Files
settled-reach/server/src/simulation/follow.rs
T
jpmschweitzerandClaude Opus 4.6 aa79dd97e7 fix(simulation): Clippy cleanup and CI enforcement (#635)
Fix all Clippy warnings across the server codebase (2411 insertions, 1341
deletions). Raise type-complexity-threshold to 750 and too-many-arguments
to 12 in .clippy.toml for idiomatic Bevy ECS system signatures. The server
now passes `cargo clippy -- --deny warnings` cleanly.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-17 10:33:15 +01:00

1036 lines
32 KiB
Rust

//! Follow mechanic (#241) — player designates an NPC as follow target.
//!
//! Server tracks: target NPC entity, distance, LOS state, proximity ticks.
//! NPC suspicion increases via `ToleranceThreshold` stress when the player
//! maintains close proximity + LOS for sustained ticks ("too close too long").
//!
//! Follow ends when:
//! - Target leaves LOS for `FOLLOW_LOS_LOST_TIMEOUT` ticks (deep fog)
//! - Target's tolerance threshold is breached (suspicion detected)
//! - Player issues a different Interact verb (handled in input.rs)
//!
//! All arithmetic is integer-only (D-010 determinism).
use bevy_ecs::prelude::*;
use crate::npc::tolerance::ToleranceBreached;
use crate::npc::{Npc, ToleranceThreshold};
use crate::perception::query::VisibilityGeometry;
use crate::simulation::movement::{PlayerCharacter, TilePosition};
use crate::simulation::time::SimulationTime;
// ---------------------------------------------------------------------------
// Constants
// ---------------------------------------------------------------------------
/// Manhattan distance within which follow counts as "too close" (tiles).
pub const FOLLOW_PROXIMITY_RANGE: u32 = 2;
/// Ticks of sustained close proximity before suspicion stress starts.
pub const FOLLOW_SUSPICION_TICKS: u64 = 60;
/// Ticks without LOS before follow auto-ends (deep fog timeout).
pub const FOLLOW_LOS_LOST_TIMEOUT: u64 = 30;
/// Stress increment per tick when player is "too close too long" (integer, D-010).
pub const FOLLOW_STRESS_PER_TICK: i16 = 2;
// ---------------------------------------------------------------------------
// Components
// ---------------------------------------------------------------------------
/// Marker component on the player: designates an NPC as the follow target.
///
/// Inserted by `handle_follow` in `input.rs` when the player uses the Follow verb.
/// Removed by `update_follow_state` when follow ends, or by input processing
/// when the player issues a different action.
#[derive(Component, Debug, Clone)]
pub struct FollowTarget {
/// The NPC entity being followed.
pub target: Entity,
/// Tick when follow started.
pub started_tick: u64,
/// Consecutive ticks player has been within FOLLOW_PROXIMITY_RANGE with LOS.
pub proximity_ticks: u64,
/// Consecutive ticks LOS to target has been lost.
pub los_lost_ticks: u64,
}
/// Event emitted when follow ends, for downstream systems to react.
#[derive(Debug, Clone)]
pub struct FollowEndEvent {
/// The player entity that was following.
pub player: Entity,
/// The NPC entity that was being followed.
pub target: Entity,
/// Why the follow ended.
pub reason: FollowEndReason,
/// Tick when follow ended.
pub tick: u64,
}
/// Why a follow ended.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum FollowEndReason {
/// Target left LOS for too long.
LosLost,
/// Target's tolerance threshold was breached (detected player).
Detected,
/// Player issued a different action.
PlayerAction,
}
/// Resource: queue of follow end events (drained per tick).
#[derive(Resource, Default)]
pub struct FollowEndEventQueue {
pub events: Vec<FollowEndEvent>,
}
impl FollowEndEventQueue {
pub fn push(&mut self, event: FollowEndEvent) {
self.events.push(event);
}
pub fn drain(&mut self) -> Vec<FollowEndEvent> {
std::mem::take(&mut self.events)
}
pub fn is_empty(&self) -> bool {
self.events.is_empty()
}
}
// ---------------------------------------------------------------------------
// Wire type for ObserverSnapshot
// ---------------------------------------------------------------------------
/// Follow state sent to the client for HUD display (#241).
