Implements 4 completed tickets + partial progress on 2 more: - #93 Tier marker components (ActiveSim, BackgroundSim, StateSaved + TierPlugin) - #138 Information tag schema (ObserverAccess enum in knowledge/types.rs) - #124 Sound event system (SoundEventEmitter, SoundEventQueue, bridge wiring) - #193 Line previewer CLI (line_preview binary with filter/explain/sequence modes) - #94 Active tier simulation (in progress — With<ActiveSim> filters) - #139 Component-level access control (in progress — filter_by_access) Updates snapshot fixtures and test golden files for new sound_events field. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
282 lines
9.1 KiB
Rust
282 lines
9.1 KiB
Rust
// Sound event system — server side (#124)
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// Implements D-038: SoundEventEmitter → SoundEventQueue → ObserverSnapshot.
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// Event-driven: emitters post events each tick, queue fans out to subscribers.
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//
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// Range model per D-018:
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// Close ≤ 3 tiles — always heard, spatial positioning
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// Medium ≤ 8 tiles — heard if not obstructed
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// Long ≤ 20 tiles — heard in quiet conditions
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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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use crate::knowledge::types::SoundRange;
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use crate::simulation::movement::TilePosition;
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// --- Sound event type taxonomy ---
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/// Typed sound event categories.
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/// Client maps each kind to its audio asset registry key (D-038).
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum SoundEventKind {
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/// Footstep — emitted by moving entities. Intensity varies by stance.
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Footstep,
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/// Voice — dialogue, monologue, NPC speech.
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Voice,
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/// Machinery — terminals, doors, consoles, mechanical activity.
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Machinery,
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/// Alert — alarms, warnings, emergency signals.
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Alert,
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/// Ambient — location atmosphere, background environment.
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Ambient,
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}
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// --- Sound event ---
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/// A single sound event emitted this tick.
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/// Produced by `SoundEventEmitter`, collected into `SoundEventQueue`.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct SoundEvent {
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/// What kind of sound this is.
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pub kind: SoundEventKind,
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/// World position where the sound originates (tile centre).
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pub x: f32,
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pub y: f32,
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pub z: i32,
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/// Normalized intensity in [0.0, 1.0]. Drives volume at the client.
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pub intensity: f32,
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/// How far this sound propagates (D-018 three-range model).
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pub range: SoundRange,
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/// Stable entity ID of the source, if any.
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/// None for procedural or world-generated events (e.g. Ambient).
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pub source_entity_id: Option<u64>,
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}
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impl SoundEvent {
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/// Create an event at a tile position.
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pub fn at(
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pos: &TilePosition,
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kind: SoundEventKind,
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intensity: f32,
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range: SoundRange,
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source_entity_id: Option<u64>,
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) -> Self {
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let (x, y, z) = pos.to_render_coords();
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Self {
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kind,
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x,
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y,
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z,
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intensity,
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range,
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source_entity_id,
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}
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}
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/// Manhattan-distance range ceiling in tiles for each category (D-018).
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pub fn max_range_tiles(range: SoundRange) -> u32 {
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match range {
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SoundRange::Close => 3,
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SoundRange::Medium => 8,
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SoundRange::Long => 20,
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}
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}
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/// Whether this sound is audible at `listener_pos`.
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/// Simple tile-distance check; occlusion is a future concern (D-018 note).
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pub fn audible_at(&self, listener_pos: &TilePosition) -> bool {
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let ceil = Self::max_range_tiles(self.range);
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let dx = (self.x.floor() as i32).abs_diff(listener_pos.x);
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let dy = (self.y.floor() as i32).abs_diff(listener_pos.y);
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let dz = (self.z).abs_diff(listener_pos.z);
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dz == 0 && dx + dy <= ceil
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}
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}
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// --- Emitter component ---
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/// Component: entity emits sound events this tick.
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///
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/// Attached transiently — systems add this component to entities when they
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/// produce sound (step taken, line spoken, door opened). The `collect_sound_events`
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/// system harvests all emitters each tick, drains their pending events into
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/// `SoundEventQueue`, and removes the component.
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///
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/// Usage pattern (illustrative):
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/// ```ignore
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/// commands.entity(npc).insert(SoundEventEmitter::new(
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/// SoundEvent::at(&pos, SoundEventKind::Footstep, 0.6, SoundRange::Close, Some(npc_id))
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/// ));
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/// ```
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#[derive(Component, Debug, Clone, Default)]
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pub struct SoundEventEmitter {
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pub pending: Vec<SoundEvent>,
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}
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impl SoundEventEmitter {
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pub fn new(event: SoundEvent) -> Self {
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Self {
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pending: vec![event],
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}
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}
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pub fn with(mut self, event: SoundEvent) -> Self {
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self.pending.push(event);
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self
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}
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}
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// --- Queue resource ---
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/// Resource: sound events produced this tick.
