Files
settled-reach/server/src/perception/observer/tests.rs
T
jpmschweitzerandClaude Opus 4.6 dd1dd0feec fix(simulation): address PR #46 review — zone tests, doc accuracy, TBD comment
Add 3 zone enrichment tests to observer pipeline (tile inside zone,
tile outside zone, absent ZoneMap resource). Fix misleading Decay
Observatory doc comment that claimed Direct start when test starts at
KnowsDetails. Add production population TBD note on ZoneMap.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:22:48 +01:00

2582 lines
81 KiB
Rust

use super::*;
use crate::knowledge::types::{KnowledgeState, ObserverAccess};
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.init_resource::<crate::simulation::sound::SoundEventQueue>();
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, PROTOCOL_VERSION);
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, PROTOCOL_VERSION,
"should be current protocol version"
);
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"
);
}
// -----------------------------------------------------------------------
// Phase 2 verb filter tests (#422, D-057)
// -----------------------------------------------------------------------
#[test]
fn phase2_confront_injected_for_npc_with_knows_details() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC at close range, directly north 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 has KnowsDetails confidence on NPC
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 15, 0), 50);
kg.observe_entity_leaving_los(&npc_sid, 60);
// Now at KnowsDetails (one step below Direct)
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(&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];
// Should have Talk, ExamineNpc, AND Confront (Phase 2 injected)
assert_eq!(interaction.verbs.len(), 3);
let confront = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Confront);
assert!(
confront.is_some(),
"Confront should be injected for KnowsDetails+"
);
assert_eq!(confront.unwrap().priority, 3);
assert_eq!(confront.unwrap().label, "Confront");
}
#[test]
fn phase2_no_confront_without_knows_details() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
))
.id();
let npc_sid = registry.register(npc);
// Player only Suspects this NPC (below KnowsDetails threshold)
let mut kg = KnowledgeGraph::new();
kg.entities.insert(
npc_sid,
crate::knowledge::EntityKnowledge {
last_known_position: Some(TilePosition::new(16, 15, 0)),
last_observed_tick: 50,
last_updated_tick: 50,
confidence: KnowledgeConfidence::Suspects,
source: crate::knowledge::KnowledgeSource::Background,
state: KnowledgeState::Active,
relationship: RelationshipState::Unknown,
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_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];
let confront = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Confront);
assert!(
confront.is_none(),
"Confront should NOT appear for Suspects confidence"
);
}
#[test]
fn phase2_no_confront_at_mid_range() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC at mid range (distance 4, > CLOSE_RANGE=2)
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 12, 0),
crate::simulation::interaction::Interactable,
))
.id();
let npc_sid = registry.register(npc);
// Player has KnowsDetails
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 12, 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_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];
// Mid range: only ExamineNpc, no Talk, no Confront
let confront = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Confront);
assert!(confront.is_none(), "Confront requires close range");
}
#[test]
fn phase2_contradiction_marks_interaction() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
))
.id();
let npc_sid = registry.register(npc);
// Player has contradicted knowledge about NPC
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 15, 0), 50);
kg.entities.get_mut(&npc_sid).unwrap().state = KnowledgeState::Contradicted;
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(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.nearby_interactions.len(), 1);
assert!(
snapshot.nearby_interactions[0].contradicted,
"interaction should be marked contradicted"
);
}
#[test]
fn phase2_no_contradiction_for_active_knowledge() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
))
.id();
let npc_sid = registry.register(npc);
// Player has Active (normal) knowledge — no contradiction
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 15, 0), 50);
