Files
settled-reach/server/src/simulation/input.rs
T
jpmschweitzerandClaude Fable 5 6bda9f1697 feat(simulation): auto-pause sim on implant-fullscreen — inspection substrate (T-970)
D-226 layer 1. World-advancing phases gated on pause: Movement/Storyteller/Knowledge/TickAdvance set-gated via sim_not_paused; Simulation + Economy gated per-system at their registration sites — collect_sound_events and serve_econ_state_query stay unconditioned (transient-buffer clear + paused-allowed query; set-gating Simulation leaked a stale tick-7 footstep into frozen snapshots — caught by golden_suite, fixed without touching the fixture; regression test encodes the bug shape). New PlayerAction::AutoPause/AutoResume + AutoPauseState resource implement Option A reconciliation: auto-resume only fires if auto-pause caused the pause; manual pause and Half rate survive implant open/close. PauseParams SystemParam bundle keeps process_player_input under the 16-param ceiling (BookmarkInputParams precedent). Client: HudGroups.gameplay_occluded now sends AutoPause/AutoResume via send_named_action; 5 gdUnit tests + 7 Rust tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 15:44:56 +02:00

1044 lines
39 KiB
Rust

// Input processing system
// Timestamped player input events for deterministic simulation (D-010 principle 4)
// PlayerInput: semantic actions (MoveNorth, Interact, UsePerceptionMode, ToggleStance)
//
// This module owns the queue and the dispatch table only. Per-domain handler
// bodies live in their owning modules (T-1062): movement, inventory, dialogue,
// examine, follow, interaction, stance, save_io, settings, economy, bookmark,
// bridge::debug, perception::vision_cone, and test_world (reset, teleport).
use crate::bookmark::{
handle_confirm_bookmark, handle_request_bookmark_catalog, BookmarkInputParams,
};
use crate::bridge::debug::{queue_debug_command, DebugCommandBuffer};
use crate::bridge::types::{ObjectType, PlayerAction, PlayerInput};
use crate::knowledge::EntityRegistry;
use crate::perception::vision_cone::handle_set_facing;
use crate::settings::{queue_settings_command, SettingsCommand, SettingsCommandBuffer};
use crate::simulation::dialogue::{handle_confront, handle_dialogue_response, handle_talk};
use crate::simulation::economy::{queue_econ_state_query, EconQueryBuffer};
use crate::simulation::examine::handle_examine;
use crate::simulation::follow::handle_follow;
use crate::simulation::interaction::{handle_door_interact, handle_terminal_interact, DoorState};
use crate::simulation::inventory::{handle_place, handle_take, CarriedBy, InventorySlot, ItemName};
use crate::simulation::movement::{apply_move, PlayerCharacter, TilePosition};
use crate::simulation::save_io::{queue_save_load, SaveLoadCommand, SaveLoadPending};
use crate::simulation::stance::{handle_toggle_stance, PlayerMoveCooldown, Stance};
use crate::simulation::time::{PauseParams, TickRate};
use crate::test_world::reset::{handle_reset, RoomResetTrigger, RoomSnapshots};
use crate::test_world::teleport::handle_teleport_to_hub;
use bevy_ecs::prelude::*;
use std::collections::VecDeque;
/// Maximum number of inputs the queue will hold before dropping oldest.
/// Prevents unbounded memory growth from input flooding.
pub const INPUT_QUEUE_CAPACITY: usize = 1000;
/// Player query shared by the dispatch and the per-domain input handlers.
/// One alias instead of nine per-handler `clippy::type_complexity` allows (T-1062).
pub type PlayerInputQuery<'w, 's> = Query<
'w,
's,
(
Entity,
&'static TilePosition,
Option<&'static mut Stance>,
Option<&'static mut PlayerMoveCooldown>,
),
With<PlayerCharacter>,
>;
/// Queue of pending player inputs, ordered by tick
#[derive(Resource, Debug, Default)]
pub struct InputQueue {
queue: VecDeque<PlayerInput>,
}
impl InputQueue {
/// Add a new input to the queue.
/// Inputs must be pushed in tick order for deterministic processing.
/// Panics in debug builds if tick ordering is violated.
