Files
settled-reach/server/tests/triangle_escalation.rs
T
jpmschweitzerandClaude Sonnet 4.6 ce0df2f320 refactor(simulation): remove v0.1 content loading system (#655)
Delete the hand-authored YAML content pipeline (server/src/content/) superseded
by the v0.2 generator-first approach (D-122, D-128). Runtime ECS types that were
co-located with content loading have been extracted to dedicated simulation modules:

- simulation/triangle.rs: TriangleState, TriangleCrisisEventQueue, tick/resolve systems
- simulation/line_pool.rs: LinePoolIndex, AccessTier, TrustTier, Mood, LinePoolIndexResource
- simulation/knowledge_grant.rs: KnowledgeGrant, Prerequisites

Monologue systems (trigger_monologue, trigger_recognition_monologue,
trigger_event_monologue) now use hardcoded fallback lines only; the
ContentStoreResource branch and select_pool_line function are removed.

Deleted: content/{loader,types,line_pool,hot_reload,spawn,instantiation,entanglement,mod}.rs
Deleted: tests/{content_loading,content_runtime,content_scaling,template_instantiation,template_schema}.rs
Deleted: bin/line_preview.rs (v0.1 tool)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 09:07:57 +01:00

622 lines
22 KiB
Rust

//! Integration tests for the triangle escalation system (#250).
//!
//! Covers the public API from a black-box perspective:
//! - D-087: seed-dependent tension rates produce different 30-min arc timings
//! - D-089: resolution does not cascade (only targeted triangle changes)
//! - D-026: escalation only runs on Active-tier entities
//! - D-031: escalation runs once per game-minute (every 10 ticks)
//!
//! These tests complement the lib unit tests in `src/content/template.rs`
//! with integration-level coverage using the public crate API.
use std::collections::BTreeMap;
use bevy_ecs::{schedule::Schedule, world::World};
use settled_reach_server::{
simulation::triangle::{
apply_resolve_triangle, tick_triangle_escalation, ResolveTriangleCommand,
ResolveTriangleQueue, TemplateId, TriangleClassification, TriangleCrisisEventQueue,
TriangleDef, TriangleId, TrianglePhase, TriangleState,
},
knowledge::{registry::EntityRegistry, types::StableId, StableEntityId},
npc::ToleranceThreshold,
simulation::{
tier::ActiveSim,
time::SimulationTime,
},
};
// ---------------------------------------------------------------------------
// Test helpers
// ---------------------------------------------------------------------------
/// Minimal world with all resources required by `tick_triangle_escalation`.
fn make_escalation_world() -> World {
let mut world = World::new();
world.init_resource::<SimulationTime>();
world.init_resource::<TriangleCrisisEventQueue>();
world.init_resource::<EntityRegistry>();
world
}
/// Spawn an NPC with a known StableId and ToleranceThreshold.
fn spawn_npc_with_threshold(world: &mut World, stable_id_val: u64, threshold: i16) -> StableId {
let sid = StableId(stable_id_val);
let entity = world
.spawn((ActiveSim, StableEntityId(sid), ToleranceThreshold { current_stress: 0, threshold }))
.id();
world.resource_mut::<EntityRegistry>().register_existing(entity, sid);
sid
}
/// Spawn a triangle entity with the given state (ActiveSim marker included).
fn spawn_triangle(
world: &mut World,
triangle_id: u64,
tension: u8,
tension_rate: u8,
phase: TrianglePhase,
role_assignments: BTreeMap<settled_reach_server::simulation::triangle::RoleId, StableId>,
) -> bevy_ecs::entity::Entity {
world
.spawn((
ActiveSim,
TriangleState {
triangle_id: TriangleId(triangle_id),
role_assignments,
tension,
phase,
tension_rate,
template_id: TemplateId(1),
classification: TriangleClassification::default(),
},
))
.id()
}
/// Run the escalation schedule at a specific tick.
fn run_at_tick(world: &mut World, schedule: &mut Schedule, tick: u64) {
world.resource_mut::<SimulationTime>().tick = tick;
schedule.run(world);
}
// ---------------------------------------------------------------------------
// #250: Escalation happy path
// ---------------------------------------------------------------------------
/// D-031: escalation runs once per game-minute. 10 ticks = 1 game-minute.
/// Tension should only increment on multiples of 10.
