Implement physical inventory system per D-065: - CarriedBy(StableId) component marks items as carried by an entity - ItemName and InventorySlot components for display and slot assignment - Take verb: removes TilePosition, adds CarriedBy + InventorySlot - Place verb: removes CarriedBy + InventorySlot, adds TilePosition - Observer snapshot populates player_inventory from carried items query - Info boundary: carried items lack TilePosition, naturally excluded from all spatial queries (visibility, interactions) for other entities - 9-slot capacity (3x3 grid per OQ-24), auto-assigns first free slot - 8 new tests covering take, place, sequential slots, full rejection Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
382 lines
14 KiB
Rust
382 lines
14 KiB
Rust
//! Observer visibility query system (#112)
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//!
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//! Two-stage pipeline:
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//! 1. compute_visibility_geometry — FOV + vision cone → VisibilityGeometry resource
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//! 2. compute_observer_snapshot — entity filtering + knowledge overlay → ObserverSnapshot
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//!
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//! D-017 perception modes swap the geometry producer via PerceptionQuery trait.
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use bevy_ecs::prelude::*;
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use std::collections::HashSet;
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use crate::bridge::types::*;
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use crate::knowledge::types::KnowledgeState;
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use crate::knowledge::{EntityRegistry, KnowledgeGraph, StableId};
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use crate::perception::query::{ActivePerceptionMode, VisibilityGeometry};
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use crate::perception::vision_cone::Facing;
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use crate::simulation::interaction::NearbyInteractionBuffer;
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use crate::simulation::inventory::{CarriedBy, InventorySlot, ItemName};
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use crate::simulation::monologue::MonologueBuffer;
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use crate::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use crate::simulation::stance::Stance;
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use crate::simulation::time::SimulationTime;
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/// Compute visibility geometry using the active perception mode.
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/// Stage 1 of the observer pipeline: FOV + vision cone → VisibilityGeometry.
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///
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/// System ordering: after validate_movement, before compute_observer_snapshot.
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pub fn compute_visibility_geometry(
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walkability: Res<WalkabilityMap>,
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mode: Res<ActivePerceptionMode>,
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observer_query: Query<(&TilePosition, Option<&Facing>), With<PlayerCharacter>>,
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mut geometry: ResMut<VisibilityGeometry>,
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) {
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let Ok((observer_pos, facing_opt)) = observer_query.single() else {
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return;
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};
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let facing = facing_opt
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.map(|f| f.0)
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.unwrap_or(FacingDirection::default());
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*geometry = mode.0.compute_geometry(observer_pos, facing, &walkability);
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}
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/// Assemble observer snapshot from precomputed geometry and entity state.
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/// Stage 2 of the observer pipeline: entity filtering + knowledge overlay → snapshot.
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///
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/// System ordering: after compute_visibility_geometry + compute_nearby_interactions,
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/// before advance_tick.
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#[allow(clippy::type_complexity)]
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pub fn compute_observer_snapshot(
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time: Res<SimulationTime>,
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geometry: Res<VisibilityGeometry>,
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registry: Res<EntityRegistry>,
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mut observer_query: Query<
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(Entity, &TilePosition, Option<&Facing>, &KnowledgeGraph, &mut NearbyInteractionBuffer, &mut MonologueBuffer, Option<&Stance>, Option<&CharacterArchetype>),
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With<PlayerCharacter>,
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>,
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all_entities: Query<(
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Entity,
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&TilePosition,
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Option<&PlayerCharacter>,
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Option<&crate::npc::Npc>,
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)>,
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inventory_items: Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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mut buffer: ResMut<SnapshotBuffer>,
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) {
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let Ok((observer_entity, _observer_pos, facing_opt, observer_kg, mut interaction_buffer, mut monologue_buffer, stance_opt, archetype_opt)) =
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observer_query.single_mut()
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else {
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return;
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};
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let facing = facing_opt
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.map(|f| f.0)
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.unwrap_or(FacingDirection::default());
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let archetype = archetype_opt.copied().unwrap_or_default();
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// Collect player inventory (D-065 info boundary: only own items)
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let player_inventory = registry
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.to_stable(observer_entity)
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.map(|player_sid| {
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crate::simulation::inventory::collect_inventory_for(
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player_sid,
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&inventory_items,
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®istry,
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)
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})
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.unwrap_or_default();
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let (mut entities, visible_ids) =
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filter_visible_entities(&geometry, ®istry, observer_kg, &all_entities);
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collect_remembered_entities(
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observer_kg,
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&visible_ids,
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&geometry.visible_positions,
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geometry.observer_z,
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time.tick,
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&mut entities,
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);
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let game_time = GameTime {
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day: time.day(),
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time_of_day: time.time_of_day_minutes(),
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day_phase: time.day_phase(),
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tick_rate: time.tick_rate,
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};
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// Take interactions and apply Phase 2 verb filter (D-057, #422)
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let mut nearby_interactions = interaction_buffer.take();
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apply_phase2_verb_filter(&mut nearby_interactions, observer_kg, archetype);
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tracing::trace!(
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"compute_observer_snapshot: tick={}, visible={}, remembered={}, tiles={}",
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time.tick,
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visible_ids.len(),
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entities.len() - visible_ids.len(),
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geometry.visible_tiles.len(),
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);
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let current_monologue = monologue_buffer.take();
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buffer.snapshot = Some(ObserverSnapshot {
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version: crate::bridge::types::PROTOCOL_VERSION,
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tick: time.tick,
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game_time,
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player_facing: facing,
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player_stance: stance_opt.map(|s| s.0).unwrap_or_default(),
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player_inventory,
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entities,
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visible_tiles: geometry.visible_tiles.clone(),
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nearby_interactions,
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current_monologue,
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});
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}
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/// Filter entities by visibility using precomputed geometry.
