RoutineDeviationEvent emitted when NPC breaks daily routine: wrong location for day phase or wrong activity at correct location. CurrentlyDeviating marker prevents duplicate events per episode. Respects pathfinding-in-progress (no false positives). Feeds observation event generator for observe_anomaly monologue triggers. Primary detective mechanic per D-027 criterion 4. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
1309 lines
45 KiB
Rust
1309 lines
45 KiB
Rust
//! Daily routine system (#88, #101, #243).
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//!
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//! Detects day-phase transitions (D-031) and issues PathRequests for NPCs
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//! whose DailyRoutine has a location for the new phase. Tracks NPC activity
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//! state when they arrive at their routine destination (#101).
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//!
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//! Routine deviation detection (#243): each tick, compares Active-tier NPCs'
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//! current position and activity against their expected routine. Emits
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//! `RoutineDeviationEvent` when an NPC deviates from their schedule. This is
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//! the primary server-side detective mechanic per D-027 criterion 4.
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//!
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//! Pipeline: phase transition → PathRequest → pathfinder → path_follow →
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//! NPC arrives → enter_activity sets ActivityState.
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//!
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//! Deviation pipeline: enter_activity runs → detect_routine_deviation compares
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//! position/activity against schedule → emits RoutineDeviationEvent if mismatch.
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use bevy_ecs::prelude::*;
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use serde::{Deserialize, Serialize};
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use crate::npc::{DailyRoutine, Npc};
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use crate::simulation::movement::TilePosition;
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use crate::simulation::pathfinding::{ComputedPath, PathRequest};
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use crate::simulation::tier::ActiveSim;
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use crate::simulation::time::{DayPhase, SimulationTime};
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// ---------------------------------------------------------------------------
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// ActivityState component (#101)
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// ---------------------------------------------------------------------------
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/// Tracks the activity an NPC is currently performing at their routine location.
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///
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/// Set by `enter_activity` when an NPC:
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/// 1. Has no active `ComputedPath` or `PathRequest` (finished walking)
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/// 2. Is at the location specified by their `DailyRoutine` for the current phase
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///
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/// Cleared on phase transitions (replaced with new activity or removed).
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/// Feeds `TellTrigger::DuringActivity` and D-028 Layer 2 situation matching.
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#[derive(Component, Debug, Clone, Serialize, Deserialize)]
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pub struct ActivityState {
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/// Activity name from `RoutineEntry.activity` (e.g., "Work", "Bar", "Sleep").
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pub activity: String,
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/// The day phase this activity belongs to.
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pub phase: DayPhase,
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/// Tick when the NPC arrived and started this activity.
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pub started_tick: u64,
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}
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/// Resource tracking the previous day phase for transition detection.
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#[derive(Resource, Debug, Clone)]
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pub struct PreviousDayPhase {
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pub phase: DayPhase,
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pub day: u64,
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}
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impl Default for PreviousDayPhase {
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fn default() -> Self {
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Self {
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phase: DayPhase::Morning,
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day: 0,
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}
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}
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}
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/// System: detect day-phase transitions and issue PathRequests for NPC routines.
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/// Runs after advance_tick so the current phase is up-to-date.
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///
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/// Scoped to `ActiveSim` NPCs — only active-tier NPCs receive routine-based
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/// PathRequests on phase transitions (D-026, #94).
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pub fn check_phase_transition(
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time: Res<SimulationTime>,
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mut previous: ResMut<PreviousDayPhase>,
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mut commands: Commands,
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npcs: Query<(Entity, &TilePosition, &DailyRoutine), (With<Npc>, With<ActiveSim>)>,
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) {
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let current_phase = time.day_phase();
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let current_day = time.day();
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if current_phase == previous.phase && current_day == previous.day {
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return;
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}
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tracing::debug!(
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"Day phase transition: {:?} -> {:?} (day {} -> {})",
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previous.phase,
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current_phase,
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previous.day,
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current_day
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);
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previous.phase = current_phase;
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previous.day = current_day;
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for (entity, current_pos, routine) in npcs.iter() {
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// Clear stale activity on phase transition — will be re-evaluated by enter_activity
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commands.entity(entity).remove::<ActivityState>();
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if let Some(expected_location) = routine.expected_location(current_phase) {
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if *current_pos != expected_location {
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commands.entity(entity).insert(PathRequest {
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goal: expected_location,
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});
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tracing::trace!(
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"Entity {:?}: routine path request to {:?} for {:?}",
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entity,
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expected_location,
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current_phase
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);
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}
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}
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}
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}
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// ---------------------------------------------------------------------------
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// System: enter_activity (#101)
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// ---------------------------------------------------------------------------
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/// Set ActivityState when an NPC has arrived at their routine destination.
