input.rs 2,739 → 858 lines: per-domain action handlers moved to their owning modules (inventory, movement, stance, examine, follow, interaction, save_io, settings, bridge::debug, economy, vision_cone, bookmark, test_world reset + new teleport.rs); input.rs keeps the queue, the thin dispatch table, and pause/cooldown glue. All 9 type_complexity allows dissolved via one PlayerInputQuery alias. dialogue.rs → dialogue/ directory module: selection (631), response (1,473), confrontation (714), mod.rs (226, shared session components + re-exports — public paths preserved). Documented seam deviation: process_walk_away lives with confrontation (D-064/D-063 share the same world-response shape). Mechanical, zero behavior change: determinism + golden_suite byte-identical (independently re-verified); 1,504 lib tests unchanged — 23 input tests moved with their subjects, 53 dialogue tests redistributed, zero deleted. System scheduling registrations untouched (input_plugin.rs 0-line diff). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
663 lines
22 KiB
Rust
663 lines
22 KiB
Rust
// Inventory system — CarriedBy component, Take/Place verb handling (#424, D-065)
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//
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// Items are world entities with CarriedBy(StableId) referencing the carrier.
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// When carried, TilePosition is removed — this naturally enforces the info
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// boundary: carried items don't appear in spatial queries (visibility,
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// interactions) for other observers. Only the carrier's observer snapshot
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// includes them via player_inventory.
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//
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// Take: removes TilePosition, adds CarriedBy + InventorySlot.
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// Place: removes CarriedBy + InventorySlot, adds TilePosition at player pos.
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//
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// 3x3 grid = 9 universal slots (OQ-24 resolved). Slot assignment is
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// first-available (0..8).
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use bevy_ecs::prelude::*;
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use crate::bridge::types::InventoryItem;
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use crate::knowledge::types::StableId;
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/// Maximum inventory slots (3x3 grid, OQ-24).
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pub const MAX_INVENTORY_SLOTS: u8 = 9;
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/// Marks an item as carried by an entity. References the carrier's StableId.
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/// When present, the item entity should NOT have a TilePosition — it's
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/// in someone's pocket, not on the ground.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub struct CarriedBy(pub StableId);
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/// Display name for an item entity, crossing the wire as InventoryItem.name.
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#[derive(Component, Debug, Clone)]
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pub struct ItemName(pub String);
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/// Inventory slot assignment (0..8 for 3x3 grid).
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/// Assigned on Take, removed on Place.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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pub struct InventorySlot(pub u8);
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/// Find the next available inventory slot for a carrier.
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/// Returns None if all 9 slots are occupied.
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pub fn find_next_slot(occupied: &[u8]) -> Option<u8> {
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(0..MAX_INVENTORY_SLOTS).find(|slot| !occupied.contains(slot))
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}
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/// Collect inventory items for a specific carrier (by StableId).
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/// Returns wire-format InventoryItem structs sorted by slot.
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pub fn collect_inventory_for(
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carrier_id: StableId,
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items: &Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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registry: &crate::knowledge::EntityRegistry,
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) -> Vec<InventoryItem> {
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let mut result: Vec<InventoryItem> = items
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.iter()
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.filter(|(_, carried_by, _, _)| carried_by.0 == carrier_id)
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.map(|(entity, _, name, slot)| {
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let wire_id = registry
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.to_stable(entity)
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.map(|sid| sid.0)
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.unwrap_or_else(|| {
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tracing::error!(?entity, "carried item not in EntityRegistry");
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entity.to_bits()
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});
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InventoryItem {
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item_id: wire_id,
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name: name.0.clone(),
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slot: slot.0,
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}
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})
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.collect();
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result.sort_by_key(|item| item.slot);
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result
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}
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/// Get the list of occupied slots for a carrier.
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pub fn occupied_slots_for(
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carrier_id: StableId,
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items: &Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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) -> Vec<u8> {
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items
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.iter()
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.filter(|(_, carried_by, _, _)| carried_by.0 == carrier_id)
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.map(|(_, _, _, slot)| slot.0)
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.collect()
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}
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/// Handle Take verb: pick up an item entity and add it to the player's inventory.
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/// Removes TilePosition (item is no longer on the ground — info boundary enforcement),
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/// adds CarriedBy + InventorySlot components.