/// Drops oldest inputs when capacity is exceeded.
pub fn push(&mut self, input: PlayerInput) {
debug_assert!(
self.queue.back().is_none_or(|last| last.tick <= input.tick),
"InputQueue: tick ordering violated (last={}, new={})",
self.queue.back().map_or(0, |last| last.tick),
input.tick,
);
if self.queue.len() >= INPUT_QUEUE_CAPACITY {
let dropped = self.queue.pop_front();
tracing::warn!(
"InputQueue at capacity ({}), dropping oldest input (tick={})",
INPUT_QUEUE_CAPACITY,
dropped.map_or(0, |d| d.tick),
);
}
self.queue.push_back(input);
}
/// Drain all inputs for ticks <= the given tick
/// Returns inputs in FIFO order
pub fn drain_for_tick(&mut self, tick: u64) -> Vec<PlayerInput> {
let mut result = Vec::new();
while let Some(front) = self.queue.front() {
if front.tick <= tick {
result.push(self.queue.pop_front().unwrap());
} else {
break;
}
}
result
}
/// Get the current queue length
pub fn len(&self) -> usize {
self.queue.len()
}
/// Check if the queue is empty
pub fn is_empty(&self) -> bool {
self.queue.is_empty()
}
}
/// Drains InputQueue for the current tick, converts PlayerActions to ECS components.
/// Handles stance toggling (D-053), movement cooldown, Take/Place verbs (#424),
/// and save/load commands (#553).
#[allow(clippy::too_many_arguments)]
pub fn process_player_input(
mut input_queue: ResMut<InputQueue>,
mut pause: PauseParams,
mut commands: Commands,
registry: Res<EntityRegistry>,
mut player_query: PlayerInputQuery,
inventory_items: Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
all_positions: Query<&TilePosition>,
reset_triggers: Query<&RoomResetTrigger>,
mut room_snapshots: Option<ResMut<RoomSnapshots>>,
mut save_load: Option<ResMut<SaveLoadPending>>,
mut debug_cmd_buffer: Option<ResMut<DebugCommandBuffer>>,
mut settings_cmd_buffer: Option<ResMut<SettingsCommandBuffer>>,
mut econ_query_buf: Option<ResMut<EconQueryBuffer>>,
door_states: Query<&DoorState>,
object_types: Query<&ObjectType>,
mut bookmark: BookmarkInputParams<'_>,
) {
let current_tick = pause.time.tick;
let paused = pause.time.paused();
let inputs = input_queue.drain_for_tick(current_tick);
// Track whether any movement was attempted this tick (for cooldown tick advance)
let mut move_attempted = false;
for input in inputs {
// Discard all gameplay actions while paused (D-052, R2-OQ-01).
// SaveGame/LoadGame are also exempted — saving while paused is valid (#553).
// AutoPause/AutoResume (T-970) are whitelisted for the same reason as
// Pause/Unpause: AutoResume MUST reach the match arm while paused (that's
// the entire point — resuming from a paused state), and AutoPause is
// included for symmetry even though its handler is a no-op whenever the
// sim isn't already TickRate::Full.
if paused
&& !matches!(
input.action,
PlayerAction::Pause
| PlayerAction::Unpause
| PlayerAction::AutoPause
| PlayerAction::AutoResume
| PlayerAction::TeleportToHub
| PlayerAction::SaveGame { .. }
| PlayerAction::LoadGame { .. }
| PlayerAction::DebugCommand(_)
| PlayerAction::ChangeSetting { .. }
| PlayerAction::RequestAllSettings
| PlayerAction::DeleteSetting { .. }
| PlayerAction::EconStateQuery { .. }
| PlayerAction::RequestBookmarkCatalog
| PlayerAction::ConfirmBookmark { .. }
)
{
continue;
}
match input.action {
PlayerAction::MoveNorth => {
move_attempted = true;
apply_move(&mut player_query, &mut commands, 0, -1);
}
PlayerAction::MoveSouth => {
move_attempted = true;
apply_move(&mut player_query, &mut commands, 0, 1);
}
PlayerAction::MoveEast => {
move_attempted = true;
apply_move(&mut player_query, &mut commands, 1, 0);
}
PlayerAction::MoveWest => {
move_attempted = true;
apply_move(&mut player_query, &mut commands, -1, 0);
}
PlayerAction::MoveNortheast => {
move_attempted = true;
apply_move(&mut player_query, &mut commands, 1, -1);
}
PlayerAction::MoveNorthwest => {
move_attempted = true;
apply_move(&mut player_query, &mut commands, -1, -1);
}
PlayerAction::MoveSoutheast => {
move_attempted = true;
apply_move(&mut player_query, &mut commands, 1, 1);
}
PlayerAction::MoveSouthwest => {
move_attempted = true;
apply_move(&mut player_query, &mut commands, -1, 1);
}
PlayerAction::ToggleStanceUp => {
handle_toggle_stance(&mut player_query, true);
}
PlayerAction::ToggleStanceDown => {
handle_toggle_stance(&mut player_query, false);
}
PlayerAction::Pause => {
pause.time.tick_rate = TickRate::Paused;
tracing::debug!("Simulation paused by player input");
}
PlayerAction::Unpause => {
pause.time.tick_rate = TickRate::Full;
tracing::debug!("Simulation unpaused by player input");
}
PlayerAction::AutoPause => {
// T-970 (D-226 layer 1, Option A): only take effect when the sim
// is currently fully running. A pre-existing manual pause or Half
// rate (D-088) is left completely untouched — no previous-rate
// stack, so if auto-pause didn't cause the pause, auto-resume
// must not clear it either (see AutoResume below).