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/// Returns (visible entities, set of visible wire IDs).
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#[allow(clippy::type_complexity)]
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fn filter_visible_entities(
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geometry: &VisibilityGeometry,
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registry: &EntityRegistry,
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observer_kg: &KnowledgeGraph,
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all_entities: &Query<(
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Entity,
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&TilePosition,
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Option<&PlayerCharacter>,
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Option<&crate::npc::Npc>,
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)>,
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) -> (Vec<VisibleEntity>, HashSet<u64>) {
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let mut entities = Vec::new();
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let mut visible_ids: HashSet<u64> = HashSet::new();
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for (entity, pos, is_player, is_npc) in all_entities.iter() {
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if pos.z != geometry.observer_z {
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continue;
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}
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if !geometry.visible_positions.contains(&(pos.x, pos.y)) {
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continue;
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}
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let (rx, ry, rz) = pos.to_render_coords();
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let kind = if is_player.is_some() {
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EntityKind::Player
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} else if is_npc.is_some() {
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EntityKind::Npc
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} else {
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EntityKind::Object
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};
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let sector = geometry
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.sector_lookup
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.get(&(pos.x, pos.y))
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.copied()
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.unwrap_or(VisibilitySector::Peripheral);
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let relationship = if is_player.is_some() {
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RelationshipState::Known // Self
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} else if let Some(stable_id) = registry.to_stable(entity) {
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observer_kg.relationship_with(&stable_id)
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} else {
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RelationshipState::Unknown
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};
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// Fallback to Entity::to_bits() is intentional for per-frame systems:
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// panicking would crash the server every tick. The error log makes this
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// loud enough to catch in testing while keeping the server alive.
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let wire_id = registry
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.to_stable(entity)
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.map(|sid| sid.0)
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.unwrap_or_else(|| {
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tracing::error!(?entity, "entity visible but not in EntityRegistry");
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entity.to_bits()
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});
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visible_ids.insert(wire_id);
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entities.push(VisibleEntity {
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entity_id: wire_id,
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x: rx,
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y: ry,
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z: rz,
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kind,
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visibility: sector,
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relationship,
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observation: EntityVisibility::Visible,
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});
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}
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(entities, visible_ids)
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}
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/// Collect remembered entities from the knowledge graph — entities the observer
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/// knows about but can't currently see. Filters out: already-visible entities,
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/// entities without known positions, wrong z-level, visible-tile ghosts, and
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/// transient Direct-confidence inconsistencies.
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fn collect_remembered_entities(
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observer_kg: &KnowledgeGraph,
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visible_ids: &HashSet<u64>,
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visible_positions: &HashSet<(i32, i32)>,
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observer_z: i32,
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current_tick: u64,
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entities: &mut Vec<VisibleEntity>,
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) {
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for (stable_id, knowledge) in observer_kg.known_entities_iter() {
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if visible_ids.contains(&stable_id.0) {
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continue;
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}
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let Some(position) = knowledge.last_known_position else {
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continue;
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};
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if position.z != observer_z {
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continue;
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}
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// Tile is visible but entity isn't there — player knows it moved
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if visible_positions.contains(&(position.x, position.y)) {
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continue;
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}
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// Direct confidence = should be in LOS; skip transient inconsistency
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if knowledge.confidence == KnowledgeConfidence::Direct {
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continue;
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}
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let (rx, ry, rz) = position.to_render_coords();
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debug_assert!(
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knowledge.last_observed_tick <= current_tick,
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"last_observed_tick {} > current tick {}",
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knowledge.last_observed_tick,
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current_tick,
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);
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let age_ticks = current_tick.saturating_sub(knowledge.last_observed_tick);
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entities.push(VisibleEntity {
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entity_id: stable_id.0,
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x: rx,
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y: ry,
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z: rz,
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kind: EntityKind::Npc,
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visibility: VisibilitySector::Forward,
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relationship: knowledge.relationship,
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observation: EntityVisibility::Remembered {
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confidence: knowledge.confidence,
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age_ticks,
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},
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});
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}
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}
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/// Phase 2 verb filter: KG-gated observer-side verb processing (#422, D-057).