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///
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/// Runs after movement validation. Checks NPCs that:
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/// - Have a DailyRoutine and ActiveSim tier
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/// - Are NOT currently pathfinding (no ComputedPath or PathRequest)
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/// - Are at the location specified for the current day phase
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/// - Don't already have the correct ActivityState for the current phase
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///
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/// When conditions are met, inserts an ActivityState component. When an NPC
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/// has a stale activity from a previous phase and isn't at the new phase's
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/// destination, the stale activity is removed.
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///
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/// System ordering: after validate_movement, before compute_observer_snapshot.
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pub fn enter_activity(
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mut commands: Commands,
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time: Res<SimulationTime>,
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npcs: Query<
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(
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Entity,
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&TilePosition,
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&DailyRoutine,
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Option<&ActivityState>,
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),
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(
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With<Npc>,
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With<ActiveSim>,
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Without<ComputedPath>,
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Without<PathRequest>,
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),
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>,
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) {
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let current_phase = time.day_phase();
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for (entity, pos, routine, activity_opt) in npcs.iter() {
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// Already performing the correct activity for this phase
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if let Some(activity) = activity_opt {
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if activity.phase == current_phase {
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continue;
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}
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}
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// Check if at routine destination for current phase
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if let Some(entry) = routine.entry_for_phase(current_phase) {
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if *pos == entry.location {
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commands.entity(entity).insert(ActivityState {
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activity: entry.activity.clone(),
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phase: current_phase,
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started_tick: time.tick,
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});
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tracing::trace!(
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"Entity {:?}: entered activity '{}' for {:?}",
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entity,
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entry.activity,
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current_phase,
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);
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} else {
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// Not at destination yet — remove stale activity
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commands.entity(entity).remove::<ActivityState>();
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}
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} else {
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// No routine entry for this phase — remove stale activity
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commands.entity(entity).remove::<ActivityState>();
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Routine deviation detection (#243)
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// ---------------------------------------------------------------------------
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/// Type of routine deviation detected.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum RoutineDeviationType {
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/// NPC is not at their expected location for the current day phase,
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/// and is not currently travelling there (no PathRequest or ComputedPath).
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/// Primary absence detection case — feeds the detective mechanic (D-027).
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WrongLocation,
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/// NPC is at their expected location for the current phase, but is
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/// performing a different activity (or ActivityState is absent).
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WrongActivity,
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}
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/// Event: an NPC has deviated from their scheduled routine.
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///
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/// Emitted once per deviation episode (not every tick while deviated).
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/// Feeds `observe_anomaly` monologue triggers (#119, this sprint).
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/// Primary detective mechanic per D-027 criterion 4.
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#[derive(Debug, Clone)]
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pub struct RoutineDeviationEvent {
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/// The NPC entity that deviated.
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pub entity: Entity,
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/// Type of deviation detected.
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pub deviation_type: RoutineDeviationType,
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/// Current day phase when deviation was detected.
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pub phase: DayPhase,
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/// Tick when deviation was first detected.
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pub tick: u64,
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/// Where the NPC should be (from their DailyRoutine).
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pub expected_location: TilePosition,
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/// Where the NPC actually is.
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pub actual_location: TilePosition,
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/// Activity NPC should be performing.
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pub expected_activity: String,
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/// Activity NPC is actually performing (None if ActivityState absent).
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pub actual_activity: Option<String>,
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}
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/// Resource: queue of routine deviation events.
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///
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/// Drained by the observation event generator (#239) which routes them to
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/// `observe_anomaly` monologue triggers (#119).