if pause.time.tick_rate == TickRate::Full {
pause.time.tick_rate = TickRate::Paused;
if let Some(auto_pause) = pause.auto_pause.as_deref_mut() {
auto_pause.active = true;
}
tracing::debug!("Simulation auto-paused (implant fullscreen)");
}
}
PlayerAction::AutoResume => {
// T-970: only resume — and only clear the flag — if OUR OWN
// auto-pause is what caused the current pause. A prior manual
// pause or Half rate survives the implant close untouched.
let should_resume = pause.auto_pause.as_deref().is_some_and(|a| a.active);
if should_resume {
pause.time.tick_rate = TickRate::Full;
if let Some(auto_pause) = pause.auto_pause.as_deref_mut() {
auto_pause.active = false;
}
tracing::debug!("Simulation auto-resumed (implant closed)");
}
}
PlayerAction::SetTickRate(rate) => {
pause.time.tick_rate = rate;
tracing::debug!("Tick rate set to {:?} by player input", rate);
}
PlayerAction::Interact {
target_entity_id,
ref verb,
} => {
// Cancel follow when player uses any non-Follow verb (#241).
if verb.as_deref() != Some("Follow") {
if let Ok((player_entity, _, _, _)) = player_query.single() {
commands
.entity(player_entity)
.remove::<crate::simulation::follow::FollowTarget>();
}
}
match verb.as_deref() {
Some("Take") => {
handle_take(
&mut commands,
&registry,
&player_query,
&inventory_items,
target_entity_id,
);
}
Some("Place") => {
handle_place(&mut commands, &registry, &player_query, target_entity_id);
}
Some("Talk") => {
handle_talk(
&mut commands,
&registry,
&player_query,
&all_positions,
target_entity_id,
);
}
Some("Follow") => {
handle_follow(
&mut commands,
&registry,
&player_query,
&all_positions,
target_entity_id,
current_tick,
);
}
Some("Examine NPC")
| Some("ExamineNpc")
| Some("Examine Object")
| Some("ExamineObject")
| Some("Observe") => {
handle_examine(
&mut commands,
&registry,
&player_query,
&all_positions,
target_entity_id,
);
}
Some("Confront") => {
handle_confront(
&mut commands,
&registry,
&player_query,
&all_positions,
target_entity_id,
);
}
Some("Reset") => {
handle_reset(
&mut commands,
&registry,
&reset_triggers,
&mut room_snapshots,
target_entity_id,
current_tick,
);
}
// #246: Door and Terminal behavior
Some("Open") | Some("Close") => {
handle_door_interact(
&mut commands,
&registry,
&player_query,
&door_states,
target_entity_id,
);
}
Some("Use") => {
handle_terminal_interact(
&mut commands,
&registry,
&player_query,
&object_types,
target_entity_id,
);
}
_ => {
tracing::info!(
"Interact: target={:?}, verb={:?} — logged only",
target_entity_id,
verb,
);
}
}
}
PlayerAction::WalkAway => {
if let Ok((player_entity, _, _, _)) = player_query.single() {
commands
.entity(player_entity)
.insert(crate::simulation::dialogue::WalkAwayRequest);
tracing::debug!("WalkAway: marker set on player");
}
}
PlayerAction::SetFacing { ref facing } => {
handle_set_facing(&mut player_query, &mut commands, facing);
}
PlayerAction::TeleportToHub => {
handle_teleport_to_hub(&mut player_query, &mut commands);
}
PlayerAction::DialogueResponse {
target_entity_id,
ref response_id,
} => {
handle_dialogue_response(
&mut commands,
&registry,
&player_query,
&all_positions,
target_entity_id,
response_id,
);
}
PlayerAction::UsePerceptionMode(ref mode) => {
tracing::trace!("UsePerceptionMode({}) — no-op for Sprint 1", mode);
}
PlayerAction::SaveGame { ref path } => {
queue_save_load(
save_load.as_deref_mut(),
SaveLoadCommand::Save {
path: std::path::PathBuf::from(path),
},
);
}
PlayerAction::LoadGame { ref path } => {
queue_save_load(
save_load.as_deref_mut(),
SaveLoadCommand::Load {
path: std::path::PathBuf::from(path),
},
);
}
PlayerAction::DebugCommand(cmd) => {
