Protocol handshake (#555): HandshakeMessage as first IPC frame, HandshakeState resource, forward-compatible input handling. State serialization (#96): serialize_npc_to_frozen/deserialize with full D-024 axis coverage (10 new optional fields on NpcSaveState). Scope tags (#98): ScopeTagKind enum, ScopePinned marker, automatic assignment from KnowledgeGraph and RelationshipGraph. Timestamp eviction (#97): LastInteractionTick, SimSpacePressure, BinaryHeap LRU eviction respecting ScopePinned entities. Save/load (#553): save_to_file/load_from_file via MessagePack, SaveGame/LoadGame IPC commands, SaveLoadResultWire on snapshot. Test infrastructure (#200): Layer 3 integration test entry point, three-layer architecture documented per D-030. Information boundary tests (#272): 4 negative tests proving no passive KG leakage, LOS fog holds, tier boundary holds, save isolation per NPC. 1063 tests passing, 0 failures. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
106 lines
4.9 KiB
Rust
106 lines
4.9 KiB
Rust
// Simulation module - Core simulation plugin and systems
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// Implements deterministic tick-based simulation (D-010 principle 4)
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use bevy_app::prelude::*;
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use bevy_ecs::schedule::IntoScheduleConfigs;
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pub mod contraband;
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pub mod conversation;
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pub mod dialogue;
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pub mod examine;
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pub mod follow;
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pub mod input;
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pub mod interaction;
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pub mod inventory;
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pub mod listening;
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pub mod monologue;
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pub mod movement;
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pub mod npc_knowledge_transfer;
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pub mod path_follow;
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pub mod pathfinding;
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pub mod poi;
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pub mod poi_discovery;
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pub mod pressure;
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pub mod rng;
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pub mod save_io;
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pub mod save_state;
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pub mod sound;
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pub mod spatial;
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pub mod stance;
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pub mod tier;
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pub mod time;
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pub mod zone;
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/// Core simulation plugin
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/// Manages simulation time, RNG, input processing, and tier transitions
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pub struct SimulationPlugin;
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impl Plugin for SimulationPlugin {
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fn build(&self, app: &mut App) {
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// Tier marker components (D-026) — must register before behavior systems
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app.add_plugins(tier::TierPlugin);
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// Initialize core simulation resources
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app.init_resource::<time::SimulationTime>()
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.insert_resource(rng::SimRng::new(0))
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.init_resource::<input::InputQueue>()
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.init_resource::<save_io::SaveLoadPending>()
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.init_resource::<crate::knowledge::EntityRegistry>()
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.init_resource::<sound::SoundEventQueue>()
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.init_resource::<spatial::NaiveSpatialIndex>()
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.init_resource::<follow::FollowEndEventQueue>()
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.init_resource::<monologue::PostConversationQueue>()
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.init_resource::<poi_discovery::PoiDiscoveryEventQueue>()
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// discover_pois reads VisibilityGeometry (also populated by PerceptionPlugin).
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// Init here so SimulationPlugin works standalone in tests without PerceptionPlugin.
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.init_resource::<crate::perception::query::VisibilityGeometry>()
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// transfer_npc_knowledge reads RelationshipGraph (also init by NpcPlugin) and
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// KnowledgeEventQueue (also init by KnowledgePlugin).
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// Init here so SimulationPlugin works standalone in tests without those plugins.
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.init_resource::<crate::npc::relationships::RelationshipGraph>()
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.init_resource::<crate::knowledge::KnowledgeEventQueue>()
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.add_systems(
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Update,
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(
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input::process_player_input,
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// execute_save_load is an exclusive system (takes &mut World).
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// Must run after process_player_input (which queues the command)
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// and before compute_observer_snapshot (which consumes the result).
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save_io::execute_save_load
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.after(input::process_player_input)
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.before(crate::perception::observer::compute_observer_snapshot),
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pathfinding::compute_paths.after(input::process_player_input),
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path_follow::follow_paths.after(pathfinding::compute_paths),
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movement::validate_movement.after(path_follow::follow_paths),
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path_follow::cleanup_path_blocked.after(movement::validate_movement),
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spatial::sync_spatial_index.after(movement::validate_movement),
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listening::update_listening_focus.after(movement::validate_movement),
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contraband::check_contraband_scan
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.after(movement::validate_movement)
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.before(crate::perception::observer::compute_observer_snapshot),
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conversation::run_npc_conversations
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.after(movement::validate_movement)
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.before(sound::collect_sound_events),
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npc_knowledge_transfer::transfer_npc_knowledge
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.after(conversation::run_npc_conversations),
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sound::collect_sound_events
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.after(movement::validate_movement)
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.before(crate::perception::observer::compute_observer_snapshot),
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poi_discovery::discover_pois
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.after(crate::perception::observer::compute_visibility_geometry)
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.before(crate::perception::observer::compute_observer_snapshot),
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examine::process_examine_interaction
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.after(input::process_player_input)
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.before(crate::perception::observer::compute_observer_snapshot),
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// Character pressure (#248) — reads NPC awareness + relationship graph
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pressure::update_character_pressure
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.after(crate::npc::awareness::detect_player_awareness)
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.before(crate::perception::observer::compute_observer_snapshot),
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time::advance_tick.after(path_follow::cleanup_path_blocked),
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),
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);
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tracing::debug!("SimulationPlugin initialized");
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}
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}
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