Files
settled-reach/server/src/perception/observer/tests.rs
T
jpmschweitzerandClaude Opus 4.6 98f4cedc03 feat(simulation): Sprint 6 Touch — stance, tile presence, verbs, protocol v6
Implements the core Sprint 6: Touch systems across 5 tickets:

- #449 ObserverSnapshot v6: add player_stance (MovementStance) and
  player_inventory (Vec<InventoryItem>) wire fields with serde defaults
  for backward compatibility. Bump PROTOCOL_VERSION 5→6.

- #417 Stance system: Sprint/Walk/Careful/Crouch movement stance with
  tick-based speed (1/2/3/4 ticks per move), monologue rate multipliers,
  and PlayerMoveCooldown component. ToggleStanceUp/Down player actions.

- #420 TilePresence: posture-layer collision system allowing same-tile
  occupancy for different layers (Standing/Prone/Seated/Fixture).
  Layer-based collision in validate_movement.

- #421 ObjectType component: Readable/Container/Terminal/Door/Pickup/
  Furniture types with Phase 1 verb sets computed from type + proximity.

- #422 Phase 2 verb filter: KG-gated observer-side verb processing —
  POI priority flips, Confront injection at KnowsDetails+, contradiction
  marking, archetype-specific label relabeling (Smuggler/Detective).

217 unit tests + 17 integration tests passing. All MessagePack fixtures
regenerated for v6 wire format.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 15:38:59 +01:00

