Implements ticket #84 for Sprint 3: - Replace single bare NPC with 3 distinct NPCs: dock worker (16,13) with full 4-phase routine and MovementSpeed(2), field tech (14,18) with partial routine, stationary guard (18,14) with no routine - Register all entities (player + 3 NPCs) in EntityRegistry - Populate RelationshipGraph with colleague and rival edges - Add NpcPlugin to app for routine system registration - Add multi-entity visibility tests: 3 NPCs in LOS all visible, NPC behind wall excluded from snapshot Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
772 lines
27 KiB
Rust
772 lines
27 KiB
Rust
//! Observer visibility query system (#112)
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//!
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//! Replaces the unfiltered `generate_snapshot` with a visibility-aware version.
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//! Combines shadowcasting + vision cone to determine what the observer can see,
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//! then populates ObserverSnapshot v2 with only visible entities and tiles.
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use bevy_ecs::prelude::*;
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use std::collections::HashSet;
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use crate::bridge::types::*;
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use crate::knowledge::{EntityRegistry, KnowledgeGraph};
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use crate::perception::shadowcast::compute_fov;
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use crate::perception::vision_cone::{apply_vision_cone, Facing, VisionConeConfig};
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use crate::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use crate::simulation::time::SimulationTime;
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/// Compute observer snapshot with LOS filtering and vision cone.
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///
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/// System ordering: after validate_movement, before advance_tick.
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/// Replaces bridge::generate_snapshot.
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pub fn compute_observer_snapshot(
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time: Res<SimulationTime>,
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walkability: Res<WalkabilityMap>,
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registry: Res<EntityRegistry>,
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observer_query: Query<(&TilePosition, Option<&Facing>, &KnowledgeGraph), With<PlayerCharacter>>,
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all_entities: Query<(
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Entity,
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&TilePosition,
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Option<&PlayerCharacter>,
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Option<&crate::npc::Npc>,
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)>,
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mut buffer: ResMut<SnapshotBuffer>,
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) {
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let Ok((observer_pos, facing_opt, observer_kg)) = observer_query.single() else {
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return;
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};
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let facing = facing_opt
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.map(|f| f.0)
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.unwrap_or(FacingDirection::default());
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let config = VisionConeConfig::default();
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let z = observer_pos.z;
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// Step 1: Compute raw FOV using symmetric shadowcasting
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let fov = compute_fov(
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|x, y| !walkability.can_move_to(&TilePosition::new(x, y, z)),
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observer_pos.x,
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observer_pos.y,
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config.forward_range,
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z,
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);
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// Step 2: Apply vision cone to get sector-tagged tiles
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let cone_tiles =
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apply_vision_cone(&fov, observer_pos.x, observer_pos.y, facing, &config);
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// Step 3: Build visible_tiles for the snapshot
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let visible_tiles: Vec<VisibleTile> = cone_tiles
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.iter()
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.map(|&(x, y, sector)| VisibleTile {
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x,
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y,
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z,
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visibility: sector,
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})
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.collect();
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// Step 4: Build lookup set for fast entity visibility check
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let visible_positions: HashSet<(i32, i32)> =
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cone_tiles.iter().map(|&(x, y, _)| (x, y)).collect();
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// Build sector lookup (position -> sector)
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let sector_lookup: std::collections::HashMap<(i32, i32), VisibilitySector> = cone_tiles
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.iter()
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.map(|&(x, y, sector)| ((x, y), sector))
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.collect();
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// Step 5: Filter entities by visibility, overlay knowledge
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let mut entities = Vec::new();
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let mut visible_entity_bits: HashSet<u64> = HashSet::new();
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for (entity, pos, is_player, is_npc) in all_entities.iter() {
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// Different z-level: not visible
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if pos.z != z {
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continue;
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}
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// Not in visible tile set: not visible
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if !visible_positions.contains(&(pos.x, pos.y)) {
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continue;
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}
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let (rx, ry, rz) = pos.to_render_coords();
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let kind = if is_player.is_some() {
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EntityKind::Player
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} else if is_npc.is_some() {
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EntityKind::Npc
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} else {
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EntityKind::Object
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};
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let sector = sector_lookup
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.get(&(pos.x, pos.y))
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.copied()
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.unwrap_or(VisibilitySector::Peripheral);
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// Look up relationship from knowledge graph (D-033 entity color)
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let relationship = if is_player.is_some() {
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RelationshipState::Known // Self
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} else if let Some(stable_id) = registry.to_stable(entity) {
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observer_kg.relationship_with(&stable_id)
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} else {
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RelationshipState::Unknown
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};
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visible_entity_bits.insert(entity.to_bits());
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entities.push(VisibleEntity {
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entity_id: entity.to_bits(),
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x: rx,
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y: ry,
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z: rz,
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kind,
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visibility: sector,
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relationship,
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observation: EntityVisibility::Visible,
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});
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}
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// Step 6: Add remembered entities from knowledge graph (#366)
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// Entities the observer knows about but can't currently see.
