fn spawn_entities(app: &mut App, registry: &mut EntityRegistry) {
|
||||
for &(name, rx, ry, want_kind, intensity) in NPCS {
|
||||
let pos = TilePosition::new(ORIGIN_X + rx, ORIGIN_Y + ry, 0);
|
||||
let entity = app
|
||||
.world_mut()
|
||||
.spawn((
|
||||
Npc,
|
||||
Interactable,
|
||||
pos,
|
||||
Want {
|
||||
primary: want_kind,
|
||||
intensity,
|
||||
description: format!("Fog Theater test NPC: {}", name),
|
||||
},
|
||||
Contentment { level: 0 },
|
||||
ToleranceThreshold {
|
||||
current_stress: 0,
|
||||
threshold: 50,
|
||||
},
|
||||
MovementSpeed::default(),
|
||||
))
|
||||
.id();
|
||||
let sid = registry.register(entity);
|
||||
app.world_mut()
|
||||
.entity_mut(entity)
|
||||
.insert(StableEntityId(sid));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
//! Interaction Gallery — Room 4 (24x20)
|
||||
//!
|
||||
//! Tests D-057 (entity interaction vertical list, verb generation per type).
|
||||
//!
|
||||
//! Layout: One entity of each ObjectType to test that each type generates
|
||||
//! the correct interaction verb(s). Container is already tested in
|
||||
//! Inventory Warehouse, so this room covers the remaining 5 types.
|
||||
//!
|
||||
//! Observer position: (12, 10) relative = (14, 92) absolute, facing East.
|
||||
//!
|
||||
//! Entities (StableId 24-28):
|
||||
//! obj_notice (8, 88) — Readable (Read verb)
|
||||
//! obj_terminal (8, 94) — Terminal (Use verb)
|
||||
//! obj_hatch (20, 88) — Door (Open/Close verb)
|
||||
//! obj_pickup (20, 94) — Pickup (Pick up verb)
|
||||
//! obj_bench (14, 96) — Furniture (Sit verb)
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
|
||||
use crate::bridge::types::ObjectType;
|
||||
use crate::knowledge::registry::{EntityRegistry, StableEntityId};
|
||||
use crate::simulation::interaction::Interactable;
|
||||
use crate::simulation::movement::TilePosition;
|
||||
|
||||
/// Room origin (top-left corner including walls).
|
||||
const ORIGIN_X: i32 = 2;
|
||||
const ORIGIN_Y: i32 = 82;
|
||||
|
||||
/// Object definitions: (name, relative_x, relative_y, object_type).
|
||||
const OBJECTS: &[(&str, i32, i32, ObjectType)] = &[
|
||||
("obj_notice", 6, 6, ObjectType::Readable),
|
||||
("obj_terminal", 6, 12, ObjectType::Terminal),
|
||||
("obj_hatch", 18, 6, ObjectType::Door),
|
||||
("obj_pickup", 18, 12, ObjectType::Pickup),
|
||||
("obj_bench", 12, 14, ObjectType::Furniture),
|
||||
];
|
||||
|
||||
/// Spawn Interaction Gallery entities in canonical order (StableId 24-28).
|
||||
pub fn spawn_entities(app: &mut App, registry: &mut EntityRegistry) {
|
||||
for &(_name, rx, ry, obj_type) in OBJECTS {
|
||||
let pos = TilePosition::new(ORIGIN_X + rx, ORIGIN_Y + ry, 0);
|
||||
let entity = app
|
||||
.world_mut()
|
||||
.spawn((Interactable, obj_type, pos))
|
||||
.id();
|
||||
let sid = registry.register(entity);
|
||||
app.world_mut()
|
||||
.entity_mut(entity)
|
||||
.insert(StableEntityId(sid));
|
||||
}
|
||||
}
|
||||
@@ -3,7 +3,11 @@
|
||||
//! Each room module exports a `spawn_entities()` function that creates
|
||||
//! entities in canonical order for deterministic StableId assignment.
|
||||
|
||||
pub mod crowd_plaza;
|
||||
pub mod dialogue_room;
|
||||
pub mod fog_theater;
|
||||
pub mod hub;
|
||||
pub mod interaction_gallery;
|
||||
pub mod inventory_warehouse;
|
||||
pub mod occlusion_corridor;
|
||||
pub mod pause_chamber;
|
||||
|
||||
@@ -59,6 +59,7 @@ fn snapshot_roundtrip_over_unix_socket() {
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
blocked_entities: vec![],
|
||||
};
|
||||
|
||||
bridge
|
||||
|
||||
@@ -45,6 +45,7 @@ fn snapshot_roundtrip_over_tcp() {
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
blocked_entities: vec![],
|
||||
};
|
||||
|
||||
bridge
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
use bevy_app::prelude::*;
|
||||
use std::net::{TcpListener, TcpStream};
|
||||
use std::path::PathBuf;
|
||||
use std::sync::{Arc, Barrier};
|
||||
use std::thread;
|
||||
use std::time::Duration;
|
||||
|
||||
@@ -51,6 +52,11 @@ fn content_runtime_boot_tick_10_snapshot() {
|
||||
let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
|
||||
let server_addr = listener.local_addr().expect("get local addr");
|
||||
|
||||
// Barrier keeps the server thread alive until the client has finished
|
||||
// reading all snapshots, preventing a TCP RST race under parallel execution.
|
||||
let barrier = Arc::new(Barrier::new(2));
|
||||
let server_barrier = barrier.clone();
|
||||
|
||||
// Server thread: full plugin stack with real content
|
||||
let server_handle = thread::spawn(move || {
|
||||
let bridge = TcpBridge::accept_on(listener).expect("accept connection");
|
||||
@@ -96,6 +102,9 @@ fn content_runtime_boot_tick_10_snapshot() {
|
||||
for _ in 0..10 {
|
||||
app.update();
|
||||
}
|
||||
|
||||
// Wait for client to finish reading before dropping the TCP socket
|
||||
server_barrier.wait();
|
||||
});
|
||||
|
||||
// Client: connect with read timeout and receive 10 snapshots
|
||||
@@ -129,6 +138,9 @@ fn content_runtime_boot_tick_10_snapshot() {
|
||||
drop(reader);
|
||||
drop(writer);
|
||||
|
||||
// Signal server thread that client is done reading
|
||||
barrier.wait();
|
||||
|
||||
// Server thread must not have panicked
|
||||
server_handle
|
||||
.join()
|
||||
|
||||
@@ -0,0 +1,259 @@
|
||||
//! Content scaling test (#500, D-026).
|
||||
//!
|
||||
//! Verifies that adding extra NPCs doesn't degrade tick timing beyond
|
||||
//! acceptable bounds. Runs the Gauntlet baseline, then adds additional
|
||||
//! NPCs and compares:
|
||||
//! 1. Tick timing stays within D-026 budget (100ms)
|
||||
//! 2. Baseline entities still behave identically (deterministic)
|
||||
//!
|
||||
//! Run with: cargo test --test content_scaling -- --nocapture
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
use std::time::Instant;
|
||||
|
||||
use settled_reach_server::bridge::types::*;
|
||||
use settled_reach_server::bridge::BridgePlugin;
|
||||
use settled_reach_server::knowledge::registry::{EntityRegistry, StableEntityId};
|
||||
use settled_reach_server::knowledge::KnowledgePlugin;
|
||||
use settled_reach_server::npc::{Contentment, Npc, NpcPlugin, ToleranceThreshold, Want, WantKind};
|
||||
use settled_reach_server::simulation::interaction::Interactable;
|
||||
use settled_reach_server::simulation::movement::TilePosition;
|
||||
use settled_reach_server::simulation::path_follow::MovementSpeed;
|
||||
use settled_reach_server::simulation::SimulationPlugin;
|
||||
|
||||
/// Number of ticks to run for timing measurements.