#[test]
fn escalation_only_fires_on_game_minute_boundaries() {
let mut world = make_escalation_world();
let entity = spawn_triangle(
&mut world,
1,
0,
5,
TrianglePhase::Simmering,
BTreeMap::new(),
);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
// Ticks 1-9: not a game-minute, tension must not change.
for tick in 1..10 {
run_at_tick(&mut world, &mut schedule, tick);
}
assert_eq!(
world.get::<TriangleState>(entity).unwrap().tension,
0,
"tension must not change on sub-minute ticks"
);
// Tick 10: first game-minute, tension should increment.
run_at_tick(&mut world, &mut schedule, 10);
assert_eq!(
world.get::<TriangleState>(entity).unwrap().tension,
5,
"tension must increment at tick 10 (first game-minute)"
);
}
/// Simmering → Active transition at the expected game-minute.
///
/// Known setup:
/// - tension_rate = 5, starting tension = 0
/// - Lowest NPC threshold = 25
/// - After 5 game-minutes (50 ticks): tension = 25, not > 25 → Simmering
/// - After 6 game-minutes (60 ticks): tension = 30, 30 > 25 → Active
#[test]
fn simmering_transitions_to_active_at_expected_minute() {
let mut world = make_escalation_world();
let npc_a = spawn_npc_with_threshold(&mut world, 1, 40);
let npc_b = spawn_npc_with_threshold(&mut world, 2, 25); // lowest
let npc_c = spawn_npc_with_threshold(&mut world, 3, 60);
use settled_reach_server::simulation::triangle::RoleId;
let mut assignments = BTreeMap::new();
assignments.insert(RoleId::new("role-a"), npc_a);
assignments.insert(RoleId::new("role-b"), npc_b);
assignments.insert(RoleId::new("role-c"), npc_c);
let entity = spawn_triangle(&mut world, 42, 0, 5, TrianglePhase::Simmering, assignments);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
// Run through 50 ticks (5 game-minutes): should remain Simmering.
for tick in 1..=50 {
run_at_tick(&mut world, &mut schedule, tick);
}
let state = world.get::<TriangleState>(entity).unwrap();
assert_eq!(
state.phase,
TrianglePhase::Simmering,
"after 5 game-minutes (tension=25), must still be Simmering (not > 25)"
);
assert_eq!(state.tension, 25);
// Run through tick 60 (6th game-minute): tension becomes 30, > 25 → Active.
for tick in 51..=60 {
run_at_tick(&mut world, &mut schedule, tick);
}
let state = world.get::<TriangleState>(entity).unwrap();
assert_eq!(
state.phase,
TrianglePhase::Active,
"at tick 60 (tension=30 > threshold=25), must transition to Active"
);
assert_eq!(state.tension, 30);
}
/// D-087: different seeds produce different escalation timings.
/// Verify that two triangles with different tension rates escalate at different times.
#[test]
fn d087_seed_dependent_escalation_timing() {
// Triangle A: slower escalation (rate 2)
// Triangle B: faster escalation (rate 8)
// Both share same NPC threshold (30).
// A triggers at: ceil(30 / 2) + 1 = 16th game-minute (tension hits 32 at minute 16)
// B triggers at: ceil(30 / 8) + 1 = 5th game-minute (tension hits 32 at minute 4)
let mut world = make_escalation_world();
let npc = spawn_npc_with_threshold(&mut world, 1, 30);
use settled_reach_server::simulation::triangle::RoleId;
let mut assignments = BTreeMap::new();
assignments.insert(RoleId::new("r"), npc);
// Spawn as separate triangles.
let slow = spawn_triangle(&mut world, 10, 0, 2, TrianglePhase::Simmering, assignments.clone());
let fast = spawn_triangle(&mut world, 20, 0, 8, TrianglePhase::Simmering, assignments);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
// Run 40 game-minutes (400 ticks).
for tick in 1..=400 {
run_at_tick(&mut world, &mut schedule, tick);
}
// Both should be Active by 400 ticks.
assert_eq!(world.get::<TriangleState>(slow).unwrap().phase, TrianglePhase::Active);
assert_eq!(world.get::<TriangleState>(fast).unwrap().phase, TrianglePhase::Active);
// Fast triangle should have activated earlier (higher tension accumulated faster).
let fast_tension = world.get::<TriangleState>(fast).unwrap().tension;
let slow_tension = world.get::<TriangleState>(slow).unwrap().tension;
assert!(
fast_tension > slow_tension,
"fast triangle (rate=8) should have higher tension than slow (rate=2) after equal time"
);
}
/// The trigger NPC in the crisis event is the one with the lowest threshold.