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#[derive(Resource, Default)]
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pub struct RoutineDeviationEventQueue {
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pub events: Vec<RoutineDeviationEvent>,
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}
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impl RoutineDeviationEventQueue {
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pub fn push(&mut self, event: RoutineDeviationEvent) {
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self.events.push(event);
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}
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pub fn drain(&mut self) -> Vec<RoutineDeviationEvent> {
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std::mem::take(&mut self.events)
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}
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pub fn len(&self) -> usize {
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self.events.len()
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}
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pub fn is_empty(&self) -> bool {
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self.events.is_empty()
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}
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}
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/// Marker: NPC is currently deviating from their routine.
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///
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/// Inserted by `detect_routine_deviation` on first deviation detection.
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/// Removed when NPC returns to their routine.
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/// Guards against duplicate events on consecutive deviation ticks.
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#[derive(Component, Debug, Clone, Copy)]
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pub struct CurrentlyDeviating;
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/// System: detect when Active-tier NPCs deviate from their scheduled routine.
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///
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/// Runs after `enter_activity` (so ActivityState is current). For each Active
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/// NPC with a `DailyRoutine` entry for the current phase:
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/// - If NPC is not at expected location AND not pathfinding: `WrongLocation`.
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/// - If NPC is at expected location but activity is wrong/absent: `WrongActivity`.
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/// - If on-schedule: clear `CurrentlyDeviating` marker.
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///
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/// NPCs with no routine entry for the current phase are not monitored.
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/// Scoped to `ActiveSim` — Background-tier NPCs are not monitored (D-026).
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pub fn detect_routine_deviation(
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mut commands: Commands,
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time: Res<SimulationTime>,
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mut queue: ResMut<RoutineDeviationEventQueue>,
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npcs: Query<
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(
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Entity,
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&TilePosition,
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&DailyRoutine,
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Option<&ActivityState>,
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Option<&PathRequest>,
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Option<&ComputedPath>,
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Option<&CurrentlyDeviating>,
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),
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(With<Npc>, With<ActiveSim>),
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>,
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) {
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let phase = time.day_phase();
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let tick = time.tick;
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for (entity, pos, routine, activity_opt, path_req, computed_path, deviating_opt) in
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npcs.iter()
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{
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let Some(entry) = routine.entry_for_phase(phase) else {
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// No routine entry for this phase — nothing to deviate from.
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// Clear any stale deviation marker from a previous phase.
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if deviating_opt.is_some() {
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commands.entity(entity).remove::<CurrentlyDeviating>();
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}
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continue;
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};
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let is_pathfinding = path_req.is_some() || computed_path.is_some();
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// Determine deviation type
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let deviation = if *pos != entry.location {
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if is_pathfinding {
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// Still travelling to destination — not deviated yet.
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if deviating_opt.is_some() {
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commands.entity(entity).remove::<CurrentlyDeviating>();