queue_debug_command(debug_cmd_buffer.as_deref_mut(), cmd);
}
PlayerAction::ChangeSetting { key, value } => {
queue_settings_command(
settings_cmd_buffer.as_deref_mut(),
SettingsCommand::Change { key, value },
);
}
PlayerAction::RequestAllSettings => {
queue_settings_command(
settings_cmd_buffer.as_deref_mut(),
SettingsCommand::RequestAll,
);
}
PlayerAction::DeleteSetting { key } => {
queue_settings_command(
settings_cmd_buffer.as_deref_mut(),
SettingsCommand::Delete { key },
);
}
PlayerAction::EconStateQuery { system_id } => {
queue_econ_state_query(econ_query_buf.as_deref_mut(), system_id);
}
PlayerAction::RequestBookmarkCatalog => {
handle_request_bookmark_catalog(&mut bookmark);
}
PlayerAction::ConfirmBookmark {
bookmark_id,
starting_location_id,
} => {
handle_confirm_bookmark(
bookmark_id,
starting_location_id,
&bookmark.registry,
&mut bookmark.selected,
&mut bookmark.sim_error_buf,
current_tick,
);
}
}
}
// If no movement was attempted this tick, still advance cooldown counter
if !move_attempted {
if let Ok((_, _, _, Some(mut cooldown))) = player_query.single_mut() {
cooldown.tick();
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::bridge::types::MovementStance;
use crate::simulation::movement::MoveIntent;
use crate::simulation::time::{AutoPauseState, SimulationTime};
#[test]
fn drain_returns_inputs_up_to_tick() {
let mut queue = InputQueue::default();
queue.push(PlayerInput {
tick: 1,
action: PlayerAction::MoveNorth,
});
queue.push(PlayerInput {
tick: 2,
action: PlayerAction::MoveSouth,
});
queue.push(PlayerInput {
tick: 5,
action: PlayerAction::Interact {
target_entity_id: None,
verb: None,
},
});
let inputs = queue.drain_for_tick(3);
assert_eq!(inputs.len(), 2);
assert_eq!(queue.len(), 1);
}
#[test]
fn drain_empty_queue_returns_empty() {
let mut queue = InputQueue::default();
let inputs = queue.drain_for_tick(10);
assert!(inputs.is_empty());
}
#[test]
#[should_panic(expected = "tick ordering violated")]
fn push_rejects_out_of_order_in_debug() {
let mut queue = InputQueue::default();
queue.push(PlayerInput {
tick: 5,
action: PlayerAction::MoveNorth,
});
queue.push(PlayerInput {
tick: 2,
action: PlayerAction::MoveSouth,
});
}
#[test]
fn process_input_move_creates_intent() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
let player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.id();
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
let intent = world.get::<MoveIntent>(player).unwrap();
assert_eq!(intent.target, TilePosition::new(5, 4, 0));
}
#[test]
fn process_input_pause_sets_paused() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Pause,
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused
);
}
#[test]
fn process_input_set_tick_rate() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::SetTickRate(TickRate::Half),
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
assert_eq!(world.resource::<SimulationTime>().tick_rate, TickRate::Half);
}
#[test]
#[should_panic(expected = "PlayerCharacter entity must exist")]
fn process_input_no_player_panics() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
}
#[test]
fn process_input_future_tick_ignored() {
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
let player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.id();
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 5,
action: PlayerAction::MoveNorth,
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
// No MoveIntent should be created (input for future tick)
assert!(world.get::<MoveIntent>(player).is_none());
}
// === Pause Guard Tests (#461, #462, #463) ===
// Prevent Bug #3 recurrence: player movement while paused.