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pub fn handle_take(
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commands: &mut Commands,
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registry: &crate::knowledge::EntityRegistry,
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player_query: &crate::simulation::input::PlayerInputQuery,
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inventory_items: &Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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target_entity_id: Option<u64>,
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) {
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let Some(target_id) = target_entity_id else {
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tracing::warn!("Take verb without target_entity_id");
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return;
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};
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let Ok((player_entity, _, _, _)) = player_query.single() else {
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return;
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};
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let Some(player_sid) = registry.to_stable(player_entity) else {
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tracing::error!("Player entity not in EntityRegistry");
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return;
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};
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// Resolve wire ID to ECS entity
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let target_stable = StableId(target_id);
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let Some(target_entity) = registry.to_entity(&target_stable) else {
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tracing::warn!(target_id, "Take: target entity not in registry");
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return;
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};
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// Check inventory capacity
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let occupied = occupied_slots_for(player_sid, inventory_items);
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let Some(slot) = find_next_slot(&occupied) else {
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tracing::info!(
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"Inventory full ({} slots), cannot take item",
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MAX_INVENTORY_SLOTS
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);
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return;
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};
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// Remove TilePosition (item leaves the ground), add CarriedBy + InventorySlot
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commands
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.entity(target_entity)
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.remove::<crate::simulation::movement::TilePosition>()
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.insert((CarriedBy(player_sid), InventorySlot(slot)));
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tracing::info!(
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target_id,
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slot,
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"Take: item picked up and added to inventory slot",
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);
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}
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/// Handle Place verb: remove an item from inventory and place it on the ground
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/// at the player's current position. Removes CarriedBy + InventorySlot, adds
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/// TilePosition at the player's current tile.
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pub fn handle_place(
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commands: &mut Commands,
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registry: &crate::knowledge::EntityRegistry,
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player_query: &crate::simulation::input::PlayerInputQuery,
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target_entity_id: Option<u64>,
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) {
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let Some(target_id) = target_entity_id else {
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tracing::warn!("Place verb without target_entity_id");
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return;
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};
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let Ok((_, player_pos, _, _)) = player_query.single() else {
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return;
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};
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let target_stable = StableId(target_id);
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let Some(target_entity) = registry.to_entity(&target_stable) else {
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tracing::warn!(target_id, "Place: target entity not in registry");
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return;
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};
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let place_pos = *player_pos;
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// Remove inventory components, place item at player's tile
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commands
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.entity(target_entity)
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.remove::<CarriedBy>()
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.remove::<InventorySlot>()
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.insert(place_pos);
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tracing::info!(
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target_id,
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x = place_pos.x,
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y = place_pos.y,
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z = place_pos.z,
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"Place: item dropped at player position",
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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;
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use bevy_ecs::world::World;
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fn setup_world() -> World {
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let mut world = World::new();
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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 find_next_slot_empty_returns_zero() {
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assert_eq!(find_next_slot(&[]), Some(0));
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}
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#[test]
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fn find_next_slot_skips_occupied() {
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assert_eq!(find_next_slot(&[0, 1, 2]), Some(3));
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}
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#[test]
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fn find_next_slot_fills_gaps() {
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assert_eq!(find_next_slot(&[0, 2, 4]), Some(1));
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}
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#[test]
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fn find_next_slot_full_returns_none() {