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}
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continue;
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}
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// Not at expected location, not en route → WrongLocation
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Some(RoutineDeviationType::WrongLocation)
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} else {
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// At expected location — check activity
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let correct = match activity_opt {
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Some(state) => state.activity == entry.activity && state.phase == phase,
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None => false, // No ActivityState when at location → WrongActivity
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};
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if correct {
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None // On schedule
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} else {
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Some(RoutineDeviationType::WrongActivity)
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}
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};
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match (deviation, deviating_opt) {
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(Some(dev_type), None) => {
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// New deviation — insert marker and emit event
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commands.entity(entity).insert(CurrentlyDeviating);
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queue.push(RoutineDeviationEvent {
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entity,
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deviation_type: dev_type,
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phase,
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tick,
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expected_location: entry.location,
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actual_location: *pos,
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expected_activity: entry.activity.clone(),
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actual_activity: activity_opt.map(|a| a.activity.clone()),
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});
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tracing::debug!(
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"Entity {:?}: routine deviation {:?} at phase {:?} tick {}",
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entity,
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dev_type,
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phase,
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tick
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);
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}
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(None, Some(_)) => {
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// Returned to routine — clear marker
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commands.entity(entity).remove::<CurrentlyDeviating>();
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tracing::debug!(
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"Entity {:?}: returned to routine at phase {:?} tick {}",
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entity,
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phase,
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tick
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);
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}
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// (Some, Some): still deviated — no duplicate event
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// (None, None): on schedule — no action
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_ => {}
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}
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}
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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::npc::RoutineEntry;
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use crate::simulation::time::{MINUTES_PER_PHASE, TICKS_PER_GAME_MINUTE};
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fn setup_world() -> bevy_ecs::world::World {
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let mut world = bevy_ecs::world::World::new();
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world.insert_resource(SimulationTime::default());
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world.init_resource::<PreviousDayPhase>();
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world
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}
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#[test]
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fn phase_transition_generates_path_request() {
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let mut world = setup_world();
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let afternoon_loc = TilePosition::new(10, 10, 0);
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let entity = world
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.spawn((
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Npc,
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crate::simulation::tier::ActiveSim, // system requires With<ActiveSim> (#94)
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TilePosition::new(5, 5, 0), // Not at afternoon location
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DailyRoutine {
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entries: vec![RoutineEntry {
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phase: DayPhase::Afternoon,
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location: afternoon_loc,
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activity: "Work".into(),
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}],