// The pause guard at process_player_input discards movement inputs
// when SimulationTime.tick_rate == TickRate::Paused (D-052).
#[test]
fn movement_discarded_while_paused() {
// #461: Movement input rejected while paused — prevents Bug #3 recurrence.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
let mut time = SimulationTime::default();
time.tick_rate = TickRate::Paused;
world.insert_resource(time);
world.init_resource::<crate::knowledge::EntityRegistry>();
let player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.id();
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
// Movement must be discarded — no MoveIntent created
assert!(
world.get::<MoveIntent>(player).is_none(),
"MoveNorth must be discarded while paused (Bug #3 guard)"
);
}
#[test]
fn unpause_accepted_while_paused() {
// #462: Unpause command is the one control action allowed while paused.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
let mut time = SimulationTime::default();
time.tick_rate = TickRate::Paused;
world.insert_resource(time);
world.init_resource::<crate::knowledge::EntityRegistry>();
// Player entity required for process_player_input (even if no movement)
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Unpause,
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Full,
"Unpause must be accepted while paused"
);
}
#[test]
fn pause_unpause_roundtrip_with_movement() {
// #463: Full cycle — pause -> move (rejected) -> unpause -> move (accepted).
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
let player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.id();
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
// Step 1: Pause
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Pause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused,
"Step 1: game should be paused"
);
// Step 2: Move while paused — must be rejected
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
assert!(
world.get::<MoveIntent>(player).is_none(),
"Step 2: movement must be rejected while paused"
);
// Step 3: Unpause
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Unpause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Full,
"Step 3: game should be unpaused"
);
// Step 4: Move after unpause — must succeed
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
schedule.run(&mut world);
assert!(
world.get::<MoveIntent>(player).is_some(),
"Step 4: movement must succeed after unpause"
);
}
// === Remaining Pause Guard Tests (#468) ===
// Edge cases: stance, interact, batch discard, and SetTickRate while paused.
#[test]
fn stance_toggle_rejected_while_paused() {
// #468: Stance toggle rejected while paused.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
let mut time = SimulationTime::default();
time.tick_rate = TickRate::Paused;
world.insert_resource(time);
world.init_resource::<crate::knowledge::EntityRegistry>();
world.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
Stance::default(), // Walk
PlayerMoveCooldown::default(),
));
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::ToggleStanceUp,
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
let mut query = world.query::<&Stance>();
let stance = query.single(&world).unwrap();
assert_eq!(
stance.0,
MovementStance::Walk,
"Stance toggle must be rejected while paused"
);
}
#[test]
fn interact_rejected_while_paused() {
// #468: Interact rejected while paused.
// This test verifies no panic and no side effects — interact is a no-op while paused.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
let mut time = SimulationTime::default();
time.tick_rate = TickRate::Paused;
world.insert_resource(time);
world.init_resource::<crate::knowledge::EntityRegistry>();
let player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.id();
world
.resource_mut::<crate::knowledge::EntityRegistry>()
.register(player);
// Spawn item on the ground
let item = world
.spawn((TilePosition::new(5, 4, 0), ItemName("Manifest Copy".into())))
.id();
let item_sid = world
.resource_mut::<crate::knowledge::EntityRegistry>()
.register(item);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Interact {
target_entity_id: Some(item_sid.0),
verb: Some("Take".into()),
},
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
// Item must remain on ground — Take rejected while paused
assert!(
world.get::<TilePosition>(item).is_some(),
"Item must stay on ground — interact rejected while paused"
);
assert!(
world.get::<CarriedBy>(item).is_none(),
"Item must not be picked up while paused"
);
}
#[test]
fn batch_discard_while_paused() {
// #468: All inputs in a batch discarded while paused (except Pause/Unpause).