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let all: Vec<u8> = (0..9).collect();
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assert_eq!(find_next_slot(&all), None);
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}
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#[test]
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fn collect_inventory_empty_when_no_items() {
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let mut world = setup_world();
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let player = world.spawn_empty().id();
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let player_sid = world.resource_mut::<EntityRegistry>().register(player);
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let mut query_state = world.query::<(Entity, &CarriedBy, &ItemName, &InventorySlot)>();
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// Can't use system params directly in tests — use world query
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// Instead, verify the logic by spawning items and checking
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assert_eq!(query_state.iter(&world).count(), 0);
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let _ = player_sid; // used for the filter
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}
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#[test]
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fn carried_item_appears_in_inventory() {
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let mut world = setup_world();
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let player = world.spawn_empty().id();
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let player_sid = world.resource_mut::<EntityRegistry>().register(player);
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let item = world
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.spawn((
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CarriedBy(player_sid),
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ItemName("Manifest Copy".into()),
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InventorySlot(0),
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))
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.id();
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world.resource_mut::<EntityRegistry>().register(item);
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// Use system_state for proper Query access
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let mut system_state = bevy_ecs::system::SystemState::<(
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Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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Res<EntityRegistry>,
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)>::new(&mut world);
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let (items_query, registry) = system_state.get(&world);
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let inventory = collect_inventory_for(player_sid, &items_query, ®istry);
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assert_eq!(inventory.len(), 1);
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assert_eq!(inventory[0].name, "Manifest Copy");
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assert_eq!(inventory[0].slot, 0);
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}
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#[test]
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fn only_own_items_in_inventory() {
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let mut world = setup_world();
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let player = world.spawn_empty().id();
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let player_sid = world.resource_mut::<EntityRegistry>().register(player);
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let other = world.spawn_empty().id();
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let other_sid = world.resource_mut::<EntityRegistry>().register(other);
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// Player's item
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let item1 = world
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.spawn((
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CarriedBy(player_sid),
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ItemName("Manifest Copy".into()),
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InventorySlot(0),
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))
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.id();
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world.resource_mut::<EntityRegistry>().register(item1);
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// Other entity's item — should NOT appear in player's inventory
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let item2 = world
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.spawn((
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CarriedBy(other_sid),
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ItemName("Access Token".into()),
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InventorySlot(0),
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))
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.id();
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world.resource_mut::<EntityRegistry>().register(item2);
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let mut system_state = bevy_ecs::system::SystemState::<(
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Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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Res<EntityRegistry>,
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)>::new(&mut world);
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let (items_query, registry) = system_state.get(&world);
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let inventory = collect_inventory_for(player_sid, &items_query, ®istry);
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assert_eq!(inventory.len(), 1, "info boundary: only own items");
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assert_eq!(inventory[0].name, "Manifest Copy");
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}
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#[test]
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fn inventory_sorted_by_slot() {
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let mut world = setup_world();
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let player = world.spawn_empty().id();
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let player_sid = world.resource_mut::<EntityRegistry>().register(player);
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// Spawn items in reverse slot order
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for (slot, name) in [(2, "Comm Log"), (0, "Manifest"), (1, "Token")] {
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let item = world
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.spawn((
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CarriedBy(player_sid),
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ItemName(name.into()),
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InventorySlot(slot),
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))
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.id();
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world.resource_mut::<EntityRegistry>().register(item);
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}
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let mut system_state = bevy_ecs::system::SystemState::<(
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Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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Res<EntityRegistry>,
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)>::new(&mut world);