|
||||
const TIMING_TICKS: usize = 50;
|
||||
|
||||
/// D-026 budget: 100ms per tick maximum.
|
||||
const MAX_TICK_MS: f64 = 100.0;
|
||||
|
||||
/// Extra NPC counts for scaling tiers.
|
||||
const EXTRA_NPC_COUNTS: &[usize] = &[0, 15, 50];
|
||||
|
||||
/// Set up a Gauntlet world and return the app.
|
||||
fn setup_baseline() -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(SimulationPlugin);
|
||||
app.add_plugins(BridgePlugin);
|
||||
app.add_plugins(KnowledgePlugin);
|
||||
app.add_plugins(NpcPlugin);
|
||||
|
||||
#[cfg(feature = "gauntlet")]
|
||||
settled_reach_server::test_world::setup_gauntlet(&mut app);
|
||||
|
||||
app
|
||||
}
|
||||
|
||||
/// Spawn N extra NPCs spread across the Gauntlet hub area.
|
||||
/// NPCs are placed in a grid starting at (40, 48) to stay within walkable space.
|
||||
fn spawn_extra_npcs(app: &mut App, count: usize) {
|
||||
// Remove registry from world so we can mutate it while also spawning entities.
|
||||
let mut registry = app
|
||||
.world_mut()
|
||||
.remove_resource::<EntityRegistry>()
|
||||
.expect("EntityRegistry should exist after setup_gauntlet");
|
||||
let cols = 10;
|
||||
|
||||
for i in 0..count {
|
||||
let x = 40 + (i % cols) as i32;
|
||||
let y = 48 + (i / cols) as i32;
|
||||
let pos = TilePosition::new(x, y, 0);
|
||||
|
||||
let entity = app
|
||||
.world_mut()
|
||||
.spawn((
|
||||
Npc,
|
||||
Interactable,
|
||||
pos,
|
||||
Want {
|
||||
primary: WantKind::Safety,
|
||||
intensity: 5,
|
||||
description: format!("extra_npc_{}", i),
|
||||
},
|
||||
Contentment { level: 0 },
|
||||
ToleranceThreshold {
|
||||
current_stress: 0,
|
||||
threshold: 50,
|
||||
},
|
||||
MovementSpeed::default(),
|
||||
))
|
||||
.id();
|
||||
let sid = registry.register(entity);
|
||||
app.world_mut()
|
||||
.entity_mut(entity)
|
||||
.insert(StableEntityId(sid));
|
||||
}
|
||||
|
||||
app.insert_resource(registry);
|
||||
}
|
||||
|
||||
/// Tick the app N times and return average milliseconds per tick.
|
||||
fn measure_tick_timing(app: &mut App, ticks: usize) -> f64 {
|
||||
// Warm-up tick (first tick has startup overhead)
|
||||
app.update();
|
||||
|
||||
let start = Instant::now();
|
||||
for _ in 0..ticks {
|
||||
app.update();
|
||||
}
|
||||
let elapsed = start.elapsed();
|
||||
elapsed.as_secs_f64() * 1000.0 / ticks as f64
|
||||
}
|
||||
|
||||
/// Collect snapshot entity IDs from the VisibilityGeometry and entity count.
|
||||
fn count_entities(app: &App) -> usize {
|
||||
let registry = app.world().resource::<EntityRegistry>();
|
||||
registry.len() as usize
|
||||
}
|
||||
|
||||
/// Baseline tick timing: Gauntlet with default entities stays within D-026 budget.
|
||||
#[test]
|
||||
#[cfg(feature = "gauntlet")]
|
||||
fn baseline_tick_timing_within_budget() {
|
||||
let mut app = setup_baseline();
|
||||
let entity_count = count_entities(&app);
|
||||
let avg_ms = measure_tick_timing(&mut app, TIMING_TICKS);
|
||||
|
||||
eprintln!(
|
||||
"Baseline: {} entities, avg {:.3}ms/tick over {} ticks",
|
||||
entity_count, avg_ms, TIMING_TICKS
|
||||
);
|
||||
|
||||
assert!(
|
||||
avg_ms < MAX_TICK_MS,
|
||||
"Baseline tick timing ({:.3}ms) exceeds D-026 budget ({}ms)",
|
||||
avg_ms,
|
||||
MAX_TICK_MS
|
||||
);
|
||||
}
|
||||
|
||||
/// Scaling test: adding NPCs keeps tick timing within D-026 budget.
|
||||
/// Tests 0 (baseline), 15, and 50 extra NPCs.
|
||||
#[test]
|
||||
#[cfg(feature = "gauntlet")]
|
||||
fn scaling_tick_timing_within_budget() {
|
||||
let mut results: Vec<(usize, usize, f64)> = Vec::new();
|
||||
|
||||
for &extra_count in EXTRA_NPC_COUNTS {
|
||||
let mut app = setup_baseline();
|
||||
if extra_count > 0 {
|
||||
spawn_extra_npcs(&mut app, extra_count);
|
||||
}
|
||||
let total_entities = count_entities(&app);
|
||||
let avg_ms = measure_tick_timing(&mut app, TIMING_TICKS);
|
||||
results.push((extra_count, total_entities, avg_ms));
|
||||
}
|
||||
|
||||
eprintln!("\n=== Content Scaling Results (D-026: {}ms budget) ===", MAX_TICK_MS);
|
||||
eprintln!("{:<12} {:<10} {:<15}", "Extra NPCs", "Total", "Avg ms/tick");
|
||||
eprintln!("{:-<37}", "");
|
||||
for &(extra, total, avg_ms) in &results {
|
||||
let status = if avg_ms < MAX_TICK_MS { "OK" } else { "OVER" };
|
||||
eprintln!("{:<12} {:<10} {:<15.3} {}", extra, total, avg_ms, status);
|
||||
}
|
||||
|
||||
// Assert all tiers stay within budget
|
||||
for &(extra, _total, avg_ms) in &results {
|
||||
assert!(
|
||||
avg_ms < MAX_TICK_MS,
|
||||
"Tick timing with +{} NPCs ({:.3}ms) exceeds D-026 budget ({}ms)",
|
||||
extra,
|
||||
avg_ms,
|
||||
MAX_TICK_MS
|
||||
);
|
||||
}
|
||||
|
||||
// Assert scaling is reasonable: +50 NPCs shouldn't more than 5x the baseline
|
||||
if results.len() >= 2 {
|
||||
let baseline_ms = results[0].2;
|
||||
let max_extra_ms = results.last().unwrap().2;
|
||||
let scaling_factor = max_extra_ms / baseline_ms;
|
||||
eprintln!(
|
||||
"\nScaling factor (baseline → +{} NPCs): {:.2}x",
|
||||
results.last().unwrap().0,
|
||||
scaling_factor
|
||||
);
|
||||
assert!(
|
||||
scaling_factor < 5.0,
|
||||
"Scaling factor {:.2}x exceeds 5x threshold — possible O(n^2) regression",
|
||||
scaling_factor
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Determinism test: baseline entities produce identical snapshots regardless
|
||||
/// of extra NPCs being present. The original Gauntlet entities (StableId 0
|
||||
/// through RESET_PLATE_STABLE_IDS.1) should have the same positions and
|
||||
/// visibility after the same number of ticks.