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description: "Test".into(),
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},
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))
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.id();
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// Advance time to Afternoon boundary
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world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(check_phase_transition);
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schedule.run(&mut world);
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let request = world.get::<PathRequest>(entity).unwrap();
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assert_eq!(request.goal, afternoon_loc);
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}
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#[test]
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fn no_transition_no_request() {
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let mut world = setup_world();
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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TilePosition::new(5, 5, 0),
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DailyRoutine {
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entries: vec![RoutineEntry {
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phase: DayPhase::Afternoon,
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location: TilePosition::new(10, 10, 0),
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activity: "Work".into(),
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}],
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description: "Test".into(),
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},
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))
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.id();
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// Time still at Morning (tick 0), same as PreviousDayPhase default
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(check_phase_transition);
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schedule.run(&mut world);
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assert!(world.get::<PathRequest>(entity).is_none());
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}
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|
|
#[test]
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fn npc_already_at_destination_no_request() {
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let mut world = setup_world();
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let loc = TilePosition::new(10, 10, 0);
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let entity = world
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.spawn((
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Npc,
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ActiveSim,
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loc, // Already at afternoon location
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DailyRoutine {
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entries: vec![RoutineEntry {
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phase: DayPhase::Afternoon,
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location: loc,
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activity: "Work".into(),
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}],
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description: "Test".into(),
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},
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))
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.id();
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|
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world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
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|
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let mut schedule = bevy_ecs::schedule::Schedule::default();
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schedule.add_systems(check_phase_transition);
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schedule.run(&mut world);
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|
|
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assert!(world.get::<PathRequest>(entity).is_none());
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}
|
|
|
|
#[test]
|
|
fn npc_without_routine_entry_ignored() {
|
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let mut world = setup_world();
|
|
|
|
let entity = world
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.spawn((
|
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Npc,
|
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ActiveSim,
|
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TilePosition::new(5, 5, 0),
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DailyRoutine {
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entries: vec![RoutineEntry {
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|
phase: DayPhase::Morning,
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|
location: TilePosition::new(5, 5, 0),
|
|
activity: "Sleep".into(),
|
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}],
|
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description: "Test".into(),
|
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},
|
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))
|
|
.id();
|
|
|
|
// Transition to Afternoon, but NPC only has Morning entry
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world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(check_phase_transition);
|
|
schedule.run(&mut world);
|
|
|
|
assert!(world.get::<PathRequest>(entity).is_none());
|
|
}
|
|
|
|
#[test]
|
|
fn day_rollover_triggers_morning_routine() {
|
|
let mut world = setup_world();
|
|
|
|
// Start at Night
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|
let night_tick = 1080 * TICKS_PER_GAME_MINUTE;
|
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world.resource_mut::<SimulationTime>().tick = night_tick;