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for (stable_id, knowledge) in observer_kg.known_entities_iter() {
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// Skip if currently visible (already in the entity list)
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if let Some(entity) = registry.to_entity(stable_id) {
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if visible_entity_bits.contains(&entity.to_bits()) {
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continue;
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}
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}
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// Skip if no known position (never directly observed)
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let Some(position) = knowledge.last_known_position else {
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continue;
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};
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// Skip if remembered position is on a different z-level than the observer
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if position.z != z {
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continue;
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}
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// Skip if the remembered tile is currently visible — if the player
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// can see the tile and the entity isn't there, don't show a ghost.
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if visible_positions.contains(&(position.x, position.y)) {
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continue;
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}
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// Direct confidence means the entity should be in LOS — if it isn't,
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// that's a transient data inconsistency. Skip rather than show a ghost.
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if knowledge.confidence == KnowledgeConfidence::Direct {
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continue;
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}
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let (rx, ry, rz) = position.to_render_coords();
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let age_ticks = time.tick.saturating_sub(knowledge.last_observed_tick);
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let entity_id = registry
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.to_entity(stable_id)
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.map(|e| e.to_bits())
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.unwrap_or(stable_id.0);
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entities.push(VisibleEntity {
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entity_id,
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x: rx,
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y: ry,
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z: rz,
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kind: EntityKind::Npc, // Remembered entities are NPCs (only NPCs are tracked)
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visibility: VisibilitySector::Forward, // Not meaningful for remembered entities
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relationship: knowledge.relationship,
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observation: EntityVisibility::Remembered {
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confidence: knowledge.confidence,
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age_ticks,
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},
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});
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}
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// Step 7: Build GameTime from SimulationTime
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let game_time = GameTime {
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day: time.day(),
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time_of_day: time.time_of_day_minutes(),
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day_phase: time.day_phase(),
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paused: time.paused,
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};
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tracing::trace!(
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"compute_observer_snapshot: tick={}, visible={}, remembered={}, tiles={}",
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time.tick,
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visible_entity_bits.len(),
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entities.len() - visible_entity_bits.len(),
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visible_tiles.len(),
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);
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// Step 8: Assemble snapshot (v3: added relationship + observation fields)
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buffer.snapshot = Some(ObserverSnapshot {
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version: 3,
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tick: time.tick,
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game_time,
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player_facing: facing,
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entities,
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visible_tiles,
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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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use crate::knowledge::{EntityRegistry, KnowledgeGraph};
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use crate::perception::vision_cone::Facing;
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use bevy_ecs::world::World;
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/// Helper: set up a test world with player, walkability map, and knowledge resources
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fn setup_world(width: i32, height: i32) -> World {
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let mut world = World::new();
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world.insert_resource(SimulationTime::default());
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world.insert_resource(WalkabilityMap::new(width, height, 1));
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world.init_resource::<SnapshotBuffer>();
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world.init_resource::<EntityRegistry>();
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world
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}
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#[test]
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fn player_always_visible_in_snapshot() {
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let mut world = setup_world(32, 32);
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world.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing::default(),
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KnowledgeGraph::new(),
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));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().expect("snapshot should exist");
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assert_eq!(snapshot.version, 3);
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assert_eq!(snapshot.entities.len(), 1);
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assert!(matches!(snapshot.entities[0].kind, EntityKind::Player));
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assert_eq!(snapshot.entities[0].observation, EntityVisibility::Visible);
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}
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#[test]
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fn npc_in_los_visible() {
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let mut world = setup_world(32, 32);
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world.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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KnowledgeGraph::new(),
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));
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// NPC directly north of player (in forward cone)
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world.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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assert_eq!(snapshot.entities.len(), 2);
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let npc = snapshot
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.entities
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.iter()
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.find(|e| matches!(e.kind, EntityKind::Npc))
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.expect("NPC should be visible");
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assert_eq!(npc.visibility, VisibilitySector::Forward);
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assert_eq!(npc.observation, EntityVisibility::Visible);
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}
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#[test]
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fn npc_behind_wall_not_visible() {
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let mut world = setup_world(32, 32);