|
||||
#[test]
|
||||
#[cfg(feature = "gauntlet")]
|
||||
fn extra_npcs_dont_affect_baseline_behavior() {
|
||||
// Run baseline
|
||||
let mut baseline_app = setup_baseline();
|
||||
for _ in 0..10 {
|
||||
baseline_app.update();
|
||||
}
|
||||
let baseline_buffer = baseline_app
|
||||
.world()
|
||||
.resource::<SnapshotBuffer>()
|
||||
.snapshot
|
||||
.clone();
|
||||
|
||||
// Run with extra NPCs
|
||||
let mut scaled_app = setup_baseline();
|
||||
spawn_extra_npcs(&mut scaled_app, 15);
|
||||
for _ in 0..10 {
|
||||
scaled_app.update();
|
||||
}
|
||||
let scaled_buffer = scaled_app
|
||||
.world()
|
||||
.resource::<SnapshotBuffer>()
|
||||
.snapshot
|
||||
.clone();
|
||||
|
||||
let baseline_snap = baseline_buffer.expect("baseline should produce a snapshot");
|
||||
let scaled_snap = scaled_buffer.expect("scaled should produce a snapshot");
|
||||
|
||||
// Same tick
|
||||
assert_eq!(baseline_snap.tick, scaled_snap.tick, "tick count should match");
|
||||
|
||||
// Same game time
|
||||
assert_eq!(
|
||||
baseline_snap.game_time.time_of_day, scaled_snap.game_time.time_of_day,
|
||||
"game time should match"
|
||||
);
|
||||
|
||||
// Player position should be identical
|
||||
let baseline_player = baseline_snap.entities.iter().find(|e| e.kind == EntityKind::Player);
|
||||
let scaled_player = scaled_snap.entities.iter().find(|e| e.kind == EntityKind::Player);
|
||||
assert!(baseline_player.is_some(), "baseline should have player");
|
||||
assert!(scaled_player.is_some(), "scaled should have player");
|
||||
|
||||
let bp = baseline_player.unwrap();
|
||||
let sp = scaled_player.unwrap();
|
||||
assert_eq!(bp.x, sp.x, "player x should match");
|
||||
assert_eq!(bp.y, sp.y, "player y should match");
|
||||
|
||||
// Original entities (entity_id <= max Gauntlet StableId) visible in baseline
|
||||
// should still be visible in scaled run. Extra NPCs may add to the visible
|
||||
// set, but shouldn't remove baseline visibility.
|
||||
let max_baseline_id = settled_reach_server::test_world::constants::RESET_PLATE_STABLE_IDS.1;
|
||||
let baseline_original_ids: Vec<u64> = baseline_snap
|
||||
.entities
|
||||
.iter()
|
||||
.filter(|e| e.entity_id <= max_baseline_id)
|
||||
.map(|e| e.entity_id)
|
||||
.collect();
|
||||
|
||||
let scaled_original_ids: Vec<u64> = scaled_snap
|
||||
.entities
|
||||
.iter()
|
||||
.filter(|e| e.entity_id <= max_baseline_id)
|
||||
.map(|e| e.entity_id)
|
||||
.collect();
|
||||
|
||||
assert_eq!(
|
||||
baseline_original_ids, scaled_original_ids,
|
||||
"Original Gauntlet entities (id <= max_baseline_id) should be identical in both runs"
|
||||
);
|
||||
}
|
||||
@@ -35,6 +35,7 @@ fn fixture_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
blocked_entities: vec![],
|
||||
}
|
||||
}
|
||||
|
||||
@@ -204,6 +205,7 @@ fn generate_msgpack_fixtures() {
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
blocked_entities: vec![],
|
||||
};
|
||||
write_fixture(
|
||||
"snapshot_v2_full",
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
{
|
||||
"blocked_entities": [
|
||||
2
|
||||
],
|
||||
"current_monologue": null,
|
||||
"dialogue_response": null,
|
||||
"entities": [
|
||||
@@ -62,7 +65,7 @@
|
||||
"player_inventory": [],
|
||||
"player_stance": "Sprint",
|
||||
"tick": 8,
|
||||
"version": 8,
|
||||
"version": 9,
|
||||
"visible_tiles": [
|
||||
{
|
||||
"tile_kind": "Wall",
|
||||
|
||||
@@ -0,0 +1,222 @@
|
||||
//! Performance benchmarks: tick timing and memory usage
|
||||
//!
|
||||
//! Run with: cargo test --release --test perf_bench -- --ignored --nocapture
|
||||
//! Output: PERF_RESULT:{json} lines for tooling/perf-baseline to parse.
|
||||
//!
|
||||
//! Tick budget target: 100ms (D-026)
|
||||
|
||||
use bevy_app::prelude::*;
|
||||
use std::io::{BufReader, BufWriter};
|
||||
use std::net::{TcpListener, TcpStream};
|
||||
use std::path::PathBuf;
|
||||
use std::thread;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use settled_reach_server::bridge::framing::{read_framed, write_framed};
|
||||
use settled_reach_server::bridge::tcp::TcpBridge;
|
||||
use settled_reach_server::bridge::types::*;
|
||||
use settled_reach_server::bridge::{BridgePlugin, BridgeResource};
|
||||
use settled_reach_server::content::{ContentConfig, ContentPlugin};
|
||||
use settled_reach_server::knowledge::registry::EntityRegistry;
|
||||
use settled_reach_server::knowledge::KnowledgeGraph;
|
||||
use settled_reach_server::perception::cognitive_delay::CognitiveDelay;
|
||||
use settled_reach_server::perception::vision_cone::Facing;
|
||||
use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
|
||||
use settled_reach_server::simulation::listening::ListeningFocus;
|
||||
use settled_reach_server::simulation::monologue::{
|
||||
MonologueBuffer, MonologueState, SprintAnomalyQueue,
|
||||
};
|
||||
use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
|
||||
use settled_reach_server::simulation::stance::{MovementProfile, PlayerMoveCooldown};
|
||||
use settled_reach_server::simulation::SimulationPlugin;
|
||||
|
||||
const WARMUP_TICKS: usize = 5;
|
||||
const MEASURE_TICKS: usize = 50;
|
||||
const TOTAL_TICKS: usize = WARMUP_TICKS + MEASURE_TICKS;
|
||||
|
||||
fn content_root() -> PathBuf {
|
||||
let manifest_dir = env!("CARGO_MANIFEST_DIR");
|
||||
PathBuf::from(manifest_dir).join("../content")
|
||||
}
|
||||
|
||||
fn read_rss_kb() -> Option<u64> {
|
||||
std::fs::read_to_string("/proc/self/status")
|
||||
.ok()
|
||||
.and_then(|s| {
|
||||
s.lines()
|
||||
.find(|l| l.starts_with("VmRSS:"))
|
||||
.and_then(|l| l.split_whitespace().nth(1))
|
||||
.and_then(|v| v.parse().ok())
|
||||
})
|
||||
}
|
||||
|
||||
/// Full plugin stack tick benchmark with real content.
|
||||
///
|
||||
/// Boots the server with production content, runs WARMUP_TICKS to stabilize,
|
||||
/// then measures MEASURE_TICKS of app.update() wall-clock time. Reports entity
|
||||
/// counts from observer snapshots and process RSS.
|
||||
///
|
||||
/// Protocol contract: BridgePlugin uses non-blocking receive (WouldBlock →
|
||||
/// empty input vec), so the server always advances even if the client hasn't
|
||||
/// sent input yet. The server sends a snapshot each tick; the client blocks
|
||||
/// on read until one arrives, then responds with (empty) input. No deadlock
|
||||
/// possible — see TcpBridge::receive_inputs and send_snapshot in bridge/tcp.rs.
