Delete the hand-authored YAML content pipeline (server/src/content/) superseded
by the v0.2 generator-first approach (D-122, D-128). Runtime ECS types that were
co-located with content loading have been extracted to dedicated simulation modules:
- simulation/triangle.rs: TriangleState, TriangleCrisisEventQueue, tick/resolve systems
- simulation/line_pool.rs: LinePoolIndex, AccessTier, TrustTier, Mood, LinePoolIndexResource
- simulation/knowledge_grant.rs: KnowledgeGrant, Prerequisites
Monologue systems (trigger_monologue, trigger_recognition_monologue,
trigger_event_monologue) now use hardcoded fallback lines only; the
ContentStoreResource branch and select_pool_line function are removed.
Deleted: content/{loader,types,line_pool,hot_reload,spawn,instantiation,entanglement,mod}.rs
Deleted: tests/{content_loading,content_runtime,content_scaling,template_instantiation,template_schema}.rs
Deleted: bin/line_preview.rs (v0.1 tool)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
234 lines
9.1 KiB
Rust
234 lines
9.1 KiB
Rust
//! Integration tests for tell escalation on triangle activation (#589, D-024 axis 9).
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//!
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//! Covers:
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//! - D-027 criterion 4: RoutineDeviation tell must be observable after activation
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//! - D-024 axis 9: tell system is a simulation output, not authored content
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//! - #589: escalate_tells_on_activation system inserts RoutineDeviation on triangle NPCs
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//!
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//! Test structure:
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//! - Layer 1 (pure): verify RoutineDeviation dominates all other tells (already
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//! covered by unit tests in tell_state.rs, regression guards here)
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//! - Layer 2 (ECS world): verify activation event → RoutineDeviation insertion (pending #589)
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//! - Layer 2 (ECS world): verify expired RoutineDeviation is removed (pending #589)
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//!
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//! Pending tests are marked #[ignore] — they compile against the current API but
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//! will fail until escalate_tells_on_activation is registered in StorytellerPlugin.
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use settled_reach_server::{
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npc::{
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tell_state::{DerivedTellState, TellCategory},
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Contentment, DeviationTrigger, Npc, RoutineDeviation, Secret, SecretSeverity,
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ToleranceThreshold,
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},
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npc::mood::MoodState,
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simulation::tier::ActiveSim,
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};
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// ---------------------------------------------------------------------------
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// Layer 1 regression: RoutineDeviation component presence → RoutineDeviation tell
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// (These pass today; guard against future tell priority regressions)
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// ---------------------------------------------------------------------------
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/// Build a minimal ECS world with one NPC and run derive_tell_state.
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fn make_tell_world_with_deviation(deviation: Option<RoutineDeviation>) -> (World, Entity) {
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let mut world = World::new();
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let mut npc = world.spawn((
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Npc,
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ActiveSim,
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Secret {
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description: "minor".into(),
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severity: SecretSeverity::Minor,
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known_by: vec![],
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},
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ToleranceThreshold { current_stress: 0, threshold: 50 },
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Contentment { level: 0 },
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MoodState { mood: settled_reach_server::npc::mood::NpcMood::Neutral, changed_tick: 0 },
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DerivedTellState::default(),
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));
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let entity = if let Some(dev) = deviation {
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npc.insert(dev).id()
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} else {
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npc.id()
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};
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(world, entity)
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}
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#[test]
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fn routine_deviation_component_produces_deviation_tell_via_system() {
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// Layer 1 regression: verify that inserting RoutineDeviation on an NPC and running
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// the derive_tell_state system produces TellCategory::RoutineDeviation.
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// This guards against priority regressions in derive_tell_state (D-027 criterion 4).
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let (mut world, entity) = make_tell_world_with_deviation(Some(RoutineDeviation {
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trigger: DeviationTrigger::WalkAway,
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tick: 0,
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expires_at_tick: 300,
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}));
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let mut schedule = Schedule::default();
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schedule.add_systems(settled_reach_server::npc::tell_state::derive_tell_state);
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schedule.run(&mut world);
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let tell = world.get::<DerivedTellState>(entity).unwrap();
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assert_eq!(
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tell.category,
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Some(TellCategory::RoutineDeviation),
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"NPC with RoutineDeviation component must produce RoutineDeviation tell (D-027 criterion 4)"
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);
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}
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#[test]
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fn no_deviation_component_does_not_produce_deviation_tell() {
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// Layer 1 regression: absence of RoutineDeviation must not produce deviation tell.
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let (mut world, entity) = make_tell_world_with_deviation(None);
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let mut schedule = Schedule::default();
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schedule.add_systems(settled_reach_server::npc::tell_state::derive_tell_state);
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schedule.run(&mut world);
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let tell = world.get::<DerivedTellState>(entity).unwrap();
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assert_ne!(
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tell.category,
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Some(TellCategory::RoutineDeviation),
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"NPC without RoutineDeviation must not produce RoutineDeviation tell"
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);
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}
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// ---------------------------------------------------------------------------
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// Layer 2: activation event → RoutineDeviation insertion (pending #589)
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// ---------------------------------------------------------------------------
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/// Set up a minimal gauntlet-based app with storyteller plugin running.
