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settled-reach/server/src/perception/observer/mod.rs
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jpmschweitzerandClaude Opus 4.6 6ef7029707 feat(simulation): smuggler inventory — CarriedBy, Take/Place verbs (#424)
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>
2026-02-14 15:44:37 +01:00

382 lines
14 KiB
Rust

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