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(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.nearby_interactions.len(), 1);
assert!(
!snapshot.nearby_interactions[0].contradicted,
"interaction should NOT be contradicted for Active knowledge"
);
}
#[test]
fn phase2_smuggler_relabels_container_verbs() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// Container at close range, north of player
let container = world
.spawn((
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
ObjectType::Container,
))
.id();
registry.register(container);
// Smuggler player
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
CharacterArchetype::Smuggler,
))
.id();
registry.register(player);
world.insert_resource(registry);
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];
// Container at close range: Open→"Move", Search→"Stash", Observe stays "Observe"
let open_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Open);
let search_verb = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Search);
let observe_verb = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Observe);
assert_eq!(open_verb.unwrap().label, "Move", "smuggler Open→Move");
assert_eq!(search_verb.unwrap().label, "Stash", "smuggler Search→Stash");
assert_eq!(observe_verb.unwrap().label, "Observe", "Observe unchanged");
}
#[test]
fn phase2_detective_relabels_container_verbs() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let container = world
.spawn((
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
ObjectType::Container,
))
.id();
registry.register(container);
// Detective player (explicit)
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
CharacterArchetype::Detective,
))
.id();
registry.register(player);
world.insert_resource(registry);
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];
let open_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Open);
let search_verb = interaction
.verbs
.iter()
.find(|v| v.kind == VerbKind::Search);
assert_eq!(open_verb.unwrap().label, "Scan", "detective Open→Scan");
assert_eq!(search_verb.unwrap().label, "Flag", "detective Search→Flag");
}
#[test]
fn phase2_default_archetype_is_detective() {
// When no CharacterArchetype component attached, defaults to Detective
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let container = world
.spawn((
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
ObjectType::Container,
))
.id();
registry.register(container);
// Player WITHOUT CharacterArchetype component
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
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];
// Default = Detective labels
let open_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Open);
assert_eq!(
open_verb.unwrap().label,
"Scan",
"default archetype should use Detective labels"
);
}
#[test]
fn phase2_non_container_keeps_default_labels() {
// Readable objects should keep their default labels regardless of archetype
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let readable = world
.spawn((
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
ObjectType::Readable,
))
.id();
registry.register(readable);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
CharacterArchetype::Smuggler,
))
.id();
registry.register(player);
world.insert_resource(registry);
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];
let read_verb = interaction.verbs.iter().find(|v| v.kind == VerbKind::Read);
assert_eq!(
read_verb.unwrap().label,
"Read",
"Readable labels unchanged for smuggler"
);
}
#[test]
fn phase2_object_type_carried_through_snapshot() {
// NearbyInteraction.object_type should be populated from Phase 1
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let terminal = world
.spawn((
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
ObjectType::Terminal,
))
.id();
registry.register(terminal);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_full_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.nearby_interactions.len(), 1);
assert_eq!(
snapshot.nearby_interactions[0].object_type,
Some(ObjectType::Terminal),
"object_type should be carried through from Phase 1"
);
}
#[test]
fn phase2_npc_object_type_is_none() {
// NPCs should have object_type = None
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
))
.id();
registry.register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_full_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.nearby_interactions.len(), 1);
assert_eq!(
snapshot.nearby_interactions[0].object_type, None,
"NPC should have object_type=None"