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let (items_query, registry) = system_state.get(&world);
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let inventory = collect_inventory_for(player_sid, &items_query, ®istry);
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assert_eq!(inventory.len(), 3);
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assert_eq!(inventory[0].slot, 0);
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assert_eq!(inventory[0].name, "Manifest");
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assert_eq!(inventory[1].slot, 1);
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assert_eq!(inventory[1].name, "Token");
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assert_eq!(inventory[2].slot, 2);
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assert_eq!(inventory[2].name, "Comm Log");
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}
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#[test]
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fn occupied_slots_returns_correct_set() {
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let mut world = setup_world();
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let player = world.spawn_empty().id();
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let player_sid = world.resource_mut::<EntityRegistry>().register(player);
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for slot in [0, 3, 7] {
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world.spawn((
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CarriedBy(player_sid),
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ItemName("Item".into()),
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InventorySlot(slot),
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));
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}
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let mut system_state = bevy_ecs::system::SystemState::<
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Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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>::new(&mut world);
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let items_query = system_state.get(&world);
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let mut slots = occupied_slots_for(player_sid, &items_query);
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slots.sort();
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assert_eq!(slots, vec![0, 3, 7]);
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}
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#[test]
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fn max_slots_is_nine() {
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assert_eq!(MAX_INVENTORY_SLOTS, 9);
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}
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// -----------------------------------------------------------------------
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// Take/Place verb tests (#424, D-065; moved from input.rs, T-1062)
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// -----------------------------------------------------------------------
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use crate::bridge::types::{PlayerAction, PlayerInput};
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use crate::simulation::input::{process_player_input, InputQueue};
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use crate::simulation::movement::{PlayerCharacter, TilePosition};
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use crate::simulation::time::SimulationTime;
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fn setup_verb_world() -> World {
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let mut world = World::new();
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world.insert_resource(InputQueue::default());
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world.insert_resource(SimulationTime::default());
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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 take_verb_picks_up_item() {
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let mut world = setup_verb_world();
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// Spawn player and register
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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.id();
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let player_sid = world.resource_mut::<EntityRegistry>().register(player);
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// Spawn item near player
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let item = world
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.spawn((TilePosition::new(5, 4, 0), ItemName("Manifest Copy".into())))
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.id();
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let item_sid = world.resource_mut::<EntityRegistry>().register(item);
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// Issue Take verb
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::Interact {
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target_entity_id: Some(item_sid.0),
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verb: Some("Take".into()),
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},
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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// Item should have CarriedBy + InventorySlot, no TilePosition
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assert!(
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world.get::<TilePosition>(item).is_none(),
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"item should leave the ground"
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);
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let carried = world
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.get::<CarriedBy>(item)
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.expect("item should have CarriedBy");
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assert_eq!(carried.0, player_sid);
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let slot = world
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.get::<InventorySlot>(item)
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.expect("item should have slot");
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assert_eq!(slot.0, 0, "first item goes to slot 0");
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}
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#[test]
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fn place_verb_drops_item() {
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let mut world = setup_verb_world();
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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.id();
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let player_sid = world.resource_mut::<EntityRegistry>().register(player);
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// Spawn item already in inventory (no TilePosition)
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let item = world
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.spawn((
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CarriedBy(player_sid),
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ItemName("Manifest Copy".into()),
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InventorySlot(0),
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))
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.id();
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let item_sid = world.resource_mut::<EntityRegistry>().register(item);
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// Issue Place verb
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::Interact {
