Files
settled-reach/server/src/simulation/inventory.rs
T
jpmschweitzerandClaude Opus 4.6 d0663c4193 refactor(server): apply rustfmt and clippy suggestions
Formatting pass across simulation, perception, knowledge, NPC, and
test modules. Includes two clippy fixes in monologue.rs (.values()
instead of for (_, v) pattern).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-16 00:40:43 +01:00

267 lines
8.9 KiB
Rust

// Inventory system — CarriedBy component, Take/Place verb handling (#424, D-065)
//
// Items are world entities with CarriedBy(StableId) referencing the carrier.
// When carried, TilePosition is removed — this naturally enforces the info
// boundary: carried items don't appear in spatial queries (visibility,
// interactions) for other observers. Only the carrier's observer snapshot
// includes them via player_inventory.
//
// Take: removes TilePosition, adds CarriedBy + InventorySlot.
// Place: removes CarriedBy + InventorySlot, adds TilePosition at player pos.
//
// 3x3 grid = 9 universal slots (OQ-24 resolved). Slot assignment is
// first-available (0..8).
use bevy_ecs::prelude::*;
use crate::bridge::types::InventoryItem;
use crate::knowledge::types::StableId;
/// Maximum inventory slots (3x3 grid, OQ-24).
pub const MAX_INVENTORY_SLOTS: u8 = 9;
/// Marks an item as carried by an entity. References the carrier's StableId.
/// When present, the item entity should NOT have a TilePosition — it's
/// in someone's pocket, not on the ground.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub struct CarriedBy(pub StableId);
/// Display name for an item entity, crossing the wire as InventoryItem.name.
#[derive(Component, Debug, Clone)]
pub struct ItemName(pub String);
/// Inventory slot assignment (0..8 for 3x3 grid).
/// Assigned on Take, removed on Place.
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
pub struct InventorySlot(pub u8);
/// Find the next available inventory slot for a carrier.
/// Returns None if all 9 slots are occupied.
pub fn find_next_slot(occupied: &[u8]) -> Option<u8> {
(0..MAX_INVENTORY_SLOTS).find(|slot| !occupied.contains(slot))
}
/// Collect inventory items for a specific carrier (by StableId).
/// Returns wire-format InventoryItem structs sorted by slot.
pub fn collect_inventory_for(
carrier_id: StableId,
items: &Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
registry: &crate::knowledge::EntityRegistry,
) -> Vec<InventoryItem> {
let mut result: Vec<InventoryItem> = items
.iter()
.filter(|(_, carried_by, _, _)| carried_by.0 == carrier_id)
.map(|(entity, _, name, slot)| {
let wire_id = registry
.to_stable(entity)
.map(|sid| sid.0)
.unwrap_or_else(|| {
tracing::error!(?entity, "carried item not in EntityRegistry");
entity.to_bits()
});
InventoryItem {
item_id: wire_id,
name: name.0.clone(),
slot: slot.0,
}
})
.collect();
result.sort_by_key(|item| item.slot);
result
}
/// Get the list of occupied slots for a carrier.