687 lines
22 KiB
Rust

use super::*;
use crate::knowledge::types::KnowledgeState;
use crate::knowledge::{EntityRegistry, KnowledgeGraph};
use crate::perception::query::{ActivePerceptionMode, VisibilityGeometry};
use crate::perception::vision_cone::Facing;
use crate::simulation::monologue::MonologueBuffer;
use bevy_ecs::world::World;
/// Helper: set up a test world with resources for the two-stage observer pipeline.
fn setup_world(width: i32, height: i32) -> World {
let mut world = World::new();
world.insert_resource(SimulationTime::default());
world.insert_resource(WalkabilityMap::new(width, height, 1));
world.init_resource::<SnapshotBuffer>();
world.init_resource::<EntityRegistry>();
world.init_resource::<VisibilityGeometry>();
world.init_resource::<ActivePerceptionMode>();
world
}
/// Run the two-stage observer pipeline: geometry + snapshot.
fn run_observer_pipeline(world: &mut World) {
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems((
compute_visibility_geometry,
compute_observer_snapshot.after(compute_visibility_geometry),
));
schedule.run(world);
}
/// Run the full pipeline including interaction system.
fn run_full_pipeline(world: &mut World) {
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems((
crate::simulation::interaction::compute_nearby_interactions,
compute_visibility_geometry,
compute_observer_snapshot
.after(compute_visibility_geometry)
.after(crate::simulation::interaction::compute_nearby_interactions),
));
schedule.run(world);
}
#[test]
fn player_always_visible_in_snapshot() {
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().expect("snapshot should exist");
assert_eq!(snapshot.version, 6);
assert_eq!(snapshot.entities.len(), 1);
assert!(matches!(snapshot.entities[0].kind, EntityKind::Player));
assert_eq!(snapshot.entities[0].observation, EntityVisibility::Visible);
}
#[test]
fn npc_in_los_visible() {
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
// NPC directly north of player (in forward cone)
world.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.entities.len(), 2);
let npc = snapshot
.entities
.iter()
.find(|e| matches!(e.kind, EntityKind::Npc))
.expect("NPC should be visible");
assert_eq!(npc.visibility, VisibilitySector::Forward);
assert_eq!(npc.observation, EntityVisibility::Visible);
}
#[test]
fn npc_behind_wall_not_visible() {
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
// Wall between player and NPC
let mut walkability = world.resource_mut::<WalkabilityMap>();
walkability.set_walkable(&TilePosition::new(16, 14, 0), false);
// NPC behind the wall
world.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// Only player should be visible, not the NPC behind the wall
let npcs: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert!(npcs.is_empty(), "NPC behind wall should not be visible");
}
#[test]
fn npc_behind_player_not_visible() {
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
// NPC far behind player (south, in blind spot)
world.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
let npcs: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert!(npcs.is_empty(), "NPC in blind spot should not be visible");
}
#[test]
fn different_z_level_not_visible() {
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
// NPC on different z-level
world.spawn((crate::npc::Npc, TilePosition::new(16, 14, 1)));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
let npcs: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert!(npcs.is_empty(), "NPC on different z should not be visible");
}
#[test]
fn game_time_populated() {
let mut world = setup_world(32, 32);
let mut time = SimulationTime::default();
time.tick = 7200; // 720 minutes = Evening
time.tick_rate = crate::simulation::time::TickRate::Paused;
world.insert_resource(time);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.game_time.time_of_day, 720);
assert_eq!(
snapshot.game_time.day_phase,
crate::simulation::time::DayPhase::Evening
);
assert_eq!(snapshot.game_time.tick_rate, crate::simulation::time::TickRate::Paused);
}
#[test]
fn visible_tiles_populated() {
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert!(
!snapshot.visible_tiles.is_empty(),
"should have visible tiles"
);
// Observer's tile should be in the list
let has_observer_tile = snapshot
.visible_tiles
.iter()
.any(|t| t.x == 16 && t.y == 16 && t.z == 0);
assert!(has_observer_tile, "observer tile should be visible");
}
#[test]
fn visible_npc_has_relationship_from_knowledge() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
.id();
let npc_sid = registry.register(npc);
// Player knows NPC is hostile
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.set_relationship(&npc_sid, RelationshipState::Hostile);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
let npc_entity = snapshot
.entities
.iter()
.find(|e| matches!(e.kind, EntityKind::Npc))
.expect("NPC should be visible");
assert_eq!(npc_entity.relationship, RelationshipState::Hostile);
assert_eq!(npc_entity.observation, EntityVisibility::Visible);
}
#[test]
fn remembered_entity_appears_as_ghost() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC exists far behind the player (not visible)
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 30, 0)))
.id();
let npc_sid = registry.register(npc);
// Player previously saw NPC at (16, 28) — behind the player (south),
// well beyond peripheral range. The tile is NOT in the player's FOV.
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 28, 0), 50);
kg.observe_entity_leaving_los(&npc_sid, 60);
kg.set_relationship(&npc_sid, RelationshipState::PersonOfInterest);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
world.insert_resource({ let mut t = SimulationTime::default(); t.tick = 100; t });
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// Should have player (visible) + NPC (remembered)
let remembered: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
.collect();
assert_eq!(remembered.len(), 1, "should have one remembered entity");
assert_eq!(remembered[0].relationship, RelationshipState::PersonOfInterest);
// Remembered entity at last_known_position (16, 28), not actual (16, 30)
assert_eq!(remembered[0].x, 16.5);
assert_eq!(remembered[0].y, 28.5);
if let EntityVisibility::Remembered { confidence, age_ticks } = &remembered[0].observation {
assert_eq!(*confidence, KnowledgeConfidence::KnowsDetails);
assert_eq!(*age_ticks, 50); // tick 100 - last_observed 50
}
}
#[test]
fn direct_confidence_not_shown_as_remembered() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC exists but not in LOS