);
}
// -----------------------------------------------------------------------
// Sprint suppression end-to-end (#419 QA, D-055)
// -----------------------------------------------------------------------
#[test]
fn sprint_suppresses_interactions_through_full_pipeline() {
use crate::simulation::stance::Stance;
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC at close range, directly north in LOS
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
))
.id();
registry.register(npc);
// Player in Sprint stance
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
Stance(MovementStance::Sprint),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_full_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// NPC should be VISIBLE (sprint suppresses interpretation, not data per D-055)
let npcs: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert_eq!(npcs.len(), 1, "NPC should still be visible during sprint");
// But interactions should be empty
assert!(
snapshot.nearby_interactions.is_empty(),
"sprint should suppress all nearby_interactions in final snapshot"
);
// Stance should be Sprint in snapshot
assert_eq!(snapshot.player_stance, MovementStance::Sprint);
}
#[test]
fn phase2_poi_with_confront_verb_order() {
// POI NPC with KnowsDetails: ExamineNpc(1), Talk(2), Confront(3)
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
))
.id();
let npc_sid = registry.register(npc);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 15, 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);
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 verbs = &snapshot.nearby_interactions[0].verbs;
assert_eq!(
verbs.len(),
3,
"POI+KnowsDetails: ExamineNpc + Talk + Confront"
);
// POI flips ExamineNpc to priority 1, Talk to 2, Confront at 3
assert_eq!(verbs[0].kind, VerbKind::ExamineNpc);
assert_eq!(verbs[0].priority, 1);
assert_eq!(verbs[1].kind, VerbKind::Talk);
assert_eq!(verbs[1].priority, 2);
assert_eq!(verbs[2].kind, VerbKind::Confront);
assert_eq!(verbs[2].priority, 3);
}
// -----------------------------------------------------------------------
// Inventory through observer pipeline (#424 QA, D-065)
// -----------------------------------------------------------------------
#[test]
fn carried_item_appears_in_snapshot_inventory() {
// D-065: player_inventory populated via collect_inventory_for through full pipeline
use crate::simulation::inventory::{CarriedBy, InventorySlot, ItemName};
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
let player_sid = registry.register(player);
// Item carried by player (no TilePosition — in inventory)
let item = world
.spawn((
CarriedBy(player_sid),
ItemName("Manifest Copy".into()),
InventorySlot(0),
))
.id();
registry.register(item);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(
snapshot.player_inventory.len(),
1,
"carried item should appear in snapshot"
);
assert_eq!(snapshot.player_inventory[0].name, "Manifest Copy");
assert_eq!(snapshot.player_inventory[0].slot, 0);
}
#[test]
fn carried_item_not_in_visible_entities() {
// D-065 info boundary: carried items have no TilePosition, so they
// must NOT appear in the visible entity list (spatial queries skip them).
use crate::simulation::inventory::{CarriedBy, InventorySlot, ItemName};
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
let player_sid = registry.register(player);
// Item in inventory: has CarriedBy but NO TilePosition
let item = world
.spawn((
CarriedBy(player_sid),
ItemName("Corridor Access Token".into()),
InventorySlot(1),
))
.id();
registry.register(item);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// Only the player should be in visible entities — carried item has no TilePosition
assert_eq!(
snapshot.entities.len(),
1,
"carried item without TilePosition must not appear in visible entities"
);
assert!(matches!(snapshot.entities[0].kind, EntityKind::Player));
// But it IS in the inventory
assert_eq!(snapshot.player_inventory.len(), 1);
}
#[test]
fn multiple_carried_items_sorted_in_snapshot() {
// D-065: 3 v0.1 items, verify sorting by slot through pipeline
use crate::simulation::inventory::{CarriedBy, InventorySlot, ItemName};
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
))
.id();
let player_sid = registry.register(player);
// Spawn 3 v0.1 items in reverse slot order
for (slot, name) in [
(2, "Personal Comm Log"),
(0, "Manifest Copy"),
(1, "Corridor Access Token"),
] {
let item = world
.spawn((
CarriedBy(player_sid),
ItemName(name.into()),
InventorySlot(slot),