///
/// Present when the player is actively following an NPC.
/// Client shows follow-mode indicator with distance and LOS state.
#[derive(Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct FollowStateWire {
/// Wire-format entity ID of the follow target.
pub target_entity_id: u64,
/// Current Manhattan distance to target.
pub distance: u32,
/// Whether the player currently has LOS to the target.
pub has_los: bool,
/// Consecutive ticks of close proximity (for UI tension indicator).
pub proximity_ticks: u64,
}
// ---------------------------------------------------------------------------
// System
// ---------------------------------------------------------------------------
/// System: update follow state each tick for players with a FollowTarget.
///
/// Runs after movement validation and visibility geometry computation.
/// For each player with `FollowTarget`:
///
/// 1. Check if target still exists and has a position.
/// 2. Compute Manhattan distance to target.
/// 3. Check LOS via VisibilityGeometry (player's precomputed FOV).
/// 4. Update proximity_ticks and los_lost_ticks counters.
/// 5. Apply suspicion stress to target's ToleranceThreshold when "too close too long".
/// 6. End follow if LOS lost for timeout or target's tolerance is breached.
///
/// Scoped to players only (FollowTarget is a player component).
pub fn update_follow_state(
mut commands: Commands,
time: Res<SimulationTime>,
geometry: Res<VisibilityGeometry>,
mut end_queue: ResMut<FollowEndEventQueue>,
mut player_query: Query<(Entity, &TilePosition, &mut FollowTarget), With<PlayerCharacter>>,
target_query: Query<(&TilePosition, Option<&ToleranceBreached>), With<Npc>>,
mut tolerance_query: Query<&mut ToleranceThreshold, With<Npc>>,
) {
let tick = time.tick;
let Ok((player_entity, player_pos, mut follow)) = player_query.single_mut() else {
return;
};
// Check target still exists with a position
let Ok((target_pos, is_detected)) = target_query.get(follow.target) else {
// Target despawned or lost position — end follow
commands.entity(player_entity).remove::<FollowTarget>();
end_queue.push(FollowEndEvent {
player: player_entity,
target: follow.target,
reason: FollowEndReason::LosLost,
tick,
});
return;
};
// Check if target's tolerance has been breached (detected player)
if is_detected.is_some() {
commands.entity(player_entity).remove::<FollowTarget>();
end_queue.push(FollowEndEvent {
player: player_entity,
target: follow.target,
reason: FollowEndReason::Detected,
tick,
});
return;
}
// Compute distance
let distance = player_pos
.manhattan_distance(target_pos)
.unwrap_or(u32::MAX);
// Check LOS: target position must be in the player's precomputed visibility
let has_los = target_pos.z == geometry.observer_z
&& geometry
.visible_positions
.contains(&(target_pos.x, target_pos.y));
if has_los {
// Reset LOS lost counter
follow.los_lost_ticks = 0;
// Track close proximity
if distance <= FOLLOW_PROXIMITY_RANGE {
follow.proximity_ticks += 1;
} else {
// Not close — reset proximity counter (must be sustained)
follow.proximity_ticks = 0;
}
// Apply suspicion stress when "too close too long"
if follow.proximity_ticks >= FOLLOW_SUSPICION_TICKS {
if let Ok(mut tolerance) = tolerance_query.get_mut(follow.target) {
tolerance.current_stress = tolerance
.current_stress
.saturating_add(FOLLOW_STRESS_PER_TICK);
tracing::debug!(
target = ?follow.target,
stress = tolerance.current_stress,
proximity_ticks = follow.proximity_ticks,
"Follow: applying suspicion stress"
);
}
}
} else {
// LOS lost — increment counter
follow.los_lost_ticks += 1;
// Reset proximity counter (can't be "too close" without LOS)
follow.proximity_ticks = 0;
// Check timeout
if follow.los_lost_ticks >= FOLLOW_LOS_LOST_TIMEOUT {
commands.entity(player_entity).remove::<FollowTarget>();
end_queue.push(FollowEndEvent {
player: player_entity,
target: follow.target,
reason: FollowEndReason::LosLost,
tick,
});
tracing::debug!(
target = ?follow.target,
los_lost_ticks = follow.los_lost_ticks,
"Follow: ended — LOS lost for too long"
);
}
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::npc::{Npc, ToleranceThreshold};
use crate::perception::query::VisibilityGeometry;
use crate::simulation::movement::{PlayerCharacter, TilePosition};
use crate::simulation::time::SimulationTime;
use bevy_ecs::world::World;
use std::collections::BTreeSet;
fn setup_world() -> World {
let mut world = World::new();
world.init_resource::<SimulationTime>();
world.init_resource::<FollowEndEventQueue>();
// Empty visibility geometry — tests override as needed
world.insert_resource(VisibilityGeometry {
visible_tiles: vec![],
visible_positions: BTreeSet::new(),
sector_lookup: Default::default(),
observer_z: 0,
});
world
}
fn run_system(world: &mut World) {
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(update_follow_state);
schedule.run(world);
}
/// Make target visible in the geometry resource.