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world.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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KnowledgeGraph::new(),
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));
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// Wall between player and NPC
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let mut walkability = world.resource_mut::<WalkabilityMap>();
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walkability.set_walkable(&TilePosition::new(16, 14, 0), false);
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// NPC behind the wall
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world.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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// Only player should be visible, not the NPC behind the wall
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let npcs: Vec<_> = snapshot
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.entities
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.iter()
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.filter(|e| matches!(e.kind, EntityKind::Npc))
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.collect();
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assert!(npcs.is_empty(), "NPC behind wall should not be visible");
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}
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#[test]
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fn npc_behind_player_not_visible() {
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let mut world = setup_world(32, 32);
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world.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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KnowledgeGraph::new(),
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));
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// NPC far behind player (south, in blind spot)
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world.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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let npcs: Vec<_> = snapshot
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.entities
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.iter()
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.filter(|e| matches!(e.kind, EntityKind::Npc))
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.collect();
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assert!(npcs.is_empty(), "NPC in blind spot should not be visible");
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}
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#[test]
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fn different_z_level_not_visible() {
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let mut world = setup_world(32, 32);
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world.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing::default(),
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KnowledgeGraph::new(),
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));
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// NPC on different z-level
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world.spawn((crate::npc::Npc, TilePosition::new(16, 14, 1)));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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let npcs: Vec<_> = snapshot
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.entities
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.iter()
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.filter(|e| matches!(e.kind, EntityKind::Npc))
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.collect();
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assert!(npcs.is_empty(), "NPC on different z should not be visible");
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}
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#[test]
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fn game_time_populated() {
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let mut world = setup_world(32, 32);
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world.insert_resource(SimulationTime {
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tick: 7200, // 720 minutes = Evening
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paused: true,
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});
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world.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing::default(),
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KnowledgeGraph::new(),
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));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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assert_eq!(snapshot.game_time.time_of_day, 720);
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assert_eq!(
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snapshot.game_time.day_phase,
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crate::simulation::time::DayPhase::Evening
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);
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assert!(snapshot.game_time.paused);
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}
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#[test]
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fn visible_tiles_populated() {
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let mut world = setup_world(32, 32);
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world.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing::default(),
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KnowledgeGraph::new(),
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));
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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assert!(
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!snapshot.visible_tiles.is_empty(),
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"should have visible tiles"
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);
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// Observer's tile should be in the list
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let has_observer_tile = snapshot
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.visible_tiles
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.iter()
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.any(|t| t.x == 16 && t.y == 16 && t.z == 0);
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assert!(has_observer_tile, "observer tile should be visible");
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}
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#[test]
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fn visible_npc_has_relationship_from_knowledge() {
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
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.id();
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let npc_sid = registry.register(npc);
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// Player knows NPC is hostile
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let mut kg = KnowledgeGraph::new();
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kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
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kg.set_relationship(&npc_sid, RelationshipState::Hostile);
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world.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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kg,
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));
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world.insert_resource(registry);
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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let npc_entity = snapshot
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.entities
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.iter()
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.find(|e| matches!(e.kind, EntityKind::Npc))
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.expect("NPC should be visible");
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assert_eq!(npc_entity.relationship, RelationshipState::Hostile);
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assert_eq!(npc_entity.observation, EntityVisibility::Visible);
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}
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#[test]
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fn remembered_entity_appears_as_ghost() {
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let mut world = setup_world(32, 32);
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let mut registry = EntityRegistry::new(0);
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// NPC exists far behind the player (not visible)
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let npc = world
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.spawn((crate::npc::Npc, TilePosition::new(16, 30, 0)))
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.id();
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let npc_sid = registry.register(npc);
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// Player previously saw NPC at (16, 28) — behind the player (south),
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// well beyond peripheral range. The tile is NOT in the player's FOV.