))
.id();
registry.register(item);
}
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
assert_eq!(snapshot.player_inventory.len(), 3);
assert_eq!(snapshot.player_inventory[0].slot, 0);
assert_eq!(snapshot.player_inventory[0].name, "Manifest Copy");
assert_eq!(snapshot.player_inventory[1].slot, 1);
assert_eq!(snapshot.player_inventory[1].name, "Corridor Access Token");
assert_eq!(snapshot.player_inventory[2].slot, 2);
assert_eq!(snapshot.player_inventory[2].name, "Personal Comm Log");
}
// -----------------------------------------------------------------------
// Sprint anomaly detection tests (#428, D-055)
// -----------------------------------------------------------------------
#[test]
fn sprint_past_contradicted_npc_queues_anomaly() {
use crate::simulation::monologue::SprintAnomalyQueue;
use crate::simulation::stance::Stance;
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC in LOS, directly north
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
.id();
let npc_sid = registry.register(npc);
// Player has Contradicted knowledge about the NPC
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.entities.get_mut(&npc_sid).unwrap().state = KnowledgeState::Contradicted;
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
Stance(MovementStance::Sprint),
SprintAnomalyQueue::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
// Anomaly should be queued
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(
queue.has_pending(),
"contradicted NPC while sprinting should queue anomaly"
);
}
#[test]
fn walk_past_contradicted_npc_does_not_queue_anomaly() {
use crate::simulation::monologue::SprintAnomalyQueue;
use crate::simulation::stance::Stance;
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);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.entities.get_mut(&npc_sid).unwrap().state = KnowledgeState::Contradicted;
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
Stance(MovementStance::Walk), // Walking, not sprinting
SprintAnomalyQueue::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(
!queue.has_pending(),
"walking past contradicted NPC should NOT queue anomaly"
);
}
#[test]
fn sprint_past_active_npc_does_not_queue_anomaly() {
use crate::simulation::monologue::SprintAnomalyQueue;
use crate::simulation::stance::Stance;
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);
// Active knowledge (not contradicted)
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
Stance(MovementStance::Sprint),
SprintAnomalyQueue::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(
!queue.has_pending(),
"sprint past Active NPC should NOT queue anomaly"
);
}
#[test]
fn sprint_anomaly_not_queued_when_already_pending() {
use crate::simulation::monologue::SprintAnomalyQueue;
use crate::simulation::stance::Stance;
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);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.entities.get_mut(&npc_sid).unwrap().state = KnowledgeState::Contradicted;
// Pre-fill anomaly queue with an existing pending entry
let mut queue = SprintAnomalyQueue::default();
queue.push_anomaly(999, 0); // Different entity, already pending
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
Stance(MovementStance::Sprint),
queue,
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
// Queue should still have the original entry (first-in wins)
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(queue.has_pending());
// The original entity_id should be preserved (not overwritten)
// We can't directly inspect the entity_id, but we can verify via take_ready
}
#[test]
fn sprint_anomaly_without_queue_component_no_crash() {
use crate::simulation::stance::Stance;
// Player without SprintAnomalyQueue should still work (backward compat)
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);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.entities.get_mut(&npc_sid).unwrap().state = KnowledgeState::Contradicted;
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
Stance(MovementStance::Sprint),
// No SprintAnomalyQueue — should not crash
))
.id();
registry.register(player);
world.insert_resource(registry);
// Should run without panicking
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
assert!(
buffer.snapshot.is_some(),
"snapshot should still be produced"
);
}
#[test]
fn sprint_anomaly_npc_visible_but_interactions_suppressed() {
// D-055: sprint suppresses interpretation, not sensory data.
// The NPC should be visible AND queue an anomaly, but interactions empty.