|
||||
#[test]
|
||||
#[ignore]
|
||||
fn perf_tick_timing() {
|
||||
let root = content_root();
|
||||
if !root.join("content.yaml").exists() {
|
||||
eprintln!("Skipping: content directory not found at {:?}", root);
|
||||
return;
|
||||
}
|
||||
|
||||
let listener = TcpListener::bind("127.0.0.1:0").expect("bind listener");
|
||||
let server_addr = listener.local_addr().expect("get local addr");
|
||||
|
||||
// Server thread: full plugin stack with real content, timed ticks
|
||||
let server_root = root.clone();
|
||||
let server_handle = thread::spawn(move || -> Vec<Duration> {
|
||||
let bridge = TcpBridge::accept_on(listener).expect("accept connection");
|
||||
|
||||
let mut app = App::new();
|
||||
app.add_plugins(SimulationPlugin);
|
||||
app.add_plugins(BridgePlugin);
|
||||
app.add_plugins(settled_reach_server::knowledge::KnowledgePlugin);
|
||||
app.add_plugins(settled_reach_server::npc::NpcPlugin);
|
||||
app.insert_resource(ContentConfig {
|
||||
content_root: server_root,
|
||||
..Default::default()
|
||||
});
|
||||
app.add_plugins(ContentPlugin);
|
||||
app.insert_resource(BridgeResource::new(bridge));
|
||||
app.insert_resource(WalkabilityMap::new(32, 32, 1));
|
||||
|
||||
let profile = MovementProfile::smuggler();
|
||||
let mut registry = EntityRegistry::new(0);
|
||||
let player = app
|
||||
.world_mut()
|
||||
.spawn((
|
||||
PlayerCharacter,
|
||||
TilePosition::new(16, 16, 0),
|
||||
Facing::default(),
|
||||
KnowledgeGraph::new(),
|
||||
NearbyInteractionBuffer::default(),
|
||||
MonologueState::default(),
|
||||
MonologueBuffer::default(),
|
||||
SprintAnomalyQueue::default(),
|
||||
CognitiveDelay::default(),
|
||||
ListeningFocus::new(TilePosition::new(16, 16, 0)),
|
||||
profile,
|
||||
profile.initial_stance(),
|
||||
PlayerMoveCooldown::default(),
|
||||
))
|
||||
.id();
|
||||
registry.register(player);
|
||||
app.insert_resource(registry);
|
||||
|
||||
let mut timings = Vec::with_capacity(TOTAL_TICKS);
|
||||
for _ in 0..TOTAL_TICKS {
|
||||
let start = Instant::now();
|
||||
app.update();
|
||||
timings.push(start.elapsed());
|
||||
}
|
||||
timings
|
||||
});
|
||||
|
||||
// Client: pump protocol — read snapshots, send empty inputs
|
||||
let stream = TcpStream::connect(server_addr).expect("client connect");
|
||||
stream
|
||||
.set_read_timeout(Some(Duration::from_secs(30)))
|
||||
.expect("set read timeout");
|
||||
let mut reader = BufReader::new(stream.try_clone().expect("clone for reader"));
|
||||
let mut writer = BufWriter::new(stream);
|
||||
|
||||
let mut entity_counts: Vec<usize> = Vec::with_capacity(TOTAL_TICKS);
|
||||
for tick in 0..TOTAL_TICKS {
|
||||
// Server may close connection after its last tick — handle gracefully
|
||||
let payload = match read_framed(&mut reader) {
|
||||
Ok(Some(p)) => p,
|
||||
Ok(None) | Err(_) => break,
|
||||
};
|
||||
|
||||
let snapshot: ObserverSnapshot = rmp_serde::from_slice(&payload)
|
||||
.unwrap_or_else(|e| panic!("deserialization error at tick {}: {}", tick, e));
|
||||
|
||||
entity_counts.push(snapshot.entities.len());
|
||||
|
||||
let empty: Vec<PlayerInput> = vec![];
|
||||
let input_payload = rmp_serde::to_vec(&empty).expect("serialize empty input");
|
||||
if write_framed(&mut writer, &input_payload).is_err() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Must have received enough measured snapshots for meaningful results.
|
||||
// Require all warmup ticks plus at least half the measurement window.
|
||||
let min_snapshots = WARMUP_TICKS + MEASURE_TICKS / 2;
|
||||
assert!(
|
||||
entity_counts.len() >= min_snapshots,
|
||||
"Only received {} snapshots, need at least {} ({} warmup + {} measured)",
|
||||
entity_counts.len(),
|
||||
min_snapshots,
|
||||
WARMUP_TICKS,
|
||||
MEASURE_TICKS / 2
|
||||
);
|
||||
|
||||
drop(reader);
|
||||
drop(writer);
|
||||
|
||||
let timings = server_handle
|
||||
.join()
|
||||
.expect("server thread panicked during tick benchmark");
|
||||
|
||||
// Analyze measured ticks (skip warmup)
|
||||
let measured_us: Vec<u64> = timings
|
||||
.iter()
|
||||
.skip(WARMUP_TICKS)
|
||||
.map(|d| d.as_micros() as u64)
|
||||
.collect();
|
||||
|
||||
let min = *measured_us.iter().min().unwrap();
|
||||
let max = *measured_us.iter().max().unwrap();
|
||||
let sum: u64 = measured_us.iter().sum();
|
||||
let mean = sum / measured_us.len() as u64;
|
||||
|
||||
let mut sorted = measured_us.clone();
|
||||
sorted.sort();
|
||||
// Nearest-rank p95: index = floor(0.95 * (N-1)) for 0-based indexing.
|
||||
let p95_idx = ((sorted.len() - 1) as f64 * 0.95).floor() as usize;
|
||||
let p95 = sorted[p95_idx.min(sorted.len() - 1)];
|
||||
|
||||
let entity_counts_measured: Vec<usize> =
|
||||
entity_counts.iter().skip(WARMUP_TICKS).copied().collect();
|
||||
let avg_entities =
|
||||
entity_counts_measured.iter().sum::<usize>() / entity_counts_measured.len().max(1);
|
||||
let max_entities = entity_counts_measured.iter().max().copied().unwrap_or(0);
|
||||
|
||||
let rss_kb = read_rss_kb();
|
||||
|
||||
let result = serde_json::json!({
|
||||
"tick_timing": {
|
||||
"warmup_ticks": WARMUP_TICKS,
|
||||
"measured_ticks": measured_us.len(),
|
||||
"min_us": min,
|
||||
"max_us": max,
|
||||
"mean_us": mean,
|
||||
"p95_us": p95,
|
||||
"all_us": measured_us,
|
||||
},
|
||||
"entities": {
|
||||
"avg_per_snapshot": avg_entities,
|
||||
"max_per_snapshot": max_entities,
|
||||
},
|
||||
"memory": {
|
||||
"rss_kb": rss_kb,
|
||||
},
|
||||
});
|
||||
|
||||
println!(
|
||||
"PERF_RESULT:{}",
|
||||
serde_json::to_string(&result).unwrap()
|
||||
);
|
||||
}
|
||||
@@ -24,6 +24,7 @@ fn test_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
blocked_entities: vec![],
|
||||
}
|
||||
}
|
||||
|
||||
@@ -250,6 +251,7 @@ fn snapshot_v2_fields_roundtrip() {
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
blocked_entities: vec![],
|
||||
};
|
||||
|
||||
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
|
||||
@@ -304,7 +306,7 @@ fn protocol_version_constant_matches_snapshot() {
|
||||
let snapshot = test_snapshot(0, vec![]);
|
||||
assert_eq!(snapshot.version, PROTOCOL_VERSION);
|
||||
assert_eq!(
|
||||
PROTOCOL_VERSION, 8,
|
||||
PROTOCOL_VERSION, 9,
|
||||
"bump this assertion when protocol version changes"
|
||||
);
|
||||
}
|
||||
@@ -342,6 +344,7 @@ fn all_facing_direction_variants_roundtrip() {
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
blocked_entities: vec![],
|
||||
};
|
||||
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
|
||||
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
@@ -469,6 +472,10 @@ fn v5_payload_deserializes_into_v6_struct() {
|
||||
decoded.pending_recognitions.is_empty(),
|
||||
"missing pending_recognitions should default to empty"
|
||||
);
|
||||
assert!(
|
||||
decoded.blocked_entities.is_empty(),
|
||||
"missing blocked_entities should default to empty"
|
||||
);
|
||||
}
|
||||
|
||||
/// Full 9-slot inventory roundtrip (D-065: 3x3 grid = 9 slots universal)
|
||||
@@ -1095,6 +1102,90 @@ fn gdscript_generated_fixtures_deserialize() {
|
||||
eprintln!("Verified {} GDScript-generated fixtures", count);
|
||||
}
|
||||
|
||||
/// blocked_entities Vec<u64> round-trips through MessagePack (#514).