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let mut kg = KnowledgeGraph::new();
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kg.observe_entity(npc_sid, TilePosition::new(16, 28, 0), 50);
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kg.observe_entity_leaving_los(&npc_sid, 60);
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kg.set_relationship(&npc_sid, RelationshipState::PersonOfInterest);
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let player = world
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.spawn((
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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kg,
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))
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.id();
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registry.register(player);
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world.insert_resource(registry);
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world.insert_resource(SimulationTime { tick: 100, paused: false });
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(compute_observer_snapshot);
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schedule.run(&mut world);
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let buffer = world.resource::<SnapshotBuffer>();
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let snapshot = buffer.snapshot.as_ref().unwrap();
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// Should have player (visible) + NPC (remembered)
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let remembered: Vec<_> = snapshot
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.entities
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.iter()
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.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
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.collect();
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assert_eq!(remembered.len(), 1, "should have one remembered entity");
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assert_eq!(remembered[0].relationship, RelationshipState::PersonOfInterest);
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// Remembered entity at last_known_position (16, 28), not actual (16, 30)
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assert_eq!(remembered[0].x, 16.5);
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assert_eq!(remembered[0].y, 28.5);
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|
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if let EntityVisibility::Remembered { confidence, age_ticks } = &remembered[0].observation {
|
|
assert_eq!(*confidence, KnowledgeConfidence::KnowsDetails);
|
|
assert_eq!(*age_ticks, 50); // tick 100 - last_observed 50
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn direct_confidence_not_shown_as_remembered() {
|
|
let mut world = setup_world(32, 32);
|
|
let mut registry = EntityRegistry::new(0);
|
|
|
|
// NPC exists but not in LOS
|
|
let npc = world
|
|
.spawn((crate::npc::Npc, TilePosition::new(16, 10, 0)))
|
|
.id();
|
|
let npc_sid = registry.register(npc);
|
|
|
|
// Knowledge still shows Direct (transient inconsistency)
|
|
let mut kg = KnowledgeGraph::new();
|
|
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
|
|
// Still Direct — don't show as ghost
|
|
|
|
let player = world
|
|
.spawn((
|
|
PlayerCharacter,
|
|
TilePosition::new(16, 16, 0),
|
|
Facing(FacingDirection::North),
|
|
kg,
|
|
))
|
|
.id();
|
|
registry.register(player);
|
|
|
|
// Wall blocks actual NPC position
|
|
let mut walkability = world.resource_mut::<WalkabilityMap>();
|
|
walkability.set_walkable(&TilePosition::new(16, 12, 0), false);
|
|
|
|
world.insert_resource(registry);
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(compute_observer_snapshot);
|
|
schedule.run(&mut world);
|
|
|
|
let buffer = world.resource::<SnapshotBuffer>();
|
|
let snapshot = buffer.snapshot.as_ref().unwrap();
|
|
|
|
let remembered: Vec<_> = snapshot
|
|
.entities
|
|
.iter()
|
|
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
|
|
.collect();
|
|
assert!(
|
|
remembered.is_empty(),
|
|
"Direct-confidence entities should not appear as remembered ghosts"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn remembered_entity_on_visible_tile_not_shown() {
|
|
// If the player can see a tile and the entity isn't there,
|
|
// don't show a ghost — the player knows it moved.