#[test]
fn crisis_event_trigger_npc_is_lowest_threshold() {
let mut world = make_escalation_world();
let npc_high = spawn_npc_with_threshold(&mut world, 1, 50); // high tolerance
let npc_low = spawn_npc_with_threshold(&mut world, 2, 10); // low tolerance — trigger
use settled_reach_server::simulation::triangle::RoleId;
let mut assignments = BTreeMap::new();
assignments.insert(RoleId::new("r-high"), npc_high);
assignments.insert(RoleId::new("r-low"), npc_low);
// tension_rate = 11 so after 1 game-minute tension = 11 > 10.
spawn_triangle(&mut world, 99, 0, 11, TrianglePhase::Simmering, assignments);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
run_at_tick(&mut world, &mut schedule, 10);
let queue = world.resource::<TriangleCrisisEventQueue>();
assert_eq!(queue.events.len(), 1, "exactly one crisis event");
assert_eq!(
queue.events[0].trigger_npc, npc_low,
"trigger NPC must be the one with the lowest threshold"
);
assert_eq!(queue.events[0].tick, 10, "crisis tick must match the game-minute");
}
/// No crisis event when tension hasn't exceeded the threshold.
#[test]
fn no_crisis_event_below_threshold() {
let mut world = make_escalation_world();
let npc = spawn_npc_with_threshold(&mut world, 1, 100); // high threshold
use settled_reach_server::simulation::triangle::RoleId;
let mut assignments = BTreeMap::new();
assignments.insert(RoleId::new("r"), npc);
spawn_triangle(&mut world, 1, 0, 5, TrianglePhase::Simmering, assignments);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
run_at_tick(&mut world, &mut schedule, 10);
let queue = world.resource::<TriangleCrisisEventQueue>();
assert!(queue.is_empty(), "no crisis event when tension (5) < threshold (100)");
}
// ---------------------------------------------------------------------------
// #250: Active phase behavior
// ---------------------------------------------------------------------------
/// Active triangle continues incrementing tension (narrative tracking).
/// No additional crisis event emitted.
#[test]
fn active_triangle_continues_incrementing_no_new_event() {
let mut world = make_escalation_world();
spawn_triangle(&mut world, 1, 50, 3, TrianglePhase::Active, BTreeMap::new());
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
run_at_tick(&mut world, &mut schedule, 10);
run_at_tick(&mut world, &mut schedule, 20);
let queue = world.resource::<TriangleCrisisEventQueue>();
assert!(queue.is_empty(), "no crisis event for already-Active triangle");
}
/// Active triangle tension saturates at u8::MAX (255).
#[test]
fn active_triangle_tension_saturates_at_u8_max() {
let mut world = make_escalation_world();
spawn_triangle(&mut world, 1, 252, 10, TrianglePhase::Active, BTreeMap::new());
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
run_at_tick(&mut world, &mut schedule, 10);
// First call: 252 + 10 = 262, saturates to 255
let entity = world.query::<bevy_ecs::entity::Entity>().iter(&world).next().unwrap();
// Can't query TriangleState after mutable borrow; check via resource
// (we verify by spawning directly and checking post-run)
let _ = entity; // entity used to ensure spawn worked
// Re-run test cleanly
let mut world2 = make_escalation_world();
let e2 = spawn_triangle(&mut world2, 2, 254, 50, TrianglePhase::Active, BTreeMap::new());
let mut sched2 = Schedule::default();
sched2.add_systems(tick_triangle_escalation);
run_at_tick(&mut world2, &mut sched2, 10);
let state = world2.get::<TriangleState>(e2).unwrap();
assert_eq!(state.tension, 255, "tension saturates at u8::MAX");
}
// ---------------------------------------------------------------------------
// #250: D-026 tier boundary
// ---------------------------------------------------------------------------
/// Triangles without ActiveSim marker are NOT escalated (D-026 tier boundary).
#[test]
fn d026_non_active_tier_triangle_not_escalated() {
let mut world = make_escalation_world();
world.resource_mut::<SimulationTime>().tick = 10;
// Spawn WITHOUT ActiveSim.
let entity = world
.spawn(TriangleState {
triangle_id: TriangleId(1),
role_assignments: BTreeMap::new(),
tension: 10,
phase: TrianglePhase::Simmering,
tension_rate: 5,
template_id: TemplateId(1),
classification: TriangleClassification::default(),
})
.id();
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
schedule.run(&mut world);
assert_eq!(
world.get::<TriangleState>(entity).unwrap().tension,
10,
"D-026: triangle without ActiveSim must not be escalated"
);
}
/// Dormant triangles are skipped even when in Active tier.