|
||||
/// Guards the debug field survives serialization.
|
||||
#[test]
|
||||
fn blocked_entities_roundtrip() {
|
||||
let mut snapshot = test_snapshot(0, vec![]);
|
||||
snapshot.blocked_entities = vec![42, 99, 1024];
|
||||
|
||||
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
|
||||
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
|
||||
assert_eq!(
|
||||
decoded.blocked_entities,
|
||||
vec![42, 99, 1024],
|
||||
"blocked_entities should survive roundtrip"
|
||||
);
|
||||
}
|
||||
|
||||
/// Empty blocked_entities round-trips correctly (#514).
|
||||
#[test]
|
||||
fn blocked_entities_empty_roundtrip() {
|
||||
let snapshot = test_snapshot(0, vec![]);
|
||||
assert!(snapshot.blocked_entities.is_empty());
|
||||
|
||||
let bytes = rmp_serde::to_vec_named(&snapshot).expect("serialize");
|
||||
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes).expect("deserialize");
|
||||
|
||||
assert!(
|
||||
decoded.blocked_entities.is_empty(),
|
||||
"empty blocked_entities should survive roundtrip"
|
||||
);
|
||||
}
|
||||
|
||||
/// v8 payloads (without blocked_entities) must deserialize into the v9 struct
|
||||
/// via #[serde(default)]. Guards backwards compat during migration (#514).
|
||||
#[test]
|
||||
fn v8_payload_deserializes_into_v9_struct() {
|
||||
#[derive(serde::Serialize)]
|
||||
struct ObserverSnapshotV8 {
|
||||
version: u8,
|
||||
tick: u64,
|
||||
game_time: GameTime,
|
||||
player_facing: FacingDirection,
|
||||
player_stance: MovementStance,
|
||||
player_inventory: Vec<InventoryItem>,
|
||||
entities: Vec<VisibleEntity>,
|
||||
visible_tiles: Vec<VisibleTile>,
|
||||
nearby_interactions: Vec<NearbyInteraction>,
|
||||
current_monologue: Option<MonologueEvent>,
|
||||
pending_recognitions: Vec<PendingRecognitionWire>,
|
||||
dialogue_response: Option<DialogueResponseEvent>,
|
||||
}
|
||||
|
||||
let v8 = ObserverSnapshotV8 {
|
||||
version: 8,
|
||||
tick: 100,
|
||||
game_time: GameTime {
|
||||
day: 0,
|
||||
time_of_day: 0,
|
||||
day_phase: DayPhase::Morning,
|
||||
tick_rate: TickRate::Full,
|
||||
},
|
||||
player_facing: FacingDirection::North,
|
||||
player_stance: MovementStance::Walk,
|
||||
player_inventory: vec![],
|
||||
entities: vec![],
|
||||
visible_tiles: vec![],
|
||||
nearby_interactions: vec![],
|
||||
current_monologue: None,
|
||||
pending_recognitions: vec![],
|
||||
dialogue_response: None,
|
||||
};
|
||||
|
||||
let bytes = rmp_serde::to_vec_named(&v8).expect("serialize v8");
|
||||
let decoded: ObserverSnapshot = rmp_serde::from_slice(&bytes)
|
||||
.expect("v8 payload should deserialize into v9 struct via serde(default)");
|
||||
|
||||
assert_eq!(decoded.version, 8, "version field preserved from v8");
|
||||
assert_eq!(decoded.tick, 100);
|
||||
assert!(
|
||||
decoded.blocked_entities.is_empty(),
|
||||
"missing blocked_entities should default to empty"
|
||||
);
|
||||
}
|
||||
|
||||
/// NearbyInteraction.object_type round-trips through MessagePack (#422).
|
||||
/// Verifies object_type=Some(Container) survives the wire.
|
||||
#[test]
|
||||
|
||||
@@ -0,0 +1,116 @@
|
||||
{
|
||||
"timestamp": "2026-02-18T12:07:18.546680+00:00",
|
||||
"git": {
|
||||
"commit": "c1d7c07",
|
||||
"branch": "ci"
|
||||
},
|
||||
"tick_timing": {
|
||||
"max_us": 363,
|
||||
"mean_us": 332,
|
||||
"measured_ticks": 50,
|
||||
"min_us": 310,
|
||||
"p95_us": 356,
|
||||
"warmup_ticks": 5
|
||||
},
|
||||
"entities": {
|
||||
"avg_per_snapshot": 21,
|
||||
"max_per_snapshot": 21
|
||||
},
|
||||
"memory": {
|
||||
"rss_kb": 6900
|
||||
},
|
||||
"shadowcast": {
|
||||
"configs": [
|
||||
{
|
||||
"map_size": 32,
|
||||
"density": "open field",
|
||||
"range": 20,
|
||||
"iterations": 1000,
|
||||
"symmetric_total_ms": 57.86,
|
||||
"symmetric_per_call_us": 57.86,
|
||||
"recursive_total_ms": 97.97,
|
||||
"recursive_per_call_us": 97.97
|
||||
},
|
||||
{
|
||||
"map_size": 32,
|
||||
"density": "moderate corridors",
|
||||
"range": 20,
|
||||
"iterations": 1000,
|
||||
"symmetric_total_ms": 52.29,
|
||||
"symmetric_per_call_us": 52.29,
|
||||
"recursive_total_ms": 189.99,
|
||||
"recursive_per_call_us": 189.99
|
||||
},
|
||||
{
|
||||
"map_size": 32,
|
||||
"density": "dense rooms",
|
||||
"range": 20,
|
||||
"iterations": 1000,
|
||||
"symmetric_total_ms": 21.31,
|
||||
"symmetric_per_call_us": 21.31,
|
||||
"recursive_total_ms": 98.47,
|
||||
"recursive_per_call_us": 98.47
|
||||
},
|
||||
{
|
||||
"map_size": 64,
|
||||
"density": "open field",
|
||||
"range": 20,
|
||||
"iterations": 1000,
|
||||
"symmetric_total_ms": 60.5,
|
||||
"symmetric_per_call_us": 60.5,
|
||||
"recursive_total_ms": 98.33,
|
||||
"recursive_per_call_us": 98.33
|
||||
},
|
||||
{
|
||||
"map_size": 64,
|
||||
"density": "moderate corridors",
|
||||
"range": 20,
|
||||
"iterations": 1000,
|
||||
"symmetric_total_ms": 47.41,
|
||||
"symmetric_per_call_us": 47.41,
|
||||
"recursive_total_ms": 184.87,
|
||||
"recursive_per_call_us": 184.87
|
||||
},
|
||||
{
|
||||
"map_size": 64,
|
||||
"density": "dense rooms",
|
||||
"range": 20,
|
||||
"iterations": 1000,
|
||||
"symmetric_total_ms": 14.35,
|
||||
"symmetric_per_call_us": 14.35,
|
||||
"recursive_total_ms": 79.6,
|
||||
"recursive_per_call_us": 79.6
|
||||
},
|
||||
{
|
||||
"map_size": 150,
|
||||
"density": "open field",
|
||||
"range": 20,
|
||||
"iterations": 1000,
|
||||
"symmetric_total_ms": 56.65,
|
||||
"symmetric_per_call_us": 56.65,
|
||||
"recursive_total_ms": 97.8,
|
||||
"recursive_per_call_us": 97.8
|
||||
},
|
||||
{
|
||||
"map_size": 150,
|
||||
"density": "moderate corridors",
|
||||
"range": 20,
|
||||
"iterations": 1000,
|
||||
"symmetric_total_ms": 40.49,
|
||||
"symmetric_per_call_us": 40.49,
|
||||
"recursive_total_ms": 158.81,
|
||||
"recursive_per_call_us": 158.81
|
||||
},
|
||||
{
|
||||
"map_size": 150,
|
||||
"density": "dense rooms",
|
||||
"range": 20,
|
||||
"iterations": 1000,
|
||||
"symmetric_total_ms": 12.88,
|
||||
"symmetric_per_call_us": 12.88,
|
||||
"recursive_total_ms": 77.98,
|
||||
"recursive_per_call_us": 77.98
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
[{"tick":0,"action":"MoveNorth"}]
|
||||
[{"tick":1,"action":"MoveNorth"}]
|
||||
[{"tick":2,"action":"MoveEast"}]
|
||||
[{"tick":3,"action":"TeleportToHub"}]
|
||||
[{"tick":4,"action":"MoveNorth"}]
|
||||
@@ -0,0 +1,5 @@
|
||||
[]
|
||||
[]
|
||||
[]
|
||||
[]
|
||||
[]
|
||||
@@ -0,0 +1,5 @@
|
||||
[{"tick":0,"action":"MoveNorth"}]
|
||||
[{"tick":1,"action":"MoveNorth"}]
|
||||
[{"tick":2,"action":"MoveNorth"}]
|
||||
[{"tick":3,"action":"MoveNorth"}]
|
||||
[{"tick":4,"action":"MoveNorth"}]
|
||||
Executable
+282
@@ -0,0 +1,282 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Performance baseline tooling.