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target_entity_id: Some(item_sid.0),
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verb: Some("Place".into()),
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},
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});
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(process_player_input);
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schedule.run(&mut world);
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// Item should have TilePosition at player's location, no CarriedBy/InventorySlot
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let pos = world
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.get::<TilePosition>(item)
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.expect("item should be on ground");
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assert_eq!(
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*pos,
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TilePosition::new(5, 5, 0),
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"placed at player position"
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);
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assert!(world.get::<CarriedBy>(item).is_none(), "CarriedBy removed");
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assert!(
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world.get::<InventorySlot>(item).is_none(),
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"InventorySlot removed"
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);
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}
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|
#[test]
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fn take_verb_assigns_sequential_slots() {
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let mut world = setup_verb_world();
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let player = world
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.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
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.id();
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let player_sid = world.resource_mut::<EntityRegistry>().register(player);
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// Item already in slot 0
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world.spawn((
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CarriedBy(player_sid),
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ItemName("Manifest".into()),
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InventorySlot(0),
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));
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// New item on the ground
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let item2 = world
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.spawn((TilePosition::new(5, 4, 0), ItemName("Token".into())))
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.id();
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let item2_sid = world.resource_mut::<EntityRegistry>().register(item2);
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world.resource_mut::<InputQueue>().push(PlayerInput {
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tick: 0,
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action: PlayerAction::Interact {
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target_entity_id: Some(item2_sid.0),
|
|
verb: Some("Take".into()),
|
|
},
|
|
});
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(process_player_input);
|
|
schedule.run(&mut world);
|
|
|
|
let slot = world
|
|
.get::<InventorySlot>(item2)
|
|
.expect("item should have slot");
|
|
assert_eq!(slot.0, 1, "second item goes to slot 1");
|
|
}
|
|
|
|
#[test]
|
|
fn take_verb_full_inventory_rejected() {
|
|
let mut world = setup_verb_world();
|
|
|
|
let player = world
|
|
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
|
|
.id();
|
|
let player_sid = world.resource_mut::<EntityRegistry>().register(player);
|
|
|
|
// Fill all 9 slots
|
|
for slot in 0..MAX_INVENTORY_SLOTS {
|
|
world.spawn((
|
|
CarriedBy(player_sid),
|
|
ItemName(format!("Item {}", slot)),
|
|
InventorySlot(slot),
|
|
));
|
|
}
|
|
|
|
// Try to take another item
|
|
let item = world
|
|
.spawn((TilePosition::new(5, 4, 0), ItemName("Overflow".into())))
|
|
.id();
|
|
let item_sid = world.resource_mut::<EntityRegistry>().register(item);
|
|
|
|
world.resource_mut::<InputQueue>().push(PlayerInput {
|
|
tick: 0,
|
|
action: PlayerAction::Interact {
|
|
target_entity_id: Some(item_sid.0),
|
|
verb: Some("Take".into()),
|
|
},
|
|
});
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(process_player_input);
|
|
schedule.run(&mut world);
|
|
|
|
// Item should still be on the ground
|
|
assert!(
|
|
world.get::<TilePosition>(item).is_some(),
|
|
"item stays on ground"
|
|
);
|
|
assert!(
|
|
world.get::<CarriedBy>(item).is_none(),
|
|
"no CarriedBy when full"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn take_then_place_roundtrip() {
|
|
// D-065: full cycle — item on ground → Take → carried → Place → ground again
|
|
let mut world = setup_verb_world();
|
|
|
|
let player = world
|
|
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
|
|
.id();
|
|
let player_sid = world.resource_mut::<EntityRegistry>().register(player);
|
|
|
|
let item = world
|
|
.spawn((TilePosition::new(5, 4, 0), ItemName("Manifest Copy".into())))
|
|
.id();
|
|
let item_sid = world.resource_mut::<EntityRegistry>().register(item);
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(process_player_input);
|
|
|
|
// Step 1: Take
|
|
world.resource_mut::<InputQueue>().push(PlayerInput {
|
|
tick: 0,
|
|
action: PlayerAction::Interact {
|
|
target_entity_id: Some(item_sid.0),
|
|
verb: Some("Take".into()),
|
|
},
|
|
});
|
|
schedule.run(&mut world);
|
|
|
|
assert!(
|
|
world.get::<TilePosition>(item).is_none(),
|
|
"item off ground after Take"
|
|
);
|
|
assert_eq!(world.get::<CarriedBy>(item).unwrap().0, player_sid);
|
|
assert_eq!(world.get::<InventorySlot>(item).unwrap().0, 0);
|
|
|
|
// Step 2: Place
|
|
world.resource_mut::<InputQueue>().push(PlayerInput {
|
|
tick: 1,
|
|
action: PlayerAction::Interact {
|
|
target_entity_id: Some(item_sid.0),
|
|
verb: Some("Place".into()),
|
|
},
|
|
});
|
|
world.resource_mut::<SimulationTime>().tick = 1;
|
|
schedule.run(&mut world);
|
|
|
|
let pos = world
|
|
.get::<TilePosition>(item)
|
|
.expect("item back on ground after Place");
|
|
assert_eq!(
|
|
*pos,
|
|
TilePosition::new(5, 5, 0),
|
|
"placed at player position"
|
|
);
|
|
assert!(
|
|
world.get::<CarriedBy>(item).is_none(),
|
|
"CarriedBy removed after Place"
|
|
);
|
|
assert!(
|
|
world.get::<InventorySlot>(item).is_none(),
|
|
"InventorySlot removed after Place"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn take_without_target_id_is_noop() {
|
|
// Edge case: Take verb with no target_entity_id should not panic
|
|
let mut world = setup_verb_world();
|
|
|
|
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
|
|
|
|
world.resource_mut::<InputQueue>().push(PlayerInput {
|
|
tick: 0,
|
|
action: PlayerAction::Interact {
|
|
target_entity_id: None,
|
|
verb: Some("Take".into()),
|
|
},
|
|
});
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(process_player_input);
|
|
schedule.run(&mut world); // should not panic
|
|
}
|
|
|
|
#[test]
|
|
fn place_without_target_id_is_noop() {
|
|
// Edge case: Place verb with no target_entity_id should not panic
|
|
let mut world = setup_verb_world();
|
|
|
|
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
|
|
|
|
world.resource_mut::<InputQueue>().push(PlayerInput {
|
|
tick: 0,
|
|
action: PlayerAction::Interact {
|
|
target_entity_id: None,
|
|
verb: Some("Place".into()),
|
|
},
|
|
});
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(process_player_input);
|
|
schedule.run(&mut world); // should not panic
|
|
}
|
|
}
|