use crate::simulation::monologue::SprintAnomalyQueue;
use crate::simulation::stance::Stance;
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 15, 0),
crate::simulation::interaction::Interactable,
))
.id();
let npc_sid = registry.register(npc);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 15, 0), 50);
kg.entities.get_mut(&npc_sid).unwrap().state = KnowledgeState::Contradicted;
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
Stance(MovementStance::Sprint),
SprintAnomalyQueue::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_full_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().unwrap();
// NPC should be visible (sprint doesn't suppress visibility)
let npcs: Vec<_> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.collect();
assert_eq!(npcs.len(), 1, "NPC should be visible during sprint");
// Interactions should be empty (sprint suppression)
assert!(
snapshot.nearby_interactions.is_empty(),
"sprint suppresses interactions"
);
// Anomaly should be queued
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(
queue.has_pending(),
"anomaly should be queued despite interaction suppression"
);
}
#[test]
fn sprint_anomaly_multiple_contradicted_npcs_only_first_queued() {
// D-055: first-in wins — only the first Contradicted entity per scan is queued
use crate::simulation::monologue::SprintAnomalyQueue;
use crate::simulation::stance::Stance;
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// Two contradicted NPCs in LOS
let npc1 = world
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
.id();
let npc1_sid = registry.register(npc1);
let npc2 = world
.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)))
.id();
let npc2_sid = registry.register(npc2);
// Player has Contradicted knowledge about BOTH NPCs
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc1_sid, TilePosition::new(16, 14, 0), 50);
kg.entities.get_mut(&npc1_sid).unwrap().state = KnowledgeState::Contradicted;
kg.observe_entity(npc2_sid, TilePosition::new(16, 12, 0), 50);
kg.entities.get_mut(&npc2_sid).unwrap().state = KnowledgeState::Contradicted;
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
kg,
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
Stance(MovementStance::Sprint),
SprintAnomalyQueue::default(),
))
.id();
registry.register(player);
world.insert_resource(registry);
run_observer_pipeline(&mut world);
// Exactly one anomaly should be queued (first-in wins, break after first)
let mut query = world.query::<&SprintAnomalyQueue>();
let queue = query.single(&world).unwrap();
assert!(queue.has_pending(), "one anomaly should be queued");
}
// -----------------------------------------------------------------------
// Pending recognitions in observer snapshot (#423, D-060)
// -----------------------------------------------------------------------
#[test]
fn pending_recognitions_appear_in_snapshot() {
// H11: When a player entity has a CognitiveDelay component with pending
// recognitions, compute_observer_snapshot should include them in
// pending_recognitions for the client to render as grey blobs.
use crate::perception::cognitive_delay::{
CognitiveDelay, PendingRecognition, RecognitionTrigger,
};
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// Target entity that is being "recognized"
let target = world.spawn_empty().id();
let target_sid = registry.register(target);
// Player with CognitiveDelay containing a pending recognition
let mut cd = CognitiveDelay::default();
cd.push(PendingRecognition {
target,
stable_id: target_sid,
position: TilePosition::new(16, 14, 0),
delay_until_tick: 110, // will complete at tick 110
trigger: RecognitionTrigger::Normal,
monologue_fired: false,
});
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
MonologueBuffer::default(),
cd,
))
.id();
registry.register(player);
world.insert_resource(registry);
world.insert_resource({
let mut t = SimulationTime::default();
t.tick = 106; // 4 ticks remaining until recognition
t
});
run_observer_pipeline(&mut world);
let buffer = world.resource::<SnapshotBuffer>();
let snapshot = buffer.snapshot.as_ref().expect("snapshot should exist");
assert_eq!(
snapshot.pending_recognitions.len(),
1,
"should have one pending recognition in snapshot"
);
let pending = &snapshot.pending_recognitions[0];
assert_eq!(pending.entity_id, target_sid.0);
assert_eq!(pending.remaining_ticks, 4, "110 - 106 = 4 remaining");
assert_eq!(
pending.total_delay_ticks,
crate::perception::cognitive_delay::NORMAL_DELAY_TICKS,
"total delay should match Normal trigger"
);
// Position should be render coords of (16, 14, 0)
let (expected_x, expected_y, expected_z) = TilePosition::new(16, 14, 0).to_render_coords();
assert_eq!(pending.x, expected_x);
assert_eq!(pending.y, expected_y);
assert_eq!(pending.z, expected_z);
}
// -----------------------------------------------------------------------
// Determinism regression tests (#456/#457 — Fix A + Fix B)
// -----------------------------------------------------------------------
#[test]
fn equidistant_npcs_produce_stable_snapshot_ordering() {
// Fix A (#456): visible_ids uses BTreeSet for deterministic iteration.
// Fix B (#457): entities sorted by entity_id in snapshot.
// Regression guard: equidistant NPCs must always appear in ascending
// entity_id order regardless of ECS internal iteration order.
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// Three NPCs equidistant from observer at (16,16) — all 2 tiles away.