|
||||
|
||||
Runs the server benchmark suite, captures tick timing, memory usage, and entity
|
||||
count scaling metrics, outputs results to tests/perf/.
|
||||
|
||||
Usage:
|
||||
tooling/perf-baseline Run benchmarks and save baseline
|
||||
tooling/perf-baseline --compare Compare current run against saved baseline (no save)
|
||||
|
||||
Exit code 0 = success, 1 = failure or regression detected (--compare mode).
|
||||
"""
|
||||
|
||||
import json
|
||||
import re
|
||||
import subprocess
|
||||
import sys
|
||||
from datetime import datetime, timezone
|
||||
from pathlib import Path
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
PERF_DIR = ROOT / "tests" / "perf"
|
||||
BASELINE_FILE = PERF_DIR / "baseline.json"
|
||||
|
||||
# Tick budget from D-026: 100ms per tick at 10 tps floor (D-031).
|
||||
# If tick rate changes, update this constant.
|
||||
TICK_BUDGET_US = 100_000 # 100ms
|
||||
|
||||
|
||||
def run_command(cmd, **kwargs):
|
||||
"""Run a command in the server directory and return the result."""
|
||||
return subprocess.run(
|
||||
cmd, capture_output=True, text=True, cwd=ROOT / "server", **kwargs
|
||||
)
|
||||
|
||||
|
||||
def get_git_info():
|
||||
"""Get current git commit and branch."""
|
||||
commit = subprocess.run(
|
||||
["git", "rev-parse", "--short", "HEAD"],
|
||||
capture_output=True, text=True, cwd=ROOT,
|
||||
).stdout.strip()
|
||||
branch = subprocess.run(
|
||||
["git", "rev-parse", "--abbrev-ref", "HEAD"],
|
||||
capture_output=True, text=True, cwd=ROOT,
|
||||
).stdout.strip()
|
||||
return {"commit": commit, "branch": branch}
|
||||
|
||||
|
||||
def run_tick_benchmark():
|
||||
"""Run perf_tick_timing test and parse PERF_RESULT JSON."""
|
||||
print(" Running tick timing benchmark (release mode)...")
|
||||
result = run_command([
|
||||
"cargo", "test", "--release", "--test", "perf_bench",
|
||||
"--", "--ignored", "--nocapture", "perf_tick_timing",
|
||||
])
|
||||
|
||||
if result.returncode != 0:
|
||||
print(f" FAILED: tick benchmark exited {result.returncode}")
|
||||
if result.stderr:
|
||||
# Print last 20 lines of stderr for diagnostics
|
||||
lines = result.stderr.strip().splitlines()
|
||||
for line in lines[-20:]:
|
||||
print(f" {line}")
|
||||
return None
|
||||
|
||||
# Parse PERF_RESULT: line from stdout
|
||||
for line in result.stdout.splitlines():
|
||||
if line.startswith("PERF_RESULT:"):
|
||||
json_str = line[len("PERF_RESULT:"):]
|
||||
return json.loads(json_str)
|
||||
|
||||
print(" WARNING: No PERF_RESULT found in test output")
|
||||
return None
|
||||
|
||||
|
||||
def run_shadowcast_benchmark():
|
||||
"""Run shadowcast benchmark and parse structured output."""
|
||||
print(" Running shadowcast benchmark (release mode)...")
|
||||
result = run_command([
|
||||
"cargo", "test", "--release", "--test", "shadowcast_bench",
|
||||
"--", "--ignored", "--nocapture", "benchmark_symmetric_vs_recursive",
|
||||
])
|
||||
|
||||
if result.returncode != 0:
|
||||
print(f" FAILED: shadowcast benchmark exited {result.returncode}")
|
||||
return None
|
||||
|
||||
configs = []
|
||||
current = {}
|
||||
for line in result.stdout.splitlines():
|
||||
line = line.strip()
|
||||
|
||||
m = re.match(
|
||||
r"Map: (\d+)x(\d+), Density: (.+), Range: (\d+), Iterations: (\d+)",
|
||||
line,
|
||||
)
|
||||
if m:
|
||||
# New config block — flush previous if complete
|
||||
if current.get("map_size"):
|
||||
configs.append(current)
|
||||
current = {
|
||||
"map_size": int(m.group(1)),
|
||||
"density": m.group(3),
|
||||
"range": int(m.group(4)),
|
||||
"iterations": int(m.group(5)),
|
||||
}
|
||||
continue
|
||||
|
||||
m = re.match(r"Symmetric:\s+([0-9.]+)ms total, ([0-9.]+).s/call", line)
|
||||
if m:
|
||||
current["symmetric_total_ms"] = float(m.group(1))
|
||||
current["symmetric_per_call_us"] = float(m.group(2))
|
||||
continue
|
||||
|
||||
m = re.match(r"Recursive:\s+([0-9.]+)ms total, ([0-9.]+).s/call", line)
|
||||
if m:
|
||||
current["recursive_total_ms"] = float(m.group(1))
|
||||
current["recursive_per_call_us"] = float(m.group(2))
|
||||
continue
|
||||
|
||||
# Flush last config
|
||||
if current.get("map_size"):
|
||||
configs.append(current)
|
||||
|
||||
return {"configs": configs} if configs else None
|
||||
|
||||
|
||||
def compare_baselines(old, new):
|
||||
"""Compare two baselines and report regressions. Returns list of regression strings."""