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world.resource_mut::<PreviousDayPhase>().phase = DayPhase::Night;
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world.resource_mut::<PreviousDayPhase>().day = 0;
|
|
|
|
let morning_loc = TilePosition::new(3, 3, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
crate::simulation::tier::ActiveSim, // system requires With<ActiveSim> (#94)
|
|
TilePosition::new(20, 20, 0),
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Morning,
|
|
location: morning_loc,
|
|
activity: "Wake up".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
))
|
|
.id();
|
|
|
|
// Advance to next day's Morning (day 1, tick 0 of new day)
|
|
world.resource_mut::<SimulationTime>().tick = 1440 * TICKS_PER_GAME_MINUTE;
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(check_phase_transition);
|
|
schedule.run(&mut world);
|
|
|
|
let request = world.get::<PathRequest>(entity).unwrap();
|
|
assert_eq!(request.goal, morning_loc);
|
|
}
|
|
|
|
// -- enter_activity tests (#101) ------------------------------------------
|
|
|
|
#[test]
|
|
fn npc_at_routine_destination_gets_activity_state() {
|
|
let mut world = setup_world();
|
|
// Time = Afternoon
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let loc = TilePosition::new(10, 10, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc, // Already at afternoon destination
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
))
|
|
.id();
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(enter_activity);
|
|
schedule.run(&mut world);
|
|
world.flush();
|
|
|
|
let state = world.get::<ActivityState>(entity).unwrap();
|
|
assert_eq!(state.activity, "Work");
|
|
assert_eq!(state.phase, DayPhase::Afternoon);
|
|
assert_eq!(state.started_tick, MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE);
|
|
}
|
|
|
|
#[test]
|
|
fn npc_not_at_destination_no_activity_state() {
|
|
let mut world = setup_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
TilePosition::new(5, 5, 0), // NOT at afternoon location
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: TilePosition::new(10, 10, 0),
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
))
|
|
.id();
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(enter_activity);
|
|
schedule.run(&mut world);
|
|
world.flush();
|
|
|
|
assert!(world.get::<ActivityState>(entity).is_none());
|
|
}
|
|
|
|
#[test]
|
|
fn npc_with_computed_path_excluded() {
|
|
let mut world = setup_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let loc = TilePosition::new(10, 10, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc, // At destination but still has a path
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
ComputedPath {
|
|
steps: vec![],
|
|
current_index: 0,
|
|
},
|
|
))
|
|
.id();
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(enter_activity);
|
|
schedule.run(&mut world);
|
|
world.flush();
|
|
|
|
assert!(
|
|
world.get::<ActivityState>(entity).is_none(),
|
|
"NPC with ComputedPath should not get ActivityState"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn npc_with_path_request_excluded() {
|
|
let mut world = setup_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let loc = TilePosition::new(10, 10, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc,
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
PathRequest { goal: loc },
|
|
))
|
|
.id();
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(enter_activity);
|
|
schedule.run(&mut world);
|
|
world.flush();
|
|
|
|
assert!(
|
|
world.get::<ActivityState>(entity).is_none(),
|
|
"NPC with PathRequest should not get ActivityState"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn existing_activity_same_phase_not_overwritten() {
|
|
let mut world = setup_world();
|
|
let tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
world.resource_mut::<SimulationTime>().tick = tick + 100;
|
|
|
|
let loc = TilePosition::new(10, 10, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc,
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
ActivityState {
|
|
activity: "Work".into(),
|
|
phase: DayPhase::Afternoon,
|
|
started_tick: tick, // Set earlier
|
|
},
|
|
))
|
|
.id();
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(enter_activity);
|
|
schedule.run(&mut world);
|
|
world.flush();
|
|
|
|
let state = world.get::<ActivityState>(entity).unwrap();
|
|
assert_eq!(
|
|
state.started_tick, tick,
|
|
"started_tick should be preserved, not updated"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn stale_activity_replaced_on_phase_change() {
|
|
let mut world = setup_world();
|
|
// Time = Evening (after Afternoon)
|
|
let evening_tick = 2 * MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
world.resource_mut::<SimulationTime>().tick = evening_tick;
|
|
|
|
let evening_loc = TilePosition::new(20, 20, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
evening_loc, // Already at evening location
|
|
DailyRoutine {
|
|
entries: vec![
|
|
RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: TilePosition::new(10, 10, 0),
|
|
activity: "Work".into(),
|
|
},
|
|
RoutineEntry {
|
|
phase: DayPhase::Evening,
|
|
location: evening_loc,
|
|
activity: "Bar".into(),
|
|
},
|
|
],
|
|
description: "Test".into(),
|
|
},
|
|
// Stale activity from previous phase
|
|
ActivityState {
|
|
activity: "Work".into(),
|
|
phase: DayPhase::Afternoon,
|
|
started_tick: 1000,
|
|
},
|
|
))
|
|
.id();
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(enter_activity);
|
|
schedule.run(&mut world);
|
|
world.flush();
|
|
|
|
let state = world.get::<ActivityState>(entity).unwrap();
|
|
assert_eq!(state.activity, "Bar");
|
|
assert_eq!(state.phase, DayPhase::Evening);
|
|
assert_eq!(state.started_tick, evening_tick);
|
|
}
|
|
|
|
#[test]
|
|
fn no_routine_for_phase_clears_stale_activity() {
|
|
let mut world = setup_world();
|
|
// Time = Night
|
|
let night_tick = 3 * MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
world.resource_mut::<SimulationTime>().tick = night_tick;
|
|
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
TilePosition::new(10, 10, 0),
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Evening,