// Spawn order: npc_a, npc_b, npc_c → ascending stable_ids.
let npc_a = world
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
.id();
let npc_a_sid = registry.register(npc_a);
let npc_b = world
.spawn((crate::npc::Npc, TilePosition::new(14, 16, 0)))
.id();
let npc_b_sid = registry.register(npc_b);
let npc_c = world
.spawn((crate::npc::Npc, TilePosition::new(18, 16, 0)))
.id();
let npc_c_sid = registry.register(npc_c);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
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 npc_ids: Vec<u64> = snapshot
.entities
.iter()
.filter(|e| matches!(e.kind, EntityKind::Npc))
.map(|e| e.entity_id)
.collect();
assert_eq!(
npc_ids.len(),
3,
"all three equidistant NPCs should be visible"
);
// Entity IDs must be in strictly ascending order (Fix B sort guarantee)
for i in 1..npc_ids.len() {
assert!(
npc_ids[i - 1] < npc_ids[i],
"snapshot entities not sorted by entity_id: {:?}",
npc_ids
);
}
// Verify the ordering matches the expected stable_id assignment order
assert_eq!(npc_ids[0], npc_a_sid.0);
assert_eq!(npc_ids[1], npc_b_sid.0);
assert_eq!(npc_ids[2], npc_c_sid.0);
}
#[test]
fn visible_tiles_sorted_by_coordinates() {
// Fix A (#456): visible_tiles sorted by (x, y) for deterministic snapshots.
let mut world = setup_world(32, 32);
world.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
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"
);
// All tiles must be sorted by (x, y)
for i in 1..snapshot.visible_tiles.len() {
let prev = &snapshot.visible_tiles[i - 1];
let curr = &snapshot.visible_tiles[i];
assert!(
(prev.x, prev.y) <= (curr.x, curr.y),
"visible_tiles not sorted: ({},{}) > ({},{})",
prev.x,
prev.y,
curr.x,
curr.y,
);
}
}
#[test]
fn no_cognitive_delay_component_means_empty_pending_recognitions() {
// H11 complement: player WITHOUT CognitiveDelay should produce
// an empty pending_recognitions vec (backward compatibility).
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.pending_recognitions.is_empty(),
"no CognitiveDelay component should produce empty pending_recognitions"
);
}
// -----------------------------------------------------------------------
// blocked_entities debug field tests (#514)
// -----------------------------------------------------------------------
#[test]
fn blocked_entities_empty_when_all_visible() {
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();
registry.register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
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();
assert!(
snapshot.blocked_entities.is_empty(),
"no blocked entities when NPC is in LOS"
);
}
#[test]
fn npc_behind_wall_appears_in_blocked_entities() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// Wall between player and NPC
world
.resource_mut::<WalkabilityMap>()
.set_walkable(&TilePosition::new(16, 14, 0), false);
// NPC behind the wall
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)))
.id();
let npc_sid = registry.register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
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();
assert!(
snapshot.blocked_entities.contains(&npc_sid.0),
"NPC behind wall should appear in blocked_entities"
);
// Not in visible entities
let npc_visible = snapshot.entities.iter().any(|e| e.entity_id == npc_sid.0);
assert!(!npc_visible, "NPC should not be in visible entities");
}
#[test]
fn npc_behind_player_appears_in_blocked_entities() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC far behind player (south, outside vision cone)
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)))
.id();
let npc_sid = registry.register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
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();
assert!(
snapshot.blocked_entities.contains(&npc_sid.0),
"NPC in blind spot should appear in blocked_entities"
);
}
#[test]
fn different_z_level_not_in_blocked_entities() {
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC on a different z-level
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 1)))
.id();
let npc_sid = registry.register(npc);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
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();
assert!(
!snapshot.blocked_entities.contains(&npc_sid.0),
"NPC on different z-level should NOT be in blocked_entities"
);
}
// -----------------------------------------------------------------------
// Component-level access control tests (#139, D-010 principle 2)
// -----------------------------------------------------------------------
#[test]
fn access_rule_owner_only_redacts_relationship() {
// THE critical negative test for #139: NPC with OwnerOnly access rule
// is physically visible (in LOS) but relationship data is redacted.