|
||||
regressions = []
|
||||
improvements = []
|
||||
|
||||
old_tick = old.get("tick_timing", {})
|
||||
new_tick = new.get("tick_timing", {})
|
||||
|
||||
if old_tick and new_tick:
|
||||
# Mean tick time regression (>20% = warning)
|
||||
old_mean = old_tick.get("mean_us", 0)
|
||||
new_mean = new_tick.get("mean_us", 0)
|
||||
if old_mean > 0:
|
||||
change = (new_mean - old_mean) / old_mean * 100
|
||||
if change > 20:
|
||||
regressions.append(
|
||||
f"mean tick time {old_mean}us -> {new_mean}us (+{change:.1f}%)"
|
||||
)
|
||||
elif change < -20:
|
||||
improvements.append(
|
||||
f"mean tick time {old_mean}us -> {new_mean}us ({change:.1f}%)"
|
||||
)
|
||||
|
||||
# p95 tick time regression
|
||||
old_p95 = old_tick.get("p95_us", 0)
|
||||
new_p95 = new_tick.get("p95_us", 0)
|
||||
if old_p95 > 0:
|
||||
change = (new_p95 - old_p95) / old_p95 * 100
|
||||
if change > 20:
|
||||
regressions.append(
|
||||
f"p95 tick time {old_p95}us -> {new_p95}us (+{change:.1f}%)"
|
||||
)
|
||||
elif change < -20:
|
||||
improvements.append(
|
||||
f"p95 tick time {old_p95}us -> {new_p95}us ({change:.1f}%)"
|
||||
)
|
||||
|
||||
# Absolute budget check
|
||||
new_p95 = new.get("tick_timing", {}).get("p95_us", 0)
|
||||
if new_p95 > TICK_BUDGET_US:
|
||||
regressions.append(
|
||||
f"p95 {new_p95}us exceeds {TICK_BUDGET_US}us tick budget (D-026)"
|
||||
)
|
||||
|
||||
return regressions, improvements
|
||||
|
||||
|
||||
def main():
|
||||
compare_mode = "--compare" in sys.argv
|
||||
|
||||
print("=== Performance Baseline ===\n")
|
||||
|
||||
# Build in release mode first
|
||||
print("Building server (release)...")
|
||||
build = run_command(["cargo", "build", "--release"])
|
||||
if build.returncode != 0:
|
||||
print("BUILD FAILED")
|
||||
lines = build.stderr.strip().splitlines()
|
||||
for line in lines[-20:]:
|
||||
print(f" {line}")
|
||||
return 1
|
||||
|
||||
print("\nRunning benchmarks...\n")
|
||||
|
||||
tick_results = run_tick_benchmark()
|
||||
shadowcast_results = run_shadowcast_benchmark()
|
||||
|
||||
if not tick_results:
|
||||
print("\nFATAL: tick benchmark failed -- no baseline generated")
|
||||
return 1
|
||||
|
||||
# Assemble baseline
|
||||
git_info = get_git_info()
|
||||
baseline = {
|
||||
"timestamp": datetime.now(timezone.utc).isoformat(),
|
||||
"git": git_info,
|
||||
"tick_timing": tick_results.get("tick_timing", {}),
|
||||
"entities": tick_results.get("entities", {}),
|
||||
"memory": tick_results.get("memory", {}),
|
||||
}
|
||||
if shadowcast_results:
|
||||
baseline["shadowcast"] = shadowcast_results
|
||||
|
||||
# Report
|
||||
tt = baseline["tick_timing"]
|
||||
print(f"\n--- Results ---")
|
||||
print(f"Git: {git_info['commit']} ({git_info['branch']})")
|
||||
print(f"Tick timing ({tt.get('measured_ticks', '?')} ticks, "
|
||||
f"{tt.get('warmup_ticks', '?')} warmup):")
|
||||
print(f" min: {tt.get('min_us', '?')}us")
|
||||
print(f" mean: {tt.get('mean_us', '?')}us")
|
||||
print(f" p95: {tt.get('p95_us', '?')}us")
|
||||
print(f" max: {tt.get('max_us', '?')}us")
|
||||
|
||||
ent = baseline["entities"]
|
||||
print(f"Entities: avg {ent.get('avg_per_snapshot', '?')}, "
|
||||
f"max {ent.get('max_per_snapshot', '?')}")
|
||||
|
||||
mem = baseline["memory"]
|
||||
rss = mem.get("rss_kb")
|
||||
if rss:
|
||||
print(f"Memory: {rss} KB RSS ({rss / 1024:.1f} MB)")
|
||||
|
||||
if shadowcast_results:
|
||||
n = len(shadowcast_results.get("configs", []))
|
||||
print(f"Shadowcast: {n} configurations benchmarked")
|
||||
|
||||
# Budget check
|
||||
p95 = tt.get("p95_us", 0)
|
||||
if p95 > TICK_BUDGET_US:
|
||||
print(f"\nBUDGET EXCEEDED: p95 {p95}us > {TICK_BUDGET_US}us (D-026)")
|
||||
else:
|
||||
budget_pct = p95 / TICK_BUDGET_US * 100 if TICK_BUDGET_US else 0
|
||||
print(f"\nBudget: {budget_pct:.1f}% of {TICK_BUDGET_US}us tick budget (D-026)")
|
||||
|
||||
# Compare with previous baseline if it exists
|
||||
if BASELINE_FILE.exists():
|
||||
with open(BASELINE_FILE) as f:
|
||||
old_baseline = json.load(f)
|
||||
old_commit = old_baseline.get("git", {}).get("commit", "?")
|
||||
print(f"\n--- Comparison vs {old_commit} ---")
|
||||
regressions, improvements = compare_baselines(old_baseline, baseline)
|
||||
for r in regressions:
|
||||
print(f" REGRESSION: {r}")
|
||||
for i in improvements:
|
||||
print(f" IMPROVEMENT: {i}")
|
||||
if not regressions and not improvements:
|
||||
print(" No significant changes.")
|
||||
if compare_mode and regressions:
|
||||
print(f"\n{len(regressions)} regression(s) detected.")
|
||||
return 1
|
||||
elif compare_mode:
|
||||
print(f"\nERROR: --compare requires a saved baseline at {BASELINE_FILE.relative_to(ROOT)}")
|
||||
print("Run `make perf-baseline` first to create one.")
|
||||
return 1
|
||||
|
||||
if compare_mode:
|
||||
return 0
|
||||
|
||||
# Save baseline (strip per-tick array — too noisy for git diffs)
|
||||
PERF_DIR.mkdir(parents=True, exist_ok=True)
|
||||
committed = json.loads(json.dumps(baseline))
|
||||
committed["tick_timing"].pop("all_us", None)
|
||||
|
||||
with open(BASELINE_FILE, "w") as f:
|
||||
json.dump(committed, f, indent=2)
|
||||
f.write("\n")
|
||||
|
||||
print(f"\nBaseline written to {BASELINE_FILE.relative_to(ROOT)}")
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main())
|
||||
Generated
+44
-1
@@ -556,6 +556,16 @@ dependencies = [
|
||||
"typeid",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "errno"
|
||||
version = "0.3.14"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "39cab71617ae0d63f51a36d69f866391735b51691dbda63cf6f96d042b63efeb"
|
||||
dependencies = [
|
||||
"libc",
|
||||
"windows-sys",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "event-listener"
|
||||
version = "5.4.1"
|
||||
@@ -799,6 +809,12 @@ version = "0.2.180"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "bcc35a38544a891a5f7c865aca548a982ccb3b8650a5b06d0fd33a10283c56fc"
|
||||
|
||||
[[package]]
|
||||
name = "linux-raw-sys"
|
||||
version = "0.11.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "df1d3c3b53da64cf5760482273a98e575c651a67eec7f77df96b5b642de8f039"
|
||||
|
||||
[[package]]
|
||||
name = "log"
|
||||
version = "0.4.29"
|
||||
@@ -1067,6 +1083,19 @@ dependencies = [
|
||||
"semver",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "rustix"
|
||||
version = "1.1.3"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "146c9e247ccc180c1f61615433868c99f3de3ae256a30a43b49f67c2d9171f34"
|
||||
dependencies = [
|
||||
"bitflags",
|
||||
"errno",
|
||||
"libc",
|
||||
"linux-raw-sys",
|
||||
"windows-sys",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "rustversion"
|
||||
version = "1.0.22"
|
||||
@@ -1143,7 +1172,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "settled-reach-server"
|
||||
version = "0.1.0"
|
||||
version = "0.1.9"
|
||||
dependencies = [
|
||||
"bevy_app",
|
||||
"bevy_ecs",
|
||||
@@ -1168,6 +1197,7 @@ dependencies = [
|
||||
"serde",
|
||||
"serde_json",
|
||||
"settled-reach-server",
|
||||
"tempfile",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
@@ -1241,6 +1271,19 @@ dependencies = [
|
||||
"unicode-ident",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "tempfile"
|
||||
version = "3.25.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "0136791f7c95b1f6dd99f9cc786b91bb81c3800b639b3478e561ddb7be95e5f1"
|
||||
dependencies = [
|
||||
"fastrand",
|
||||
"getrandom 0.4.1",
|
||||
"once_cell",
|
||||
"rustix",
|
||||
"windows-sys",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "thiserror"
|
||||
version = "2.0.18"
|
||||
|
||||
@@ -14,3 +14,6 @@ clap = { version = "4", features = ["derive"] }
|
||||
serde_json = "1"
|
||||
serde = { version = "1", features = ["derive"] }
|
||||
rmp-serde = "1"
|
||||
|
||||
[dev-dependencies]
|
||||
tempfile = "3"
|
||||
|
||||
@@ -6,6 +6,10 @@ use settled_reach_server::bridge::types::PlayerInput;
|
||||
use std::path::Path;
|
||||
|
||||
/// Load a JSONL replay file. Returns one Vec<PlayerInput> per tick.