#[test]
fn dormant_triangle_not_escalated() {
let mut world = make_escalation_world();
let entity = spawn_triangle(&mut world, 1, 0, 10, TrianglePhase::Dormant, BTreeMap::new());
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
run_at_tick(&mut world, &mut schedule, 10);
assert_eq!(
world.get::<TriangleState>(entity).unwrap().tension,
0,
"Dormant triangle must not be escalated"
);
}
/// Resolved triangles are skipped (D-089: resolution is permanent).
#[test]
fn resolved_triangle_not_escalated() {
let mut world = make_escalation_world();
let entity = spawn_triangle(&mut world, 1, 50, 5, TrianglePhase::Resolved, BTreeMap::new());
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
run_at_tick(&mut world, &mut schedule, 10);
assert_eq!(
world.get::<TriangleState>(entity).unwrap().tension,
50,
"Resolved triangle must not be escalated (D-089)"
);
}
// ---------------------------------------------------------------------------
// #250: Resolution (D-089)
// ---------------------------------------------------------------------------
/// ResolveTriangleCommand sets the target triangle to Resolved.
#[test]
fn resolve_command_sets_phase_to_resolved() {
let mut world = World::new();
world.init_resource::<ResolveTriangleQueue>();
let entity = world
.spawn(TriangleState {
triangle_id: TriangleId(100),
role_assignments: BTreeMap::new(),
tension: 50,
phase: TrianglePhase::Active,
tension_rate: 3,
template_id: TemplateId(1),
classification: TriangleClassification::default(),
})
.id();
world.resource_mut::<ResolveTriangleQueue>().push(ResolveTriangleCommand(TriangleId(100)));
let mut schedule = Schedule::default();
schedule.add_systems(apply_resolve_triangle);
schedule.run(&mut world);
let state = world.get::<TriangleState>(entity).unwrap();
assert_eq!(state.phase, TrianglePhase::Resolved, "resolve command must set phase to Resolved");
assert_eq!(state.tension, 50, "tension must not change on resolve");
}
/// D-089: Resolution does NOT cascade to other triangles.
#[test]
fn d089_resolve_does_not_cascade() {
let mut world = World::new();
world.init_resource::<ResolveTriangleQueue>();
let target = world
.spawn(TriangleState {
triangle_id: TriangleId(100),
role_assignments: BTreeMap::new(),
tension: 50,
phase: TrianglePhase::Active,
tension_rate: 3,
template_id: TemplateId(1),
classification: TriangleClassification::default(),
})
.id();
let bystander_a = world
.spawn(TriangleState {
triangle_id: TriangleId(200),
role_assignments: BTreeMap::new(),
tension: 20,
phase: TrianglePhase::Simmering,
tension_rate: 2,
template_id: TemplateId(1),
classification: TriangleClassification::default(),
})
.id();
let bystander_b = world
.spawn(TriangleState {
triangle_id: TriangleId(300),
role_assignments: BTreeMap::new(),
tension: 80,
phase: TrianglePhase::Active,
tension_rate: 4,
template_id: TemplateId(1),
classification: TriangleClassification::default(),
})
.id();
// Resolve only triangle 100.
world.resource_mut::<ResolveTriangleQueue>().push(ResolveTriangleCommand(TriangleId(100)));
let mut schedule = Schedule::default();
schedule.add_systems(apply_resolve_triangle);
schedule.run(&mut world);
assert_eq!(
world.get::<TriangleState>(target).unwrap().phase,
TrianglePhase::Resolved
);
assert_eq!(
world.get::<TriangleState>(bystander_a).unwrap().phase,
TrianglePhase::Simmering,
"D-089: bystander_a must remain Simmering"
);
assert_eq!(
world.get::<TriangleState>(bystander_b).unwrap().phase,
TrianglePhase::Active,
"D-089: bystander_b must remain Active"
);
}
/// Resolving the same triangle twice is idempotent.