use crate::knowledge::types::AccessRule;
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC with OwnerOnly access rule — only the NPC itself can read its data
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 14, 0),
AccessRule(ObserverAccess::OwnerOnly),
))
.id();
let npc_sid = registry.register(npc);
// Player knows NPC as Hostile — but access should be denied
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.set_relationship(&npc_sid, RelationshipState::Hostile);
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();
// NPC should be visible (physically in LOS)
let npc_entity = snapshot
.entities
.iter()
.find(|e| matches!(e.kind, EntityKind::Npc))
.expect("NPC should be visible even with OwnerOnly access");
// But relationship must be redacted to Unknown (access denied)
assert_eq!(
npc_entity.relationship,
RelationshipState::Unknown,
"OwnerOnly access should redact relationship to Unknown for non-owner observer"
);
assert_eq!(npc_entity.observation, EntityVisibility::Visible);
}
#[test]
fn access_rule_knowledge_gated_passes_with_matching_fact() {
// Positive test: observer has the required fact, relationship visible.
use crate::knowledge::types::{AccessRule, FactId, FactKnowledge, KnowledgeSource};
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC gated on a specific fact
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 14, 0),
AccessRule(ObserverAccess::KnowledgeGated("contraband.ring_exists".into())),
))
.id();
let npc_sid = registry.register(npc);
// Player knows the required fact AND has a relationship with the NPC
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.set_relationship(&npc_sid, RelationshipState::PersonOfInterest);
kg.facts.insert(
FactId("contraband.ring_exists".into()),
FactKnowledge {
confidence: KnowledgeConfidence::KnowsOf,
source: KnowledgeSource::Background,
state: KnowledgeState::Active,
acquired_tick: 0,
},
);
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 npc_entity = snapshot
.entities
.iter()
.find(|e| matches!(e.kind, EntityKind::Npc))
.expect("NPC should be visible");
// Observer has the required fact — relationship should be visible
assert_eq!(
npc_entity.relationship,
RelationshipState::PersonOfInterest,
"KnowledgeGated access should pass when observer has the required fact"
);
}
#[test]
fn access_rule_knowledge_gated_redacts_without_fact() {
// Negative test: observer lacks the required fact, relationship redacted.
use crate::knowledge::types::AccessRule;
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC gated on a fact the observer doesn't have
let npc = world
.spawn((
crate::npc::Npc,
TilePosition::new(16, 14, 0),
AccessRule(ObserverAccess::KnowledgeGated("conspiracy.mastermind".into())),
))
.id();
let npc_sid = registry.register(npc);
// Player has relationship but NOT the required fact
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.set_relationship(&npc_sid, RelationshipState::Hostile);
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 npc_entity = snapshot
.entities
.iter()
.find(|e| matches!(e.kind, EntityKind::Npc))
.expect("NPC should be visible (in LOS)");
assert_eq!(
npc_entity.relationship,
RelationshipState::Unknown,
"KnowledgeGated access should redact relationship when observer lacks the fact"
);
}
#[test]
fn no_access_rule_defaults_to_public() {
// Existing behavior: entities without AccessRule are fully visible.
// This is a regression guard — existing tests also cover this implicitly.
