Implements the full D-180/D-181 economics pipeline: **#810 — Event input port (D-180)** - Add EconEvent struct with Target/Effect/Duration/Visibility variants - Implement EventPort as typed input queue for external disruptions - Apply events in simulation step; D-179 Test 3 now uses real shock injection **#821 — Integrate econ-sim into server tick loop** - Extract econ-sim as library crate (lib.rs + sim.rs, Cargo.toml [lib] section) - Add Simulation stateful runner; step() advances one economy tick - Add EconSimResource, EconStateResource (7 D-181 signals), tick_economy_simulation - Economy loads once at startup; graceful no-op when systems.db absent - Server advances economy 1 tick per 10 game ticks (D-031) **#822 — Expose economy state over IPC bridge** - Protocol version 20 → 21 - Add EconomySnapshot, EconNodeSnapshot wire types - Add EconStateQuery PlayerAction variant; response in economy_snapshot field - Add EconQueryBuffer resource + serve_econ_state_query system **#823 — Economics debug commands** - Add InjectEconEvent, SetEconParam, GetEconState to DebugCommandKind - Add EconDebugEffect, EconParamKind enums - SetEconParam mutates α/β at runtime (α/β promoted to pub const + Simulation fields) - ALPHA and BETA constants threaded through step_inner/trade_step signatures All 1147 unit tests pass; zero warnings. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
383 lines
14 KiB
Rust
383 lines
14 KiB
Rust
//! Economy simulation integration — runs econ-sim inside the server tick loop.
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//!
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//! Bridges the standalone `econ_sim` library into the Bevy ECS tick loop.
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//! The simulation advances one economy tick every `ECON_TICK_RATE` game ticks.
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//!
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//! ## Architecture
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//!
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//! - [`EconSimResource`] — holds the running `Simulation` + price history for trends.
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//! Loaded once at startup from `server/data/systems.db`. Never reloaded mid-session.
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//!
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//! - [`EconStateResource`] — all 7 D-181 signals per active (system_id, commodity_id).
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//! Updated every `ECON_TICK_RATE` game ticks by `tick_economy_simulation`.
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//! Queryable by the IPC bridge (#822) and debug commands (#823).
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//!
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//! - `tick_economy_simulation` — bevy System registered in `SimulationPlugin`.
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//! Advances one economy tick, then rebuilds `EconStateResource`.
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//!
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//! ## Rate (D-031)
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//!
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//! `ECON_TICK_RATE = 10` game ticks per economy tick.
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//! At 10 game ticks/game-minute (D-031), this means the economy advances once
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//! per game-minute — a reasonable granularity for macro-scale price dynamics.
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//!
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//! ## D-181 signals
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//!
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//! 1. `price_current` — current market price (Public)
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//! 2. `price_trend` — Δprice over the last `TREND_WINDOW` economy ticks (Public)
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//! 3. `trade_flow_volume` — supply volume proxy (Observable; Phase 3 will refine)
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//! 4. `corporate_presence` — corp count at this node (Observable)
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//! 5. `stockpile_weeks` — stockpile ÷ weekly demand rate (Semi-private)
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//! 6. `production_vs_baseline` — supply ÷ initial baseline supply (Private)
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//! 7. `official_coverage_ratio` — 1 − shadow_intensity (Meta-signal)
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use std::collections::BTreeMap;
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use bevy_ecs::prelude::*;
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use econ_sim::Simulation;
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use crate::bridge::types::{EconNodeSnapshot, EconomySnapshot, SnapshotBuffer};
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use crate::simulation::time::SimulationTime;
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// ---------------------------------------------------------------------------
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// Constants
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// ---------------------------------------------------------------------------
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/// Game ticks between each economy tick (D-031: 10 ticks/game-minute).
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pub const ECON_TICK_RATE: u64 = 10;
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/// Number of economy ticks to average for price trend signal 2 (D-181).