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
let mut time = SimulationTime::default();
time.tick_rate = TickRate::Paused;
world.insert_resource(time);
world.init_resource::<crate::knowledge::EntityRegistry>();
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(5, 5, 0),
Stance::default(),
PlayerMoveCooldown::default(),
))
.id();
// Push a batch of mixed inputs — all should be discarded except Unpause
let queue = &mut world.resource_mut::<InputQueue>();
queue.push(PlayerInput {
tick: 0,
action: PlayerAction::MoveNorth,
});
queue.push(PlayerInput {
tick: 0,
action: PlayerAction::ToggleStanceUp,
});
queue.push(PlayerInput {
tick: 0,
action: PlayerAction::SetTickRate(TickRate::Half),
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
// All gameplay actions discarded
assert!(
world.get::<MoveIntent>(player).is_none(),
"Movement discarded in batch"
);
let mut query = world.query::<&Stance>();
let stance = query.single(&world).unwrap();
assert_eq!(stance.0, MovementStance::Walk, "Stance unchanged in batch");
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused,
"SetTickRate discarded in batch — still paused"
);
}
#[test]
fn set_tick_rate_rejected_while_paused() {
// #468 / R2-OQ-01: SetTickRate(Half) while paused is a bug — must be rejected.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
let mut time = SimulationTime::default();
time.tick_rate = TickRate::Paused;
world.insert_resource(time);
world.init_resource::<crate::knowledge::EntityRegistry>();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::SetTickRate(TickRate::Half),
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused,
"SetTickRate must be rejected while paused (R2-OQ-01)"
);
}
// === Auto-Pause Reconciliation Tests (T-970, D-226 layer 1) ===
// Option A (lead ruling, no previous-rate stack): AutoPause only takes
// effect from TickRate::Full; AutoResume only fires when AutoPauseState
// says auto-pause itself caused the current pause. Manual pause and Half
// rate (D-088) must survive an implant open/close cycle untouched.
#[test]
fn auto_pause_alone_then_auto_resume_unpauses() {
// No manual pause / Half rate in play — AutoPause causes the pause, so
// AutoResume (implant closing) must actually resume it.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
world.init_resource::<AutoPauseState>();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoPause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused,
"AutoPause must pause from Full"
);
assert!(
world.resource::<AutoPauseState>().active,
"auto_pause_active must be set — this pause was auto-triggered"
);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoResume,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Full,
"auto-pause-alone -> auto-resume must actually resume"
);
assert!(
!world.resource::<AutoPauseState>().active,
"flag must clear on auto-resume"
);
}
#[test]
fn manual_pause_survives_auto_pause_and_auto_resume() {
// A prior MANUAL pause must survive the implant open/close cycle
// untouched — auto-resume must NOT fire since auto-pause wasn't the trigger.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<crate::knowledge::EntityRegistry>();
world.init_resource::<AutoPauseState>();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
// Step 1: manual pause (Space bar).
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Pause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused
);
// Step 2: implant opens — AutoPause fires. Already paused (not Full),
// so it must no-op and leave the flag false.
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoPause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused
);
assert!(
!world.resource::<AutoPauseState>().active,
"manual pause was not caused by auto-pause"
);
// Step 3: implant closes — AutoResume fires. Flag is false, so it must
// NOT unpause.
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoResume,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Paused,
"manual pause -> auto-pause -> auto-resume must leave the sim still paused"
);
}
#[test]
fn half_rate_survives_auto_pause_and_auto_resume_untouched() {
// D-088 Half rate is untouched by auto-pause/auto-resume — AutoPause
// only takes effect from Full, so Half stays Half through an implant
// open/close cycle (no previous-rate stack, "keep it simple").
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
let mut time = SimulationTime::default();
time.tick_rate = TickRate::Half;
world.insert_resource(time);
world.init_resource::<crate::knowledge::EntityRegistry>();
world.init_resource::<AutoPauseState>();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoPause,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Half,
"AutoPause must not touch Half rate"
);
assert!(!world.resource::<AutoPauseState>().active);
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::AutoResume,
});
schedule.run(&mut world);
assert_eq!(
world.resource::<SimulationTime>().tick_rate,
TickRate::Half,
"AutoResume must not touch Half rate either"
);
}
}