|
|
location: TilePosition::new(10, 10, 0),
|
|
activity: "Bar".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
// Stale activity from Evening, no Night entry
|
|
ActivityState {
|
|
activity: "Bar".into(),
|
|
phase: DayPhase::Evening,
|
|
started_tick: 1000,
|
|
},
|
|
))
|
|
.id();
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(enter_activity);
|
|
schedule.run(&mut world);
|
|
world.flush();
|
|
|
|
assert!(
|
|
world.get::<ActivityState>(entity).is_none(),
|
|
"Stale activity should be cleared when no routine entry for current phase"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn phase_transition_clears_activity_state() {
|
|
let mut world = setup_world();
|
|
|
|
let loc = TilePosition::new(10, 10, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc,
|
|
DailyRoutine {
|
|
entries: vec![
|
|
RoutineEntry {
|
|
phase: DayPhase::Morning,
|
|
location: loc,
|
|
activity: "Work".into(),
|
|
},
|
|
RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: TilePosition::new(20, 20, 0),
|
|
activity: "Lunch".into(),
|
|
},
|
|
],
|
|
description: "Test".into(),
|
|
},
|
|
ActivityState {
|
|
activity: "Work".into(),
|
|
phase: DayPhase::Morning,
|
|
started_tick: 0,
|
|
},
|
|
))
|
|
.id();
|
|
|
|
// Trigger phase transition to Afternoon
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(check_phase_transition);
|
|
schedule.run(&mut world);
|
|
world.flush();
|
|
|
|
// ActivityState should be cleared by phase transition
|
|
assert!(
|
|
world.get::<ActivityState>(entity).is_none(),
|
|
"Phase transition should clear ActivityState"
|
|
);
|
|
// PathRequest should be set for the new phase location
|
|
assert!(world.get::<PathRequest>(entity).is_some());
|
|
}
|
|
|
|
// -- detect_routine_deviation tests (#243) --------------------------------
|
|
|
|
fn setup_deviation_world() -> World {
|
|
let mut world = World::new();
|
|
world.init_resource::<SimulationTime>();
|
|
world.init_resource::<RoutineDeviationEventQueue>();
|
|
world.init_resource::<PreviousDayPhase>();
|
|
world
|
|
}
|
|
|
|
fn run_deviation_system(world: &mut World) {
|
|
let mut schedule = bevy_ecs::schedule::Schedule::default();
|
|
schedule.add_systems(detect_routine_deviation);
|
|
schedule.run(world);
|
|
world.flush();
|
|
}
|
|
|
|
#[test]
|
|
fn deviation_event_emitted_wrong_location() {
|
|
let mut world = setup_deviation_world();
|
|
// Time = Afternoon
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let expected_loc = TilePosition::new(10, 10, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
TilePosition::new(5, 5, 0), // Wrong location, not pathfinding
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: expected_loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
// No PathRequest, no ComputedPath — NPC is just absent
|
|
))
|
|
.id();
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert_eq!(queue.len(), 1, "should emit one deviation event");
|
|
let evt = &queue.events[0];
|
|
assert_eq!(evt.entity, entity);
|
|
assert_eq!(evt.deviation_type, RoutineDeviationType::WrongLocation);
|
|
assert_eq!(evt.expected_location, expected_loc);
|
|
assert_eq!(evt.actual_location, TilePosition::new(5, 5, 0));
|
|
assert_eq!(evt.expected_activity, "Work");
|
|
assert!(evt.actual_activity.is_none());
|
|
}
|
|
|
|
#[test]
|
|
fn no_deviation_when_at_correct_location_and_activity() {
|
|
let mut world = setup_deviation_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let loc = TilePosition::new(10, 10, 0);
|
|
world.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc,
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
ActivityState {
|
|
activity: "Work".into(),
|
|
phase: DayPhase::Afternoon,
|
|
started_tick: MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE,
|
|
},
|
|
));
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert!(queue.is_empty(), "on-schedule NPC should not emit a deviation event");
|
|
}
|
|
|
|
#[test]
|
|
fn no_deviation_when_pathfinding_to_destination() {
|
|
let mut world = setup_deviation_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let expected_loc = TilePosition::new(10, 10, 0);
|
|
world.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
TilePosition::new(5, 5, 0), // Not there yet
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: expected_loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
PathRequest { goal: expected_loc }, // En route
|
|
));
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert!(
|
|
queue.is_empty(),
|
|
"NPC with PathRequest is en route — not yet deviated"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn no_deviation_when_computed_path_active() {
|
|
let mut world = setup_deviation_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let expected_loc = TilePosition::new(10, 10, 0);
|
|
world.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
TilePosition::new(5, 5, 0),
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: expected_loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
ComputedPath {
|
|
steps: vec![TilePosition::new(6, 5, 0)],
|
|
current_index: 0,
|
|
},
|
|
));
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert!(
|
|
queue.is_empty(),
|
|
"NPC with ComputedPath is walking — not yet deviated"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn deviation_event_emitted_wrong_activity() {
|
|
let mut world = setup_deviation_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let loc = TilePosition::new(10, 10, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc, // At correct location
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
ActivityState {
|
|
activity: "Idle".into(), // Wrong activity
|
|
phase: DayPhase::Afternoon,
|
|
started_tick: 100,
|
|
},
|
|
))
|
|
.id();
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert_eq!(queue.len(), 1);
|
|
let evt = &queue.events[0];
|
|
assert_eq!(evt.entity, entity);
|
|
assert_eq!(evt.deviation_type, RoutineDeviationType::WrongActivity);
|
|
assert_eq!(evt.expected_activity, "Work");
|
|
assert_eq!(evt.actual_activity.as_deref(), Some("Idle"));
|
|
}
|
|
|
|
#[test]
|
|
fn wrong_activity_when_activity_state_absent_at_location() {
|
|