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const TREND_WINDOW: usize = 5;
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// ---------------------------------------------------------------------------
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// Resources
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// ---------------------------------------------------------------------------
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/// The running economics simulation (loaded once at startup).
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///
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/// Never reinitialize mid-session — the economy state is continuous.
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#[derive(Resource)]
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pub struct EconSimResource {
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pub sim: Simulation,
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/// Price history for signal 2 (price_trend) computation.
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/// Ring-buffer keyed by (system_id, commodity_id) → last TREND_WINDOW prices.
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price_history: BTreeMap<(String, String), Vec<f64>>,
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/// Baseline supply from first economy tick for signal 6 (production_vs_baseline).
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baseline_supply: BTreeMap<(String, String), f64>,
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}
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impl EconSimResource {
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pub fn new(sim: Simulation) -> Self {
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Self {
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sim,
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price_history: BTreeMap::new(),
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baseline_supply: BTreeMap::new(),
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}
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}
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}
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/// The 7 D-181 signals for a single active (system_id, commodity_id) pair.
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///
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/// Updated every `ECON_TICK_RATE` game ticks. All fields present when the
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/// node is active; queries for inactive nodes return nothing.
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#[derive(Debug, Clone)]
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pub struct EconNodeSignals {
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pub system_id: String,
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pub commodity_id: String,
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/// Signal 1: current market price in Tractus (Public).
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pub price_current: f64,
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/// Signal 2: price delta over last `TREND_WINDOW` economy ticks (Public).
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/// Positive = price rising; negative = falling. Absolute delta, not percentage.
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pub price_trend: f64,
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/// Signal 3: trade flow volume proxy — supply volume this tick (Observable).
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/// Phase 2 proxy: actual inter-node flow tracking is Phase 3.
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pub trade_flow_volume: f64,
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/// Signal 4: number of corporations operating at this node (Observable).
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pub corporate_presence: u32,
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/// Signal 5: estimated stockpile in weeks at current demand rate (Semi-private).
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pub stockpile_weeks: f64,
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/// Signal 6: supply vs. baseline supply from first tick (Private).
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/// 1.0 = at baseline; < 1.0 = below baseline; > 1.0 = above.
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pub production_vs_baseline: f64,
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/// Signal 7: ratio of formal to total (formal + shadow) activity (Meta-signal).
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/// Derived from `shadow_intensity`: 1.0 = fully formal, 0.0 = fully shadow.
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pub official_coverage_ratio: f64,
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}
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/// Current economy state — all 7 D-181 signals for all active nodes.
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///
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/// Updated every `ECON_TICK_RATE` game ticks. Queryable by the IPC bridge
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/// (#822) and debug command handler (#823). Absent when the economy DB is
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/// not loaded (graceful degradation).
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#[derive(Resource, Default)]
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pub struct EconStateResource {
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/// Economy tick at which this snapshot was produced.
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pub econ_tick: u64,
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/// Current Tractus/Mark exchange rate (1.0 = parity).
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pub tractus_mark_rate: f64,
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/// Signal map: (system_id, commodity_id) → 7-signal snapshot.
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pub signals: BTreeMap<(String, String), EconNodeSignals>,
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}
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// ---------------------------------------------------------------------------
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// System
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// ---------------------------------------------------------------------------
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/// System: advance the economy simulation one tick every `ECON_TICK_RATE` game ticks.
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///
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/// Runs after `time::advance_tick` (needs current game tick) and before
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/// `compute_observer_snapshot` (so signals are fresh for the snapshot).
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///
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/// No-op when the game tick is not divisible by `ECON_TICK_RATE`.
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/// Both `EconSimResource` and `EconStateResource` must be present (inserted
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/// at startup only when the economy DB loaded successfully).