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 10, 0)))
.id();
let npc_sid = registry.register(npc);
// Knowledge still shows Direct (transient inconsistency)
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
// Still Direct — don't show as ghost
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
// Wall blocks actual NPC position
let mut walkability = world.resource_mut::<WalkabilityMap>();
walkability.set_walkable(&TilePosition::new(16, 12, 0), false);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
let remembered: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
.collect();
assert!(
remembered.is_empty(),
"Direct-confidence entities should not appear as remembered ghosts"
);
}
#[test]
fn remembered_entity_on_visible_tile_not_shown() {
// If the player can see a tile and the entity isn't there,
// don't show a ghost — the player knows it moved.
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(30, 30, 0)))
.id();
let npc_sid = registry.register(npc);
// Player remembers NPC at (16, 15) — a tile the player can currently see
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 15, 0), 50);
kg.observe_entity_leaving_los(&npc_sid, 60);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
let remembered: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
.collect();
assert!(
remembered.is_empty(),
"ghost should not appear on a tile the player can currently see"
);
}
#[test]
fn remembered_entity_different_z_not_shown() {
// Remembered entity on a different z-level should not appear
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(5, 5, 1)))
.id();
let npc_sid = registry.register(npc);
// Player remembers NPC at z=1, but player is at z=0
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(5, 5, 1), 50);
kg.observe_entity_leaving_los(&npc_sid, 60);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
let remembered: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
.collect();
assert!(
remembered.is_empty(),
"remembered entity on different z-level should not appear in snapshot"
);
}
#[test]
fn knowledge_without_position_not_shown() {
// Entity known via gossip (no last_known_position) should not appear
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(5, 5, 0)))
.id();
let npc_sid = registry.register(npc);
// Player knows about NPC but has never seen it (no position)
let mut kg = KnowledgeGraph::new();
// Insert knowledge manually without a position
kg.entities.insert(npc_sid, crate::knowledge::EntityKnowledge {
last_known_position: None,
last_observed_tick: 0,
last_updated_tick: 50,
confidence: KnowledgeConfidence::KnowsOf,
source: crate::knowledge::KnowledgeSource::Background,
state: crate::knowledge::KnowledgeState::Active,
relationship: RelationshipState::PersonOfInterest,
known_attributes: std::collections::BTreeMap::new(),
});
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
let remembered: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.observation, EntityVisibility::Remembered { .. }))
.collect();
assert!(
remembered.is_empty(),
"entity without last_known_position should not appear as ghost"
);
}
#[test]
fn multiple_npcs_in_los_all_visible() {
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
// Three NPCs in front of player, no walls
world.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)));
world.spawn((crate::npc::Npc, TilePosition::new(14, 14, 0)));
world.spawn((crate::npc::Npc, TilePosition::new(18, 14, 0)));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// Player + 3 NPCs = 4 entities
assert_eq!(snapshot.entities.len(), 4);
let npcs: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert_eq!(npcs.len(), 3);
assert!(npcs.iter().all(|n| n.observation == EntityVisibility::Visible));
}
#[test]
fn npc_behind_wall_excluded_from_multi_entity_snapshot() {
let mut world = setup_world(32, 32);
// Wall at (16,14)
world
.resource_mut::<WalkabilityMap>()
.set_walkable(&TilePosition::new(16, 14, 0), false);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
// NPC 1: behind wall (should be hidden)
world.spawn((crate::npc::Npc, TilePosition::new(16, 13, 0)));
// NPC 2: to the side, no wall (should be visible)
world.spawn((crate::npc::Npc, TilePosition::new(14, 14, 0)));
// NPC 3: also visible
world.spawn((crate::npc::Npc, TilePosition::new(18, 15, 0)));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// Player + 2 visible NPCs = 3 (NPC behind wall excluded)
let npcs: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert_eq!(npcs.len(), 2, "NPC behind wall should be excluded");
}
#[test]
fn poi_interaction_gets_observe_first_priority() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC in close range, directly north of player and in LOS
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
))
.id();
let npc_sid = registry.register(npc);
// Player knows NPC as PersonOfInterest
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 15, 0), 50);
kg.set_relationship(&npc_sid, RelationshipState::PersonOfInterest);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
// Run full pipeline: interaction computes default priority,
// then observer applies POI adjustment
run_full_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.nearby_interactions.len(), 1);
let interaction = &snapshot.nearby_interactions[0];
// POI: Observe takes priority over Talk
assert_eq!(interaction.verbs[0].kind, VerbKind::ExamineNpc);
assert_eq!(interaction.verbs[0].priority, 1);
assert_eq!(interaction.verbs[1].kind, VerbKind::Talk);
assert_eq!(interaction.verbs[1].priority, 2);
}
// -----------------------------------------------------------------------
// v6 field tests (Hoshe QA, Sprint 6 — #449)
// -----------------------------------------------------------------------
#[test]
fn snapshot_v6_fields_default_through_pipeline() {
// Until #417 (stance) and #424 (inventory) wire up the components,
// the observer system should produce Walk stance and empty inventory.
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().expect("snapshot should exist");
assert_eq!(snapshot.version, 6, "should be protocol v6");
assert_eq!(snapshot.player_stance, MovementStance::Walk, "default stance is Walk");
assert!(snapshot.player_inventory.is_empty(), "default inventory is empty");
}
#[test]
fn snapshot_v6_version_is_protocol_version() {
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
));
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(
snapshot.version,
crate::bridge::types::PROTOCOL_VERSION,
"snapshot version must match PROTOCOL_VERSION constant"
);
}