#[test]
fn resolve_twice_is_idempotent() {
let mut world = World::new();
world.init_resource::<ResolveTriangleQueue>();
let entity = world
.spawn(TriangleState {
triangle_id: TriangleId(100),
role_assignments: BTreeMap::new(),
tension: 30,
phase: TrianglePhase::Active,
tension_rate: 1,
template_id: TemplateId(1),
classification: TriangleClassification::default(),
})
.id();
let mut schedule = Schedule::default();
schedule.add_systems(apply_resolve_triangle);
world.resource_mut::<ResolveTriangleQueue>().push(ResolveTriangleCommand(TriangleId(100)));
schedule.run(&mut world);
world.resource_mut::<ResolveTriangleQueue>().push(ResolveTriangleCommand(TriangleId(100)));
schedule.run(&mut world);
assert_eq!(
world.get::<TriangleState>(entity).unwrap().phase,
TrianglePhase::Resolved,
"double-resolve must remain Resolved"
);
}
// ---------------------------------------------------------------------------
// #250: Crisis event queue behavior
// ---------------------------------------------------------------------------
/// Crisis events accumulate in the queue until drained.
#[test]
fn crisis_events_accumulate_until_drained() {
let mut world = make_escalation_world();
let npc = spawn_npc_with_threshold(&mut world, 1, 5);
use settled_reach_server::simulation::triangle::RoleId;
let mut assignments = BTreeMap::new();
assignments.insert(RoleId::new("r"), npc);
// Two triangles that will both escalate.
spawn_triangle(&mut world, 10, 0, 6, TrianglePhase::Simmering, assignments.clone());
spawn_triangle(&mut world, 20, 0, 6, TrianglePhase::Simmering, assignments);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
run_at_tick(&mut world, &mut schedule, 10);
let queue = world.resource::<TriangleCrisisEventQueue>();
assert_eq!(
queue.events.len(),
2,
"both triangles should emit crisis events in the same game-minute"
);
}
/// `TriangleCrisisEventQueue::drain` clears the queue.
#[test]
fn crisis_queue_drain_clears_events() {
let mut world = make_escalation_world();
let npc = spawn_npc_with_threshold(&mut world, 1, 5);
use settled_reach_server::simulation::triangle::RoleId;
let mut assignments = BTreeMap::new();
assignments.insert(RoleId::new("r"), npc);
spawn_triangle(&mut world, 1, 0, 10, TrianglePhase::Simmering, assignments);
let mut schedule = Schedule::default();
schedule.add_systems(tick_triangle_escalation);
run_at_tick(&mut world, &mut schedule, 10);
// Drain the queue.
let drained = world.resource_mut::<TriangleCrisisEventQueue>().drain();
assert_eq!(drained.len(), 1, "drain should return the 1 event");
assert!(
world.resource::<TriangleCrisisEventQueue>().is_empty(),
"queue must be empty after drain"
);
}
// ---------------------------------------------------------------------------
// #250: YAML triangle def → escalation pipeline
// ---------------------------------------------------------------------------
/// End-to-end: TriangleDef from YAML can describe all 5 v0.1 triangles
/// (D-087) and those defs produce escalatable TriangleState instances.
#[test]
fn d087_all_v01_conflict_types_produce_escalatable_states() {
use settled_reach_server::simulation::triangle::{ConflictType, NpcAxis, RoleId};
let defs = [
("kael-davan", "smuggler", "ring-contact", ConflictType::ResourceCompetition),
("sera-venn", "detective", "commission-inspector", ConflictType::SecretExposure),
("naia", "kael-davan", "hael", ConflictType::LatentTension),
("drin", "ring-system", "dock-supervisor", ConflictType::ResourceCompetition),
("worried-partner", "ring-member", "neighbor", ConflictType::LatentTension),
];
for (r0, r1, r2, conflict) in &defs {
let roles = [RoleId::new(r0), RoleId::new(r1), RoleId::new(r2)];
let tid = settled_reach_server::simulation::triangle::TriangleId::from_seed_and_roles(42, &roles);
let def = TriangleDef {
triangle_id: tid,
roles: roles.clone(),
conflict_type: *conflict,
interest_axes: [NpcAxis::Want, NpcAxis::Secret, NpcAxis::Relationships],
relationship_constraints: vec![],
};
assert!(def.validate().is_ok(), "D-087 triangle must be valid: {:?}", def.validate());
// Can construct a TriangleState from the def.
let mut assignments = BTreeMap::new();
for role in &roles {
assignments.insert(role.clone(), StableId(0));
}
let state = TriangleState {
triangle_id: tid,
role_assignments: assignments,
tension: 0,
phase: TrianglePhase::Simmering,
tension_rate: 3,
template_id: TemplateId(1),
classification: TriangleClassification::default(),
};
assert_eq!(
state.phase,
TrianglePhase::Simmering,
"{:?} triangle must start Simmering",
conflict
);
}
}