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///
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/// Runs after Phase 1 (simulation-level verb computation) and applies:
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/// 1. POI priority flips (D-060) — ExamineNpc above Talk for POI entities
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/// 2. Confront injection — adds Confront verb for NPCs when KnowsDetails+
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/// 3. Contradiction marking — sets contradicted flag when entity knowledge is Contradicted
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/// 4. Archetype label relabeling — smuggler/detective see different labels for same verb
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///
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/// Phase boundary: Phase 1 (interaction.rs) determines verb availability from
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/// ObjectType + proximity. Phase 2 (here) reads the observer's KnowledgeGraph
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/// to filter, augment, and relabel. This separation keeps D-010 principle 1
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/// (info boundary) clean — simulation doesn't know what the observer knows.
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fn apply_phase2_verb_filter(
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interactions: &mut [NearbyInteraction],
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observer_kg: &KnowledgeGraph,
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archetype: CharacterArchetype,
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) {
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for interaction in interactions.iter_mut() {
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let stable_id = StableId(interaction.entity_id);
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let knowledge = observer_kg.entity_knowledge(&stable_id);
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// --- Contradiction marking ---
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// If observer's knowledge of this entity is Contradicted, mark the
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// interaction. Client renders a visual indicator (D-041).
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if let Some(k) = knowledge {
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if k.state == KnowledgeState::Contradicted {
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interaction.contradicted = true;
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}
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}
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// --- NPC-specific Phase 2 ---
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if interaction.entity_type == EntityKind::Npc {
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let relationship = observer_kg.relationship_with(&stable_id);
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// POI priority flip (D-060): Observe first, Talk second
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if relationship == RelationshipState::PersonOfInterest {
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for verb in &mut interaction.verbs {
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match verb.kind {
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VerbKind::ExamineNpc => verb.priority = 1,
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VerbKind::Talk => verb.priority = 2,
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_ => {}
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}
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}
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}
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// Confront injection: available when observer has KnowsDetails+
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// on this NPC and is at close range (distance ≤ 2).
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if interaction.distance <= 2 {
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let has_details = knowledge
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.map(|k| k.confidence >= KnowledgeConfidence::KnowsDetails)
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.unwrap_or(false);
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if has_details {
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// Priority 3 = after Talk/ExamineNpc in normal case,
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// after ExamineNpc/Talk in POI case. Always the escalation option.
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interaction.verbs.push(VerbOption {
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kind: VerbKind::Confront,
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label: "Confront".into(),
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priority: 3,
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available: true,
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});
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}
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}
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}
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// --- Archetype label relabeling ---
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// Phase 2 swaps verb labels based on character archetype.
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// The VerbKind stays the same (same handler), only the display label changes.
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// This implements D-057: "Character differentiation via Phase 2 observer
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// filter, not separate verb systems."
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for verb in &mut interaction.verbs {
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if let Some(label) = archetype_verb_label(archetype, interaction.object_type, verb.kind) {
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verb.label = label.into();
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}
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}
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// Re-sort after priority changes and verb additions
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interaction.verbs.sort_by_key(|v| (v.priority, v.kind as u8));
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}
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}
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/// Archetype-specific verb label overrides (#422, D-057).
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///
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/// Returns a replacement label for the given (archetype, object_type, verb_kind)
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/// combination, or None to keep the Phase 1 default label.
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///
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/// v0.1: Container verbs differ by archetype. Other object types keep defaults.
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/// Add match arms here for future archetype-specific labels.
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fn archetype_verb_label(
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archetype: CharacterArchetype,
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object_type: Option<ObjectType>,
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kind: VerbKind,
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) -> Option<&'static str> {
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match (archetype, object_type, kind) {
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// Smuggler: Container verbs — physical manipulation vocabulary
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(CharacterArchetype::Smuggler, Some(ObjectType::Container), VerbKind::Open) => Some("Move"),
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(CharacterArchetype::Smuggler, Some(ObjectType::Container), VerbKind::Search) => Some("Stash"),
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// Detective: Container verbs — investigation vocabulary
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(CharacterArchetype::Detective, Some(ObjectType::Container), VerbKind::Open) => Some("Scan"),
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(CharacterArchetype::Detective, Some(ObjectType::Container), VerbKind::Search) => Some("Flag"),
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// All other combinations: keep Phase 1 default label
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_ => None,
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}
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}
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#[cfg(test)]
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mod tests;
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