|
|
let mut world = setup_world(32, 32);
|
|
let mut registry = EntityRegistry::new(0);
|
|
|
|
let npc = world
|
|
.spawn((crate::npc::Npc, TilePosition::new(30, 30, 0)))
|
|
.id();
|
|
let npc_sid = registry.register(npc);
|
|
|
|
// Player remembers NPC at (16, 15) — a tile the player can currently see
|
|
let mut kg = KnowledgeGraph::new();
|
|
kg.observe_entity(npc_sid, TilePosition::new(16, 15, 0), 50);
|
|
kg.observe_entity_leaving_los(&npc_sid, 60);
|
|
|
|
let player = world
|
|
.spawn((
|
|
PlayerCharacter,
|
|
TilePosition::new(16, 16, 0),
|
|
Facing(FacingDirection::North),
|
|
kg,
|
|
))
|
|
.id();
|
|
registry.register(player);
|
|
world.insert_resource(registry);
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(compute_observer_snapshot);
|
|
schedule.run(&mut world);
|
|
|
|
let buffer = world.resource::<SnapshotBuffer>();
|
|
let snapshot = buffer.snapshot.as_ref().unwrap();
|
|
|
|
let remembered: Vec<_> = snapshot
|
|
.entities
|
|
.iter()
|
|
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
|
|
.collect();
|
|
assert!(
|
|
remembered.is_empty(),
|
|
"ghost should not appear on a tile the player can currently see"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn remembered_entity_different_z_not_shown() {
|
|
// Remembered entity on a different z-level should not appear
|
|
let mut world = setup_world(32, 32);
|
|
let mut registry = EntityRegistry::new(0);
|
|
|
|
let npc = world
|
|
.spawn((crate::npc::Npc, TilePosition::new(5, 5, 1)))
|
|
.id();
|
|
let npc_sid = registry.register(npc);
|
|
|
|
// Player remembers NPC at z=1, but player is at z=0
|
|
let mut kg = KnowledgeGraph::new();
|
|
kg.observe_entity(npc_sid, TilePosition::new(5, 5, 1), 50);
|
|
kg.observe_entity_leaving_los(&npc_sid, 60);
|
|
|
|
let player = world
|
|
.spawn((
|
|
PlayerCharacter,
|
|
TilePosition::new(16, 16, 0),
|
|
Facing(FacingDirection::North),
|
|
kg,
|
|
))
|
|
.id();
|
|
registry.register(player);
|
|
world.insert_resource(registry);
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(compute_observer_snapshot);
|
|
schedule.run(&mut world);
|
|
|
|
let buffer = world.resource::<SnapshotBuffer>();
|
|
let snapshot = buffer.snapshot.as_ref().unwrap();
|
|
|
|
let remembered: Vec<_> = snapshot
|
|
.entities
|
|
.iter()
|
|
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
|
|
.collect();
|
|
assert!(
|
|
remembered.is_empty(),
|
|
"remembered entity on different z-level should not appear in snapshot"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn knowledge_without_position_not_shown() {
|
|
// Entity known via gossip (no last_known_position) should not appear
|
|
let mut world = setup_world(32, 32);
|
|
let mut registry = EntityRegistry::new(0);
|
|
|
|
let npc = world
|
|
.spawn((crate::npc::Npc, TilePosition::new(5, 5, 0)))
|
|
.id();
|
|
let npc_sid = registry.register(npc);
|
|
|
|
// Player knows about NPC but has never seen it (no position)
|
|
let mut kg = KnowledgeGraph::new();
|
|
// Insert knowledge manually without a position
|
|
kg.entities.insert(npc_sid, crate::knowledge::EntityKnowledge {
|
|
last_known_position: None,
|
|
last_observed_tick: 0,
|
|
last_updated_tick: 50,
|
|
confidence: KnowledgeConfidence::KnowsOf,