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pub fn tick_economy_simulation(
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time: Res<SimulationTime>,
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econ_sim_opt: Option<ResMut<EconSimResource>>,
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econ_state_opt: Option<ResMut<EconStateResource>>,
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) {
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let (mut econ_sim, mut econ_state) = match (econ_sim_opt, econ_state_opt) {
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(Some(s), Some(st)) => (s, st),
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_ => return, // economy not loaded — no-op
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};
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if time.tick % ECON_TICK_RATE != 0 {
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return;
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}
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// Step the simulation one economy tick
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econ_sim.sim.step();
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let econ_tick = econ_sim.sim.tick();
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let fx_rate = econ_sim.sim.tractus_mark_rate();
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// Rebuild signal map from updated node states
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rebuild_signals(&mut econ_sim, &mut econ_state, econ_tick, fx_rate);
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}
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// ---------------------------------------------------------------------------
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// Signal computation
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// ---------------------------------------------------------------------------
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fn rebuild_signals(
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econ_sim: &mut EconSimResource,
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econ_state: &mut EconStateResource,
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econ_tick: u64,
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fx_rate: f64,
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) {
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econ_state.econ_tick = econ_tick;
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econ_state.tractus_mark_rate = fx_rate;
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econ_state.signals.clear();
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// Collect shadow intensities and corp counts once (avoid repeated borrows)
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let shadow_intensities: BTreeMap<String, f64> = econ_sim
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.sim
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.shadow()
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.intensity
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.iter()
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.map(|(k, v)| (k.clone(), *v))
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.collect();
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let corp_counts: BTreeMap<String, u32> = econ_sim
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.sim
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.economy()
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.presences_by_system
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.iter()
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.map(|(sys, corps)| (sys.clone(), corps.len() as u32))
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.collect();
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// Snapshot current node states into the price_history and baseline_supply maps,
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// then build signals. We need to separate the borrow from the iteration.
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let node_snapshots: Vec<(String, Vec<(String, f64, f64)>)> = econ_sim
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.sim
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.nodes
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.iter()
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.map(|(system_id, node)| {
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let commodities: Vec<(String, f64, f64)> = node
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.commodities
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.iter()
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.map(|(commodity_id, state)| {
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(commodity_id.clone(), state.price, state.supply)
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})
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.collect();
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(system_id.clone(), commodities)
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})
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.collect();
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for (system_id, commodities) in &node_snapshots {
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let shadow_intensity = shadow_intensities.get(system_id).copied().unwrap_or(0.0);
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let corp_count = corp_counts.get(system_id).copied().unwrap_or(0);
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for (commodity_id, price, supply) in commodities {
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let key = (system_id.clone(), commodity_id.clone());
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// Signal 6 baseline: record first-tick supply
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econ_sim
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.baseline_supply
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.entry(key.clone())
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.or_insert(*supply);
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let baseline = *econ_sim.baseline_supply.get(&key).unwrap_or(supply);
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// Signal 2: price trend via ring buffer
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let history = econ_sim.price_history.entry(key.clone()).or_default();
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history.push(*price);
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if history.len() > TREND_WINDOW {
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history.remove(0);
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}
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let price_trend = if history.len() >= 2 {
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price - history[0]
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} else {
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0.0
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};
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// Signal 5: stockpile in weeks (7 economy ticks per week approximation)
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let stockpile = econ_sim
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.sim
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.nodes
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.get(system_id)
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.and_then(|n| n.commodities.get(commodity_id))
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.map(|s| s.stockpile)
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.unwrap_or(0.0);
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let demand = econ_sim
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.sim
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.nodes
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.get(system_id)
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.and_then(|n| n.commodities.get(commodity_id))
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.map(|s| s.demand)
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.unwrap_or(0.0);
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let weekly_demand = demand * 7.0; // 7 econ ticks ≈ 1 week
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let stockpile_weeks = if weekly_demand > 1e-9 {
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stockpile / weekly_demand
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} else {
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0.0
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};
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// Signal 6: production vs baseline
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let production_vs_baseline = if baseline > 1e-9 {
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supply / baseline
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} else {
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1.0
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};
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// Signal 7: official coverage ratio
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let official_coverage_ratio = 1.0 - shadow_intensity;
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econ_state.signals.insert(
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key,
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EconNodeSignals {
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system_id: system_id.clone(),
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commodity_id: commodity_id.clone(),
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price_current: *price,
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price_trend,
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trade_flow_volume: *supply, // Phase 2 proxy
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corporate_presence: corp_count,
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stockpile_weeks,
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production_vs_baseline,
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official_coverage_ratio,
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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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// Startup helper
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// ---------------------------------------------------------------------------
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/// Attempt to load the economy simulation.
