Files
settled-reach/server/src/simulation/zone.rs
T
jpmschweitzerandClaude Opus 4.6 daae3dd6ab feat(simulation): add Zone Gate gauntlet room and zone crossing detection (#512)
New test_world room with two zones (Terminal/Corridor) separated by
a door. Adds ZoneCrossEventQueue resource and detect_zone_crossings
system to fire events when the player crosses zone boundaries.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 16:34:21 +01:00

154 lines
4.8 KiB
Rust

//! Zone map — spatial zone assignment for tiles (D-077, D-073).
//!
//! Maps tile coordinates to zone identifiers. Used by:
//! - Observer snapshot: enriches VisibleTile with zone_id
//! - Client AudioManager: zone crossfade triggers (D-073)
//! - Client fog shader: deep fog temperature tint (D-059 layer 3)
//! - Zone Gate Gauntlet room: crossing-event detection (QA #512)
//!
//! BTreeMap per D-010 principle 4 (deterministic iteration).
use std::collections::BTreeMap;
use bevy_ecs::prelude::*;
use crate::simulation::movement::{PlayerCharacter, TilePosition};
/// Server-authoritative zone assignment for tiles.
///
/// Each tile position maps to a zone ID. Tiles outside any defined zone
/// (corridors, transition spaces) have no entry and return None.
///
/// Zone IDs are opaque u16 values — the client maintains its own
/// `zone_id → zone_name / temperature_tint / ambient_layer` mapping.
///
/// Production population path is TBD — currently populated only by
/// Gauntlet room builders via `set_rect` / `set`.
#[derive(Resource, Debug, Default)]
pub struct ZoneMap {
zones: BTreeMap<(i32, i32, i32), u16>,
}
impl ZoneMap {
/// Look up the zone for a tile position.
pub fn zone_at(&self, x: i32, y: i32, z: i32) -> Option<u16> {
self.zones.get(&(x, y, z)).copied()
}
/// Assign a zone to a rectangular region of tiles.
/// Used by map builders to define zone boundaries.
pub fn set_rect(&mut self, ox: i32, oy: i32, w: i32, h: i32, z: i32, zone_id: u16) {
for y in oy..(oy + h) {
for x in ox..(ox + w) {
self.zones.insert((x, y, z), zone_id);
}
}
}
/// Assign a zone to a single tile.
pub fn set(&mut self, x: i32, y: i32, z: i32, zone_id: u16) {
self.zones.insert((x, y, z), zone_id);
}
}
/// Event emitted when the player crosses a zone boundary (D-077).
///
/// Queued once per tick when the player's tile zone_id differs from the
/// previously recorded zone. `from` or `to` may be None for tiles outside
/// any defined zone (corridors, unzoned transitions).
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct ZoneCrossEvent {
/// Zone the player left (None = no zone on previous tile).
pub from: Option<u16>,
/// Zone the player entered (None = no zone on new tile).
pub to: Option<u16>,
}
/// Resource: queue of zone-crossing events (drained each tick by consumers).
#[derive(Resource, Default)]
pub struct ZoneCrossEventQueue {
pub events: Vec<ZoneCrossEvent>,
}
impl ZoneCrossEventQueue {
pub fn push(&mut self, event: ZoneCrossEvent) {
self.events.push(event);
}
pub fn drain(&mut self) -> Vec<ZoneCrossEvent> {
std::mem::take(&mut self.events)
}
}
/// Tracks the player's zone from the previous tick.
///
/// Used by `detect_zone_crossings` to compare against the current tick's
/// zone and emit a `ZoneCrossEvent` when they differ.
#[derive(Resource, Debug, Default)]
pub struct PreviousPlayerZone(pub Option<u16>);
/// System: detect zone crossings and queue a `ZoneCrossEvent`.
///
/// Runs after `validate_movement` so the player position is current.
/// Compares the player's current tile zone (from `ZoneMap`) against
/// `PreviousPlayerZone`. Queues a `ZoneCrossEvent` on change and updates
/// the resource for the next tick.
pub fn detect_zone_crossings(
zone_map: Option<Res<ZoneMap>>,
mut previous_zone: ResMut<PreviousPlayerZone>,
player_query: Query<&TilePosition, With<PlayerCharacter>>,
mut queue: ResMut<ZoneCrossEventQueue>,
) {
let Some(zone_map) = zone_map else {
return;
};
let Ok(pos) = player_query.single() else {
return;
};
let current_zone = zone_map.zone_at(pos.x, pos.y, pos.z);
if current_zone != previous_zone.0 {
queue.push(ZoneCrossEvent {
from: previous_zone.0,
to: current_zone,
});
previous_zone.0 = current_zone;
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn zone_at_returns_none_for_unset_tile() {
let map = ZoneMap::default();
assert_eq!(map.zone_at(10, 20, 0), None);
}
#[test]
fn set_rect_populates_zone() {
let mut map = ZoneMap::default();
map.set_rect(5, 10, 3, 2, 0, 42);
// Inside rect
assert_eq!(map.zone_at(5, 10, 0), Some(42));
assert_eq!(map.zone_at(7, 11, 0), Some(42));
// Outside rect
assert_eq!(map.zone_at(4, 10, 0), None);
assert_eq!(map.zone_at(8, 10, 0), None);
assert_eq!(map.zone_at(5, 12, 0), None);
// Wrong z-level
assert_eq!(map.zone_at(5, 10, 1), None);
}
#[test]
fn set_single_tile() {
let mut map = ZoneMap::default();
map.set(3, 7, 0, 99);
assert_eq!(map.zone_at(3, 7, 0), Some(99));
assert_eq!(map.zone_at(3, 8, 0), None);
}
}