|
||||
///
|
||||
/// Format: one JSON array per line. Each array contains PlayerInput objects
|
||||
/// for that tick. Blank lines are skipped. Returns Err with line number on
|
||||
/// parse failure.
|
||||
pub fn load_replay(path: &Path) -> Result<Vec<Vec<PlayerInput>>, String> {
|
||||
let content = std::fs::read_to_string(path)
|
||||
.map_err(|e| format!("failed to read replay file {}: {}", path.display(), e))?;
|
||||
@@ -22,3 +26,152 @@ pub fn load_replay(path: &Path) -> Result<Vec<Vec<PlayerInput>>, String> {
|
||||
}
|
||||
Ok(ticks)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use settled_reach_server::bridge::types::PlayerAction;
|
||||
use std::io::Write;
|
||||
|
||||
fn write_temp_file(content: &str) -> tempfile::NamedTempFile {
|
||||
let mut f = tempfile::NamedTempFile::new().unwrap();
|
||||
f.write_all(content.as_bytes()).unwrap();
|
||||
f.flush().unwrap();
|
||||
f
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn load_single_tick_single_action() {
|
||||
let f = write_temp_file(r#"[{"tick":0,"action":"MoveNorth"}]"#);
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert_eq!(ticks.len(), 1);
|
||||
assert_eq!(ticks[0].len(), 1);
|
||||
assert!(ticks[0][0].action.is_movement());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn load_multiple_ticks() {
|
||||
let content = r#"[{"tick":0,"action":"MoveNorth"}]
|
||||
[{"tick":1,"action":"MoveEast"}]
|
||||
[{"tick":2,"action":"MoveSouth"}]"#;
|
||||
let f = write_temp_file(content);
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert_eq!(ticks.len(), 3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn load_multiple_actions_per_tick() {
|
||||
let content = r#"[{"tick":0,"action":"MoveNorth"},{"tick":0,"action":"Pause"}]"#;
|
||||
let f = write_temp_file(content);
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert_eq!(ticks.len(), 1);
|
||||
assert_eq!(ticks[0].len(), 2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn load_empty_array_idle_tick() {
|
||||
let content = "[]";
|
||||
let f = write_temp_file(content);
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert_eq!(ticks.len(), 1);
|
||||
assert!(ticks[0].is_empty());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn blank_lines_skipped() {
|
||||
let content = r#"[{"tick":0,"action":"MoveNorth"}]
|
||||
|
||||
[{"tick":2,"action":"MoveSouth"}]
|
||||
|
||||
"#;
|
||||
let f = write_temp_file(content);
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert_eq!(ticks.len(), 2, "blank lines should be skipped, not counted as ticks");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn empty_file_returns_empty_vec() {
|
||||
let f = write_temp_file("");
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert!(ticks.is_empty());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn whitespace_only_file_returns_empty_vec() {
|
||||
let f = write_temp_file(" \n \n\n ");
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert!(ticks.is_empty());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn invalid_json_reports_line_number() {
|
||||
let content = r#"[{"tick":0,"action":"MoveNorth"}]
|
||||
not valid json
|
||||
[{"tick":2,"action":"MoveSouth"}]"#;
|
||||
let f = write_temp_file(content);
|
||||
let err = load_replay(f.path()).unwrap_err();
|
||||
assert!(err.contains("replay line 2"), "error should reference line 2, got: {}", err);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn missing_file_returns_error() {
|
||||
let err = load_replay(Path::new("/nonexistent/replay.jsonl")).unwrap_err();
|
||||
assert!(err.contains("failed to read replay file"), "got: {}", err);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn interact_action_parses() {
|
||||
let content =
|
||||
r#"[{"tick":0,"action":{"Interact":{"target_entity_id":42,"verb":"Talk"}}}]"#;
|
||||
let f = write_temp_file(content);
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert_eq!(ticks.len(), 1);
|
||||
match &ticks[0][0].action {
|
||||
PlayerAction::Interact {
|
||||
target_entity_id,
|
||||
verb,
|
||||
} => {
|
||||
assert_eq!(*target_entity_id, Some(42));
|
||||
assert_eq!(verb.as_deref(), Some("Talk"));
|
||||
}
|
||||
other => panic!("expected Interact, got {:?}", other),
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn teleport_to_hub_parses() {
|
||||
let content = r#"[{"tick":0,"action":"TeleportToHub"}]"#;
|
||||
let f = write_temp_file(content);
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert_eq!(ticks.len(), 1);
|
||||
assert!(matches!(ticks[0][0].action, PlayerAction::TeleportToHub));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn walk_away_parses() {
|
||||
let content = r#"[{"tick":0,"action":"WalkAway"}]"#;
|
||||
let f = write_temp_file(content);
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert!(matches!(ticks[0][0].action, PlayerAction::WalkAway));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn mixed_replay_scenario() {
|
||||
// Simulates a realistic Gauntlet replay: move, idle, interact, move, teleport
|
||||
let content = r#"[{"tick":0,"action":"MoveNorth"}]
|
||||
[{"tick":1,"action":"MoveNorth"}]
|
||||
[]
|
||||
[{"tick":3,"action":{"Interact":{"target_entity_id":100,"verb":"Talk"}}}]
|
||||
[{"tick":4,"action":"MoveEast"}]
|
||||
[{"tick":5,"action":"TeleportToHub"}]"#;
|
||||
let f = write_temp_file(content);
|
||||
let ticks = load_replay(f.path()).unwrap();
|
||||
assert_eq!(ticks.len(), 6);
|
||||
assert_eq!(ticks[0].len(), 1); // MoveNorth
|
||||
assert_eq!(ticks[1].len(), 1); // MoveNorth
|
||||
assert_eq!(ticks[2].len(), 0); // Idle
|
||||
assert_eq!(ticks[3].len(), 1); // Interact
|
||||
assert_eq!(ticks[4].len(), 1); // MoveEast
|
||||
assert_eq!(ticks[5].len(), 1); // TeleportToHub
|
||||
}
|
||||
}
|
||||
|
||||
@@ -472,8 +472,8 @@ class ContentIndex:
|
||||
if pair in checked:
|
||||
continue
|
||||
checked.add(pair)
|
||||
if target in npc_rels and cid not in npc_rels.get(target, set()):
|
||||
print(f"XREF WARNING: {cid} has relationship to {target} but no reciprocal found")
|
||||
if target in self.npcs and cid not in npc_rels.get(target, set()):
|
||||
print(f"XREF WARNING: {cid} has relationship to {target} but {target} has no reciprocal entry")
|
||||
warnings += 1
|
||||
return warnings
|
||||
|
||||
|
||||
Reference in New Issue
Block a user