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#[cfg(feature = "gauntlet")]
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fn build_storyteller_app() -> App {
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use settled_reach_server::{
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bridge::types::CharacterArchetype,
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simulation::SimulationPlugin,
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test_world,
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};
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let mut app = App::new();
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app.add_plugins(SimulationPlugin);
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test_world::setup_gauntlet(&mut app, CharacterArchetype::default());
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app
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}
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/// Retrieve the first NPC entity visible in the gauntlet (used to fabricate test events).
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#[cfg(feature = "gauntlet")]
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fn first_npc_entity(app: &mut App) -> Entity {
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use settled_reach_server::npc::Npc;
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let mut q = app.world_mut().query_filtered::<Entity, With<Npc>>();
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q.iter(app.world()).next().expect("gauntlet must have at least one NPC")
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}
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#[cfg(feature = "gauntlet")]
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#[test]
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#[ignore = "pending escalate_tells_on_activation system (#589)"]
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fn triangle_activation_event_inserts_routine_deviation_on_anchor_npc() {
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// Inject a TriangleActivatedEvent pointing to an NPC, run one tick, assert
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// RoutineDeviation is inserted on that NPC by escalate_tells_on_activation.
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use settled_reach_server::storyteller::{TriangleActivatedEvent, TriangleActivatedQueue};
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use settled_reach_server::simulation::triangle::{TriangleId};
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let mut app = build_storyteller_app();
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// Run one tick so the world is fully initialized before we inject
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app.update();
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let anchor = first_npc_entity(&mut app);
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{
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let mut queue = app.world_mut().resource_mut::<TriangleActivatedQueue>();
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queue.push(TriangleActivatedEvent {
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triangle_id: TriangleId::from_seed_and_slug(42, "test-escalation"),
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tick: 1,
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anchor_entity: anchor,
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anchor_score: 25.0,
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});
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}
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// Run one tick — escalate_tells_on_activation should fire
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app.update();
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let deviation = app.world().get::<RoutineDeviation>(anchor);
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assert!(
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deviation.is_some(),
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"Anchor NPC must have RoutineDeviation after TriangleActivated event (#589, D-024 axis 9)"
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);
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}
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#[cfg(feature = "gauntlet")]
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#[test]
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#[ignore = "pending escalate_tells_on_activation system (#589)"]
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fn triangle_activation_produces_routine_deviation_tell_in_snapshot() {
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// End-to-end: after activation event, DerivedTellState on anchor NPC must be
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// TellCategory::RoutineDeviation. This verifies the full axis-9 pipeline.
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use settled_reach_server::storyteller::{TriangleActivatedEvent, TriangleActivatedQueue};
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use settled_reach_server::simulation::triangle::TriangleId;
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let mut app = build_storyteller_app();
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app.update(); // initialize
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let anchor = first_npc_entity(&mut app);
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{
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let mut queue = app.world_mut().resource_mut::<TriangleActivatedQueue>();
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queue.push(TriangleActivatedEvent {
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triangle_id: TriangleId::from_seed_and_slug(42, "test-tell"),
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tick: 1,
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anchor_entity: anchor,
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anchor_score: 25.0,
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});
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}
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app.update(); // activation tick
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app.update(); // derive_tell_state tick
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let tell = app.world().get::<DerivedTellState>(anchor);
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assert_eq!(
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tell.map(|t| t.category),
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Some(Some(TellCategory::RoutineDeviation)),
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"After triangle activation, anchor NPC's tell must be RoutineDeviation (D-027 criterion 4)"
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);
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}
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#[cfg(feature = "gauntlet")]
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#[test]
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#[ignore = "pending expires_at_tick field and removal system (#589)"]
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fn routine_deviation_expires_after_duration() {
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// After TELL_ESCALATION_DURATION_TICKS ticks, RoutineDeviation must be removed
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// by the expiry system. This verifies the component doesn't persist forever.
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//
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// Edge case: D-027 criterion 4 must continue to fire DURING the window
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// and stop firing AFTER it. NPCs shouldn't be permanently flagged.
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use settled_reach_server::storyteller::{TriangleActivatedEvent, TriangleActivatedQueue};
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use settled_reach_server::simulation::triangle::TriangleId;
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// NOTE: TELL_ESCALATION_DURATION_TICKS constant (= 300) expected in storyteller module.
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// This test will need updating once the constant is public.
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let mut app = build_storyteller_app();
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app.update(); // initialize
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let anchor = first_npc_entity(&mut app);
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{
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let mut queue = app.world_mut().resource_mut::<TriangleActivatedQueue>();
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queue.push(TriangleActivatedEvent {
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triangle_id: TriangleId::from_seed_and_slug(42, "test-expiry"),
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tick: 1,
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anchor_entity: anchor,
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anchor_score: 25.0,
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});
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}
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// Run enough ticks to trigger expiry (301 > TELL_ESCALATION_DURATION_TICKS = 300).
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// Note: 302 updates is acceptable for a unit test; if this becomes a perf concern
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// when un-ignored, consider advancing SimulationTime directly instead of looping.
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for _ in 0..302 {
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app.update();
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}
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let deviation = app.world().get::<RoutineDeviation>(anchor);
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assert!(
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deviation.is_none(),
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"RoutineDeviation must be removed after TELL_ESCALATION_DURATION_TICKS ticks (#589). \
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Persistent deviation would flag NPCs permanently — breaking the tell signal over time."
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);
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}
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