let mut world = setup_deviation_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let loc = TilePosition::new(10, 10, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc, // At correct location
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
// No ActivityState — NPC is at location but hasn't settled
|
|
))
|
|
.id();
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert_eq!(queue.len(), 1);
|
|
let evt = &queue.events[0];
|
|
assert_eq!(evt.entity, entity);
|
|
assert_eq!(evt.deviation_type, RoutineDeviationType::WrongActivity);
|
|
assert!(evt.actual_activity.is_none());
|
|
}
|
|
|
|
#[test]
|
|
fn no_duplicate_events_while_deviated() {
|
|
let mut world = setup_deviation_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let expected_loc = TilePosition::new(10, 10, 0);
|
|
world.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
TilePosition::new(5, 5, 0),
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: expected_loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
CurrentlyDeviating, // Already marked as deviating
|
|
));
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert!(
|
|
queue.is_empty(),
|
|
"no duplicate deviation event while already marked as deviating"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn deviation_marker_cleared_when_npc_returns_to_routine() {
|
|
let mut world = setup_deviation_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let loc = TilePosition::new(10, 10, 0);
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc, // Now at correct location
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
ActivityState {
|
|
activity: "Work".into(),
|
|
phase: DayPhase::Afternoon,
|
|
started_tick: 100,
|
|
},
|
|
CurrentlyDeviating, // Was deviating, now returned
|
|
))
|
|
.id();
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
assert!(
|
|
world.get::<CurrentlyDeviating>(entity).is_none(),
|
|
"CurrentlyDeviating marker should be removed when NPC returns to routine"
|
|
);
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert!(queue.is_empty(), "no event on deviation resolution");
|
|
}
|
|
|
|
#[test]
|
|
fn no_routine_for_phase_clears_deviation_marker() {
|
|
let mut world = setup_deviation_world();
|
|
// Night phase — NPC has no routine entry
|
|
world.resource_mut::<SimulationTime>().tick = 3 * MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let entity = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
TilePosition::new(5, 5, 0),
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Morning,
|
|
location: TilePosition::new(5, 5, 0),
|
|
activity: "Sleep".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
CurrentlyDeviating, // Stale marker from previous phase
|
|
))
|
|
.id();
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
// No entry for Night → marker cleared, no event
|
|
assert!(
|
|
world.get::<CurrentlyDeviating>(entity).is_none(),
|
|
"stale deviation marker cleared when NPC has no routine for current phase"
|
|
);
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert!(queue.is_empty());
|
|
}
|
|
|
|
#[test]
|
|
fn background_npc_not_monitored_for_deviation() {
|
|
let mut world = setup_deviation_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
world.spawn((
|
|
Npc,
|
|
crate::simulation::tier::BackgroundSim,
|
|
TilePosition::new(5, 5, 0), // Wrong location
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: TilePosition::new(10, 10, 0),
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
));
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert!(
|
|
queue.is_empty(),
|
|
"Background-tier NPCs must not generate deviation events"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn multiple_npcs_deviated_independently() {
|
|
let mut world = setup_deviation_world();
|
|
world.resource_mut::<SimulationTime>().tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE;
|
|
|
|
let expected_loc = TilePosition::new(10, 10, 0);
|
|
|
|
// NPC 1: wrong location (will deviate)
|
|
let e1 = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
TilePosition::new(1, 1, 0),
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: expected_loc,
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
))
|
|
.id();
|
|
|
|
// NPC 2: on schedule (no deviation)
|
|
let loc2 = TilePosition::new(20, 20, 0);
|
|
world.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc2,
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc2,
|
|
activity: "Bar".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
ActivityState {
|
|
activity: "Bar".into(),
|
|
phase: DayPhase::Afternoon,
|
|
started_tick: MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE,
|
|
},
|
|
));
|
|
|
|
// NPC 3: wrong activity (will deviate)
|
|
let loc3 = TilePosition::new(30, 30, 0);
|
|
let e3 = world
|
|
.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
loc3,
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: loc3,
|
|
activity: "Inspect".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
ActivityState {
|
|
activity: "Loiter".into(), // Wrong
|
|
phase: DayPhase::Afternoon,
|
|
started_tick: 100,
|
|
},
|
|
))
|
|
.id();
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
assert_eq!(queue.len(), 2, "two NPCs should deviate independently");
|
|
|
|
let deviated: Vec<Entity> = queue.events.iter().map(|e| e.entity).collect();
|
|
assert!(deviated.contains(&e1));
|
|
assert!(deviated.contains(&e3));
|
|
}
|
|
|
|
#[test]
|
|
fn deviation_event_records_current_tick_and_phase() {
|
|
let mut world = setup_deviation_world();
|
|
let tick = MINUTES_PER_PHASE * TICKS_PER_GAME_MINUTE + 42;
|
|
world.resource_mut::<SimulationTime>().tick = tick;
|
|
|
|
world.spawn((
|
|
Npc,
|
|
ActiveSim,
|
|
TilePosition::new(5, 5, 0),
|
|
DailyRoutine {
|
|
entries: vec![RoutineEntry {
|
|
phase: DayPhase::Afternoon,
|
|
location: TilePosition::new(10, 10, 0),
|
|
activity: "Work".into(),
|
|
}],
|
|
description: "Test".into(),
|
|
},
|
|
));
|
|
|
|
run_deviation_system(&mut world);
|
|
|
|
let queue = world.resource::<RoutineDeviationEventQueue>();
|
|
let evt = &queue.events[0];
|
|
assert_eq!(evt.tick, tick);
|
|
assert_eq!(evt.phase, DayPhase::Afternoon);
|
|
}
|
|
}
|