fn make_visible(world: &mut World, x: i32, y: i32) {
let mut geom = world.resource_mut::<VisibilityGeometry>();
geom.visible_positions.insert((x, y));
}
// -----------------------------------------------------------------------
// Basic follow tracking
// -----------------------------------------------------------------------
#[test]
fn follow_tracks_proximity_ticks_when_close_with_los() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 0,
los_lost_ticks: 0,
},
));
// Target is visible
make_visible(&mut world, 5, 6);
run_system(&mut world);
let mut query = world.query::<&FollowTarget>();
let follow = query.single(&world).unwrap();
assert_eq!(follow.proximity_ticks, 1, "proximity should tick up");
assert_eq!(follow.los_lost_ticks, 0, "LOS is not lost");
}
#[test]
fn follow_resets_proximity_when_far() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 10, 0), // distance 5 from player
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 10,
los_lost_ticks: 0,
},
));
make_visible(&mut world, 5, 10);
run_system(&mut world);
let mut query = world.query::<&FollowTarget>();
let follow = query.single(&world).unwrap();
assert_eq!(
follow.proximity_ticks, 0,
"proximity resets when beyond close range"
);
}
// -----------------------------------------------------------------------
// LOS tracking
// -----------------------------------------------------------------------
#[test]
fn follow_tracks_los_lost_ticks() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 0,
los_lost_ticks: 0,
},
));
// Target NOT visible (not in visible_positions)
run_system(&mut world);
let mut query = world.query::<&FollowTarget>();
let follow = query.single(&world).unwrap();
assert_eq!(follow.los_lost_ticks, 1, "LOS lost should increment");
assert_eq!(
follow.proximity_ticks, 0,
"proximity should not increment without LOS"
);
}
#[test]
fn follow_los_regained_resets_counter() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 0,
los_lost_ticks: 15, // Was losing LOS
},
));
make_visible(&mut world, 5, 6);
run_system(&mut world);
let mut query = world.query::<&FollowTarget>();
let follow = query.single(&world).unwrap();
assert_eq!(follow.los_lost_ticks, 0, "LOS regained resets counter");
}
// -----------------------------------------------------------------------
// Follow end conditions
// -----------------------------------------------------------------------
#[test]
fn follow_ends_on_los_timeout() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 0,
los_lost_ticks: FOLLOW_LOS_LOST_TIMEOUT - 1, // One tick away
},
))
.id();
// Target NOT visible
run_system(&mut world);
assert!(
world.get::<FollowTarget>(player).is_none(),
"follow should end after LOS timeout"
);
let queue = world.resource::<FollowEndEventQueue>();
assert_eq!(queue.events.len(), 1);
assert_eq!(queue.events[0].reason, FollowEndReason::LosLost);
}
#[test]
fn follow_ends_on_detection() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 80,
threshold: 80,
},
ToleranceBreached, // Already detected
))
.id();
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 0,
los_lost_ticks: 0,
},
))
.id();
make_visible(&mut world, 5, 6);
run_system(&mut world);
assert!(
world.get::<FollowTarget>(player).is_none(),
"follow should end when target detects player"
);
let queue = world.resource::<FollowEndEventQueue>();
assert_eq!(queue.events.len(), 1);
assert_eq!(queue.events[0].reason, FollowEndReason::Detected);
}
#[test]
fn follow_ends_on_target_despawn() {
let mut world = setup_world();
// Spawn and immediately despawn the target
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.despawn(target);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 0,
los_lost_ticks: 0,
},
))
.id();
run_system(&mut world);
assert!(
world.get::<FollowTarget>(player).is_none(),
"follow should end when target is despawned"
);
}
// -----------------------------------------------------------------------
// Suspicion stress
// -----------------------------------------------------------------------
#[test]
fn stress_not_applied_before_threshold() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: FOLLOW_SUSPICION_TICKS - 2, // Not yet at threshold
los_lost_ticks: 0,
},
));
make_visible(&mut world, 5, 6);
run_system(&mut world);
let tolerance = world.get::<ToleranceThreshold>(target).unwrap();
assert_eq!(
tolerance.current_stress, 0,
"stress should not increase before suspicion threshold"
);
}
#[test]
fn stress_applied_at_suspicion_threshold() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: FOLLOW_SUSPICION_TICKS - 1, // Will reach threshold this tick
los_lost_ticks: 0,
},
));
make_visible(&mut world, 5, 6);
run_system(&mut world);