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///
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/// `collect_sound_events` drains all `SoundEventEmitter` components into this
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/// resource each tick. Consumers (observer snapshot builder, NPC awareness
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/// system) read from the queue. Cleared at the top of each tick.
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#[derive(Resource, Debug, Default)]
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pub struct SoundEventQueue {
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pub events: Vec<SoundEvent>,
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}
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impl SoundEventQueue {
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/// Drain all queued events, leaving the queue empty.
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pub fn drain(&mut self) -> Vec<SoundEvent> {
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std::mem::take(&mut self.events)
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}
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/// Return events audible at a listener position, without draining.
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pub fn audible_at<'a>(&'a self, pos: &'a TilePosition) -> impl Iterator<Item = &'a SoundEvent> {
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self.events.iter().filter(move |e| e.audible_at(pos))
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}
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}
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// --- Collection system ---
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/// System: harvest SoundEventEmitters → SoundEventQueue.
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///
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/// Runs each tick after movement/monologue/dialogue systems have fired.
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/// Removes the emitter component after draining. Ordering: after movement,
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/// before `compute_observer_snapshot`.
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pub fn collect_sound_events(
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mut commands: Commands,
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mut queue: ResMut<SoundEventQueue>,
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mut emitters: Query<(Entity, &mut SoundEventEmitter)>,
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) {
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queue.events.clear();
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for (entity, mut emitter) in emitters.iter_mut() {
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queue.events.extend(emitter.pending.drain(..));
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commands.entity(entity).remove::<SoundEventEmitter>();
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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fn tile(x: i32, y: i32) -> TilePosition {
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TilePosition::new(x, y, 0)
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}
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fn close_event(pos: &TilePosition) -> SoundEvent {
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SoundEvent::at(pos, SoundEventKind::Footstep, 0.5, SoundRange::Close, None)
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}
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fn medium_event(pos: &TilePosition) -> SoundEvent {
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SoundEvent::at(pos, SoundEventKind::Voice, 0.7, SoundRange::Medium, None)
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}
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#[test]
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fn close_range_audible_within_3_tiles() {
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let source = tile(5, 5);
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let event = close_event(&source);
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assert!(event.audible_at(&tile(5, 5)), "audible at origin");
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assert!(event.audible_at(&tile(5, 8)), "audible at distance 3");
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assert!(!event.audible_at(&tile(5, 9)), "not audible at distance 4");
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}
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#[test]
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fn medium_range_audible_within_8_tiles() {
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let source = tile(0, 0);
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let event = medium_event(&source);
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assert!(event.audible_at(&tile(4, 4)), "audible at manhattan 8");
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assert!(!event.audible_at(&tile(5, 4)), "not audible at manhattan 9");
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}
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#[test]
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fn different_z_level_not_audible() {
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let source = tile(5, 5);
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let event = close_event(&source);
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let above = TilePosition::new(5, 5, 1);
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assert!(!event.audible_at(&above), "different z not audible");
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}
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#[test]
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fn collect_system_drains_emitters_into_queue() {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(SoundEventQueue::default());
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let pos = tile(5, 5);
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let _entity = world
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.spawn(SoundEventEmitter::new(close_event(&pos)))
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.id();
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(collect_sound_events);
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schedule.run(&mut world);
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let queue = world.resource::<SoundEventQueue>();
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assert_eq!(queue.events.len(), 1);
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assert_eq!(queue.events[0].kind, SoundEventKind::Footstep);
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}
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#[test]
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fn collect_system_removes_emitter_component() {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(SoundEventQueue::default());
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let entity = world
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.spawn(SoundEventEmitter::new(close_event(&tile(0, 0))))
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.id();
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(collect_sound_events);
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schedule.run(&mut world);
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assert!(
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world.get::<SoundEventEmitter>(entity).is_none(),
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"emitter component should be removed after collection"
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);
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}
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#[test]
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fn queue_audible_at_filters_by_range() {
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let mut queue = SoundEventQueue::default();
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let close_pos = tile(5, 5);
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let far_pos = tile(20, 20);
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queue.events.push(close_event(&close_pos));
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queue.events.push(close_event(&far_pos));
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let listener = tile(5, 6);
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let heard: Vec<&SoundEvent> = queue.audible_at(&listener).collect();
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assert_eq!(heard.len(), 1, "only close sound is audible");
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}
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#[test]
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fn queue_clears_each_tick() {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(SoundEventQueue::default());
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world.spawn(SoundEventEmitter::new(close_event(&tile(0, 0))));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(collect_sound_events);
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// Tick 1: event collected
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schedule.run(&mut world);
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assert_eq!(world.resource::<SoundEventQueue>().events.len(), 1);
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// Tick 2: no new emitters → queue cleared
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schedule.run(&mut world);
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assert_eq!(world.resource::<SoundEventQueue>().events.len(), 0);
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}
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}
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