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// NPC with NO AccessRule component
let npc = world
.spawn((crate::npc::Npc, TilePosition::new(16, 14, 0)))
.id();
let npc_sid = registry.register(npc);
let mut kg = KnowledgeGraph::new();
kg.observe_entity(npc_sid, TilePosition::new(16, 14, 0), 50);
kg.set_relationship(&npc_sid, RelationshipState::Friendly);
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 npc_entity = snapshot
.entities
.iter()
.find(|e| matches!(e.kind, EntityKind::Npc))
.expect("NPC should be visible");
assert_eq!(
npc_entity.relationship,
RelationshipState::Friendly,
"No AccessRule should default to Public — relationship fully visible"
);
}
#[test]
fn blocked_entities_sorted_ascending() {
// Multiple blocked NPCs should appear in ascending entity_id order
let mut world = setup_world(32, 32);
let mut registry = EntityRegistry::new(0);
// Wall blocks north
world
.resource_mut::<WalkabilityMap>()
.set_walkable(&TilePosition::new(16, 14, 0), false);
// Two NPCs behind wall + one behind player
let npc_a = world
.spawn((crate::npc::Npc, TilePosition::new(16, 12, 0)))
.id();
let npc_a_sid = registry.register(npc_a);
let npc_b = world
.spawn((crate::npc::Npc, TilePosition::new(16, 10, 0)))
.id();
let npc_b_sid = registry.register(npc_b);
let npc_c = world
.spawn((crate::npc::Npc, TilePosition::new(16, 26, 0)))
.id();
let npc_c_sid = registry.register(npc_c);
let player = world
.spawn((
PlayerCharacter,
TilePosition::new(16, 16, 0),
Facing(FacingDirection::North),
KnowledgeGraph::new(),
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();
assert!(snapshot.blocked_entities.len() >= 3);
// Must be sorted ascending (BTreeSet guarantee)
for i in 1..snapshot.blocked_entities.len() {
assert!(
snapshot.blocked_entities[i - 1] < snapshot.blocked_entities[i],
"blocked_entities not sorted: {:?}",
snapshot.blocked_entities
);
}
// All three NPCs should be present
assert!(snapshot.blocked_entities.contains(&npc_a_sid.0));
assert!(snapshot.blocked_entities.contains(&npc_b_sid.0));
assert!(snapshot.blocked_entities.contains(&npc_c_sid.0));
}
// -----------------------------------------------------------------------
// Zone enrichment tests (#523, D-077)
// -----------------------------------------------------------------------
#[test]
fn zone_map_enriches_visible_tiles_with_zone_id() {
// Tile inside a zone should get zone_id = Some(zone_id)
use crate::simulation::zone::ZoneMap;
let mut world = setup_world(32, 32);
let mut zone_map = ZoneMap::default();
// Zone 42 covers (14..18, 14..18) — includes the observer's tile at (16,16)
zone_map.set_rect(14, 14, 4, 4, 0, 42);
world.insert_resource(zone_map);
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();
// Observer's tile (16, 16) is inside zone 42
let observer_tile = snapshot
.visible_tiles
.iter()
.find(|t| t.x == 16 && t.y == 16 && t.z == 0)
.expect("observer tile should be visible");
assert_eq!(
observer_tile.zone_id,
Some(42),
"tile inside zone should have zone_id"
);
}
#[test]
fn zone_map_tiles_outside_zone_get_none() {
// Tile outside any zone should get zone_id = None
use crate::simulation::zone::ZoneMap;
let mut world = setup_world(32, 32);
let mut zone_map = ZoneMap::default();
// Zone only covers (0..2, 0..2) — far from observer at (16,16)
zone_map.set_rect(0, 0, 2, 2, 0, 7);
world.insert_resource(zone_map);
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();
// Observer's tile (16, 16) is outside any zone
let observer_tile = snapshot
.visible_tiles
.iter()
.find(|t| t.x == 16 && t.y == 16 && t.z == 0)
.expect("observer tile should be visible");
assert_eq!(
observer_tile.zone_id, None,
"tile outside any zone should have zone_id = None"
);
}
#[test]
fn no_zone_map_resource_tiles_have_no_zone_id() {
// When ZoneMap resource is absent, all tiles should have zone_id = None
let mut world = setup_world(32, 32);
// Do NOT insert ZoneMap resource
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"
);
// All tiles should have zone_id = None when no ZoneMap exists
for tile in &snapshot.visible_tiles {
assert_eq!(
tile.zone_id, None,
"tile ({},{}) should have zone_id = None without ZoneMap resource",
tile.x, tile.y
);
}
}