|
|
source: crate::knowledge::KnowledgeSource::Background,
|
|
state: crate::knowledge::KnowledgeState::Active,
|
|
relationship: RelationshipState::PersonOfInterest,
|
|
known_attributes: std::collections::BTreeMap::new(),
|
|
});
|
|
|
|
let player = world
|
|
.spawn((
|
|
PlayerCharacter,
|
|
TilePosition::new(16, 16, 0),
|
|
Facing(FacingDirection::North),
|
|
kg,
|
|
))
|
|
.id();
|
|
registry.register(player);
|
|
world.insert_resource(registry);
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(compute_observer_snapshot);
|
|
schedule.run(&mut world);
|
|
|
|
let buffer = world.resource::<SnapshotBuffer>();
|
|
let snapshot = buffer.snapshot.as_ref().unwrap();
|
|
|
|
let remembered: Vec<_> = snapshot
|
|
.entities
|
|
.iter()
|
|
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
|
|
.collect();
|
|
assert!(
|
|
remembered.is_empty(),
|
|
"entity without last_known_position should not appear as ghost"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn multiple_npcs_in_los_all_visible() {
|
|
let mut world = setup_world(32, 32);
|
|
world.spawn((
|
|
PlayerCharacter,
|
|
TilePosition::new(16, 16, 0),
|
|
Facing(FacingDirection::North),
|
|
KnowledgeGraph::new(),
|
|
));
|
|
// Three NPCs in front of player, no walls
|
|
world.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)));
|
|
world.spawn((crate::npc::Npc, TilePosition::new(14, 14, 0)));
|
|
world.spawn((crate::npc::Npc, TilePosition::new(18, 14, 0)));
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(compute_observer_snapshot);
|
|
schedule.run(&mut world);
|
|
|
|
let buffer = world.resource::<SnapshotBuffer>();
|
|
let snapshot = buffer.snapshot.as_ref().unwrap();
|
|
// Player + 3 NPCs = 4 entities
|
|
assert_eq!(snapshot.entities.len(), 4);
|
|
let npcs: Vec<_> = snapshot
|
|
.entities
|
|
.iter()
|
|
.filter(|e| matches!(e.kind, EntityKind::Npc))
|
|
.collect();
|
|
assert_eq!(npcs.len(), 3);
|
|
assert!(npcs.iter().all(|n| n.observation == EntityVisibility::Visible));
|
|
}
|
|
|
|
#[test]
|
|
fn npc_behind_wall_excluded_from_multi_entity_snapshot() {
|
|
let mut world = setup_world(32, 32);
|
|
// Wall at (16,14)
|
|
world
|
|
.resource_mut::<WalkabilityMap>()
|
|
.set_walkable(&TilePosition::new(16, 14, 0), false);
|
|
|
|
world.spawn((
|
|
PlayerCharacter,
|
|
TilePosition::new(16, 16, 0),
|
|
Facing(FacingDirection::North),
|
|
KnowledgeGraph::new(),
|
|
));
|
|
// NPC 1: behind wall (should be hidden)
|
|
world.spawn((crate::npc::Npc, TilePosition::new(16, 13, 0)));
|
|
// NPC 2: to the side, no wall (should be visible)
|
|
world.spawn((crate::npc::Npc, TilePosition::new(14, 14, 0)));
|
|
// NPC 3: also visible
|
|
world.spawn((crate::npc::Npc, TilePosition::new(18, 15, 0)));
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(compute_observer_snapshot);
|
|
schedule.run(&mut world);
|
|
|
|
let buffer = world.resource::<SnapshotBuffer>();
|
|
let snapshot = buffer.snapshot.as_ref().unwrap();
|
|
// Player + 2 visible NPCs = 3 (NPC behind wall excluded)
|
|
let npcs: Vec<_> = snapshot
|
|
.entities
|
|
.iter()
|
|
.filter(|e| matches!(e.kind, EntityKind::Npc))
|
|
.collect();
|
|
assert_eq!(npcs.len(), 2, "NPC behind wall should be excluded");
|
|
}
|
|
}
|