let tolerance = world.get::<ToleranceThreshold>(target).unwrap();
assert_eq!(
tolerance.current_stress, FOLLOW_STRESS_PER_TICK,
"stress should increase when proximity reaches suspicion threshold"
);
}
#[test]
fn stress_accumulates_over_ticks() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 10,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: FOLLOW_SUSPICION_TICKS + 10, // Well past threshold
los_lost_ticks: 0,
},
));
make_visible(&mut world, 5, 6);
run_system(&mut world);
let tolerance = world.get::<ToleranceThreshold>(target).unwrap();
assert_eq!(
tolerance.current_stress,
10 + FOLLOW_STRESS_PER_TICK,
"stress should accumulate from existing value"
);
}
#[test]
fn stress_saturates_at_max() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: i16::MAX - 1,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: FOLLOW_SUSPICION_TICKS,
los_lost_ticks: 0,
},
));
make_visible(&mut world, 5, 6);
run_system(&mut world);
let tolerance = world.get::<ToleranceThreshold>(target).unwrap();
assert_eq!(
tolerance.current_stress,
i16::MAX,
"stress should saturate, not overflow"
);
}
// -----------------------------------------------------------------------
// No player / no follow
// -----------------------------------------------------------------------
#[test]
fn no_player_no_panic() {
let mut world = setup_world();
// No player entity
run_system(&mut world); // should not panic
}
#[test]
fn player_without_follow_no_panic() {
let mut world = setup_world();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
run_system(&mut world); // should not panic
}
// -----------------------------------------------------------------------
// Different z-level
// -----------------------------------------------------------------------
#[test]
fn different_z_level_counts_as_no_los() {
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 1), // Different z-level
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 0,
los_lost_ticks: 0,
},
));
// Even if position is in visible set, z-level mismatch = no LOS
make_visible(&mut world, 5, 6);
run_system(&mut world);
let mut query = world.query::<&FollowTarget>();
let follow = query.single(&world).unwrap();
assert_eq!(
follow.los_lost_ticks, 1,
"different z-level should count as LOS lost"
);
}
// -----------------------------------------------------------------------
// Constant value assertions (#241 spec compliance)
// -----------------------------------------------------------------------
#[test]
fn follow_constants_have_expected_values() {
// Spec-defined in #241 — changes here break the design contract
assert_eq!(
FOLLOW_PROXIMITY_RANGE, 2,
"D-241: 'too close' range is 2 Manhattan tiles"
);
assert_eq!(
FOLLOW_SUSPICION_TICKS, 60,
"D-241: suspicion starts after 60 sustained proximity ticks"
);
assert_eq!(
FOLLOW_LOS_LOST_TIMEOUT, 30,
"D-241: follow ends after 30 consecutive LOS-lost ticks"
);
assert_eq!(
FOLLOW_STRESS_PER_TICK, 2,
"D-241: stress increment per tick (integer, D-010)"
);
}
// -----------------------------------------------------------------------
// FOLLOW_PROXIMITY_RANGE boundary tests
// -----------------------------------------------------------------------
#[test]
fn proximity_at_range_boundary_counts_as_close() {
// Distance == FOLLOW_PROXIMITY_RANGE (2) should count as close
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 7, 0), // distance exactly 2 from (5,5)
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 0,
los_lost_ticks: 0,
},
));
make_visible(&mut world, 5, 7);
run_system(&mut world);
let mut query = world.query::<&FollowTarget>();
let follow = query.single(&world).unwrap();
assert_eq!(
follow.proximity_ticks, 1,
"distance 2 should count as close (at FOLLOW_PROXIMITY_RANGE boundary)"
);
}
#[test]
fn proximity_one_beyond_range_resets_counter() {
// Distance == FOLLOW_PROXIMITY_RANGE + 1 (3) should NOT count as close
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 8, 0), // distance 3
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: 20, // Had been accumulating
los_lost_ticks: 0,
},
));
make_visible(&mut world, 5, 8);
run_system(&mut world);
let mut query = world.query::<&FollowTarget>();
let follow = query.single(&world).unwrap();
assert_eq!(
follow.proximity_ticks, 0,
"distance 3 (> FOLLOW_PROXIMITY_RANGE 2) should reset proximity counter"
);
}
// -----------------------------------------------------------------------
// LOS required for stress and proximity
// -----------------------------------------------------------------------
#[test]
fn stress_not_applied_when_los_is_lost_despite_proximity() {
// Being physically close but with LOS lost should NOT trigger stress.