pub fn occupied_slots_for(
carrier_id: StableId,
items: &Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
) -> Vec<u8> {
items
.iter()
.filter(|(_, carried_by, _, _)| carried_by.0 == carrier_id)
.map(|(_, _, _, slot)| slot.0)
.collect()
}
#[cfg(test)]
mod tests {
use super::*;
use crate::knowledge::EntityRegistry;
use bevy_ecs::world::World;
fn setup_world() -> World {
let mut world = World::new();
world.init_resource::<EntityRegistry>();
world
}
#[test]
fn find_next_slot_empty_returns_zero() {
assert_eq!(find_next_slot(&[]), Some(0));
}
#[test]
fn find_next_slot_skips_occupied() {
assert_eq!(find_next_slot(&[0, 1, 2]), Some(3));
}
#[test]
fn find_next_slot_fills_gaps() {
assert_eq!(find_next_slot(&[0, 2, 4]), Some(1));
}
#[test]
fn find_next_slot_full_returns_none() {
let all: Vec<u8> = (0..9).collect();
assert_eq!(find_next_slot(&all), None);
}
#[test]
fn collect_inventory_empty_when_no_items() {
let mut world = setup_world();
let player = world.spawn_empty().id();
let player_sid = world.resource_mut::<EntityRegistry>().register(player);
let mut query_state = world.query::<(Entity, &CarriedBy, &ItemName, &InventorySlot)>();
// Can't use system params directly in tests — use world query
// Instead, verify the logic by spawning items and checking
assert_eq!(query_state.iter(&world).count(), 0);
let _ = player_sid; // used for the filter
}
#[test]
fn carried_item_appears_in_inventory() {
let mut world = setup_world();
let player = world.spawn_empty().id();
let player_sid = world.resource_mut::<EntityRegistry>().register(player);
let item = world
.spawn((
CarriedBy(player_sid),
ItemName("Manifest Copy".into()),
InventorySlot(0),
))
.id();
world.resource_mut::<EntityRegistry>().register(item);
// Use system_state for proper Query access
let mut system_state = bevy_ecs::system::SystemState::<(
Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
Res<EntityRegistry>,
)>::new(&mut world);
let (items_query, registry) = system_state.get(&world);
let inventory = collect_inventory_for(player_sid, &items_query, &registry);
assert_eq!(inventory.len(), 1);
assert_eq!(inventory[0].name, "Manifest Copy");
assert_eq!(inventory[0].slot, 0);
}
#[test]
fn only_own_items_in_inventory() {
let mut world = setup_world();
let player = world.spawn_empty().id();
let player_sid = world.resource_mut::<EntityRegistry>().register(player);
let other = world.spawn_empty().id();
let other_sid = world.resource_mut::<EntityRegistry>().register(other);
// Player's item
let item1 = world
.spawn((
CarriedBy(player_sid),
ItemName("Manifest Copy".into()),
InventorySlot(0),
))
.id();
world.resource_mut::<EntityRegistry>().register(item1);
// Other entity's item — should NOT appear in player's inventory
let item2 = world
.spawn((
CarriedBy(other_sid),
ItemName("Access Token".into()),
InventorySlot(0),
))
.id();
world.resource_mut::<EntityRegistry>().register(item2);
let mut system_state = bevy_ecs::system::SystemState::<(
Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
Res<EntityRegistry>,
)>::new(&mut world);
let (items_query, registry) = system_state.get(&world);
let inventory = collect_inventory_for(player_sid, &items_query, &registry);
assert_eq!(inventory.len(), 1, "info boundary: only own items");
assert_eq!(inventory[0].name, "Manifest Copy");
}
#[test]
fn inventory_sorted_by_slot() {
let mut world = setup_world();
let player = world.spawn_empty().id();
let player_sid = world.resource_mut::<EntityRegistry>().register(player);
// Spawn items in reverse slot order
for (slot, name) in [(2, "Comm Log"), (0, "Manifest"), (1, "Token")] {
let item = world
.spawn((
CarriedBy(player_sid),
ItemName(name.into()),
InventorySlot(slot),
))
.id();
world.resource_mut::<EntityRegistry>().register(item);
}
let mut system_state = bevy_ecs::system::SystemState::<(
Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
Res<EntityRegistry>,
)>::new(&mut world);
let (items_query, registry) = system_state.get(&world);
let inventory = collect_inventory_for(player_sid, &items_query, &registry);
assert_eq!(inventory.len(), 3);
assert_eq!(inventory[0].slot, 0);
assert_eq!(inventory[0].name, "Manifest");
assert_eq!(inventory[1].slot, 1);
assert_eq!(inventory[1].name, "Token");
assert_eq!(inventory[2].slot, 2);
assert_eq!(inventory[2].name, "Comm Log");
}
#[test]
fn occupied_slots_returns_correct_set() {
let mut world = setup_world();
let player = world.spawn_empty().id();
let player_sid = world.resource_mut::<EntityRegistry>().register(player);
for slot in [0, 3, 7] {
world.spawn((
CarriedBy(player_sid),
ItemName("Item".into()),
InventorySlot(slot),
));
}
let mut system_state = bevy_ecs::system::SystemState::<
Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
>::new(&mut world);
let items_query = system_state.get(&world);
let mut slots = occupied_slots_for(player_sid, &items_query);
slots.sort();
assert_eq!(slots, vec![0, 3, 7]);
}
#[test]
fn max_slots_is_nine() {
assert_eq!(MAX_INVENTORY_SLOTS, 9);
}
}