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///
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/// Returns `Some((EconSimResource, EconStateResource))` on success, `None` on
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/// failure (with the error logged at warn level). The server inserts these as
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/// resources when present; the economy features degrade gracefully when absent.
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// ---------------------------------------------------------------------------
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// IPC query buffer (#822)
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// ---------------------------------------------------------------------------
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/// Pending system_id from an `EconStateQuery` PlayerAction.
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///
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/// Populated by `process_player_input`; consumed by `serve_econ_state_query`.
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/// `None` on ticks when no query was received.
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#[derive(Resource, Default)]
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pub struct EconQueryBuffer {
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pub pending: Option<String>,
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}
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/// System: serve a pending `EconStateQuery` by building an `EconomySnapshot`
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/// and storing it in `SnapshotBuffer.pending_economy_response`.
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///
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/// Runs after `tick_economy_simulation` (signals must be fresh) and before
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/// `compute_observer_snapshot` (which consumes the response).
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/// No-op when `EconStateResource` is absent or no query is pending.
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pub fn serve_econ_state_query(
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mut query_buf: ResMut<EconQueryBuffer>,
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econ_state: Option<Res<EconStateResource>>,
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mut snapshot_buf: ResMut<SnapshotBuffer>,
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) {
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let system_id = match query_buf.pending.take() {
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Some(s) => s,
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None => return,
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};
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let econ_state = match econ_state {
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Some(s) => s,
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None => {
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// Economy not loaded — no response (client receives None in snapshot)
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tracing::debug!(system_id = %system_id, "EconStateQuery: economy not loaded");
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return;
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}
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};
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// Collect signals for all commodities in the requested system
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let nodes: Vec<EconNodeSnapshot> = econ_state
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.signals
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.iter()
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.filter(|((sys, _), _)| sys == &system_id)
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.map(|((_, commodity_id), sig)| EconNodeSnapshot {
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commodity_id: commodity_id.clone(),
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price_current: sig.price_current,
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price_trend: sig.price_trend,
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trade_flow_volume: sig.trade_flow_volume,
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corporate_presence: sig.corporate_presence,
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stockpile_weeks: sig.stockpile_weeks,
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production_vs_baseline: sig.production_vs_baseline,
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official_coverage_ratio: sig.official_coverage_ratio,
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})
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.collect();
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if nodes.is_empty() {
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tracing::debug!(system_id = %system_id, "EconStateQuery: system not found in economy state");
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return;
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}
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snapshot_buf.pending_economy_response = Some(EconomySnapshot {
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system_id,
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econ_tick: econ_state.econ_tick,
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tractus_mark_rate: econ_state.tractus_mark_rate,
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nodes,
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});
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}
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// ---------------------------------------------------------------------------
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// Startup helper
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// ---------------------------------------------------------------------------
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pub fn try_load_economy(run_seed: u64) -> Option<(EconSimResource, EconStateResource)> {
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match Simulation::load_auto(run_seed) {
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Ok(sim) => {
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tracing::info!(
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commodities = sim.economy().commodities.len(),
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active_nodes = sim.nodes.len(),
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"Economy simulation loaded"
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);
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Some((EconSimResource::new(sim), EconStateResource::default()))
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}
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Err(e) => {
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tracing::warn!(
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error = %e,
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"Economy simulation not loaded — economics features disabled for this session"
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);
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None
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}
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}
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}
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