// Proximity tracking only applies when target is visible.
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0), // distance 1 — very close
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: FOLLOW_SUSPICION_TICKS + 5, // Well past suspicion threshold
los_lost_ticks: 0,
},
));
// Target NOT in visible_positions — LOS lost
run_system(&mut world);
let tolerance = world.get::<ToleranceThreshold>(target).unwrap();
assert_eq!(
tolerance.current_stress, 0,
"stress must not accumulate when LOS is lost, even if physically close"
);
}
#[test]
fn proximity_ticks_reset_to_zero_when_los_lost() {
// When LOS is lost, accumulated proximity_ticks must reset.
// This prevents suspicion stress "banked" from previous close approaches.
let mut world = setup_world();
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 0,
threshold: 80,
},
))
.id();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 0,
proximity_ticks: FOLLOW_SUSPICION_TICKS - 5, // Nearly at threshold
los_lost_ticks: 0,
},
));
// Target NOT visible — LOS lost
run_system(&mut world);
let mut query = world.query::<&FollowTarget>();
let follow = query.single(&world).unwrap();
assert_eq!(
follow.proximity_ticks, 0,
"proximity_ticks must reset to 0 when LOS is lost"
);
assert_eq!(follow.los_lost_ticks, 1, "los_lost_ticks should increment");
}
// -----------------------------------------------------------------------
// FollowStateWire serde roundtrip
// -----------------------------------------------------------------------
#[test]
fn follow_state_wire_roundtrips_via_serde() {
let wire = FollowStateWire {
target_entity_id: 12345,
distance: 3,
has_los: true,
proximity_ticks: 55,
};
let json = serde_json::to_string(&wire).expect("FollowStateWire should serialize");
let decoded: FollowStateWire =
serde_json::from_str(&json).expect("FollowStateWire should deserialize");
assert_eq!(decoded.target_entity_id, 12345);
assert_eq!(decoded.distance, 3);
assert!(decoded.has_los);
assert_eq!(decoded.proximity_ticks, 55);
}
// -----------------------------------------------------------------------
// Follow end event metadata
// -----------------------------------------------------------------------
#[test]
fn follow_end_event_contains_correct_metadata() {
let mut world = setup_world();
world.resource_mut::<SimulationTime>().tick = 42;
let target = world
.spawn((
Npc,
TilePosition::new(5, 6, 0),
ToleranceThreshold {
current_stress: 80,
threshold: 80,
},
ToleranceBreached,
))
.id();
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
FollowTarget {
target,
started_tick: 10,
proximity_ticks: 50,
los_lost_ticks: 0,
},
))
.id();
make_visible(&mut world, 5, 6);
run_system(&mut world);
let queue = world.resource::<FollowEndEventQueue>();
assert_eq!(queue.events.len(), 1);
let event = &queue.events[0];
assert_eq!(event.player, player);
assert_eq!(event.target, target);
assert_eq!(event.tick, 42);
assert_eq!(event.reason, FollowEndReason::Detected);
}
}