Add three new ObserverSnapshot fields for client Sprint 18 tickets: poi_list (Vec<PoiWire>) for minimap #151, examine_result (Option<ExamineResultWire>) for #174, player_knowledge (Option<PlayerKnowledgeWire>) for journal #264. POI list populated live from KG-discovered PointOfInterest components. KG dump serializes entity/fact knowledge with confidence, source, and state. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
671 lines
24 KiB
Rust
671 lines
24 KiB
Rust
//! Observer visibility query system (#112)
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//!
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//! Two-stage pipeline:
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//! 1. compute_visibility_geometry — FOV + vision cone → VisibilityGeometry resource
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//! 2. compute_observer_snapshot — entity filtering + knowledge overlay → ObserverSnapshot
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//!
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//! D-017 perception modes swap the geometry producer via PerceptionQuery trait.
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use bevy_ecs::prelude::*;
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use std::collections::BTreeSet;
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use crate::bridge::types::*;
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use crate::knowledge::graph::filter_by_access;
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use crate::knowledge::types::{AccessRule, KnowledgeState};
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use crate::knowledge::{EntityRegistry, KnowledgeGraph, StableId};
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use crate::perception::cognitive_delay::CognitiveDelay;
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use crate::perception::query::{ActivePerceptionMode, VisibilityGeometry};
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use crate::perception::vision_cone::Facing;
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use crate::simulation::contraband::ScanEventBuffer;
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use crate::simulation::conversation::ConversationEventBuffer;
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use crate::simulation::dialogue::DialogueResponseBuffer;
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use crate::simulation::follow::FollowTarget;
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use crate::simulation::interaction::NearbyInteractionBuffer;
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use crate::simulation::inventory::{CarriedBy, InventorySlot, ItemName};
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use crate::simulation::monologue::{MonologueBuffer, SprintAnomalyQueue};
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use crate::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use crate::simulation::poi::PointOfInterest;
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use crate::simulation::rng::SimRng;
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use crate::simulation::sound::SoundEventQueue;
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use crate::simulation::stance::Stance;
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use crate::simulation::time::SimulationTime;
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use crate::simulation::zone::ZoneMap;
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/// Compute visibility geometry using the active perception mode.
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/// Stage 1 of the observer pipeline: FOV + vision cone → VisibilityGeometry.
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///
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/// System ordering: after validate_movement, before compute_observer_snapshot.
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#[tracing::instrument(level = "debug", skip_all)]
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pub fn compute_visibility_geometry(
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walkability: Res<WalkabilityMap>,
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mode: Res<ActivePerceptionMode>,
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observer_query: Query<(&TilePosition, Option<&Facing>), With<PlayerCharacter>>,
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mut geometry: ResMut<VisibilityGeometry>,
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) {
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let Ok((observer_pos, facing_opt)) = observer_query.single() else {
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tracing::error!("compute_visibility_geometry: PlayerCharacter query failed");
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return;
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};
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let facing = facing_opt
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.map(|f| f.0)
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.unwrap_or(FacingDirection::default());
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*geometry = mode.0.compute_geometry(observer_pos, facing, &walkability);
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}
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/// Assemble observer snapshot from precomputed geometry and entity state.
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/// Stage 2 of the observer pipeline: entity filtering + knowledge overlay → snapshot.
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///
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/// System ordering: after compute_visibility_geometry + compute_nearby_interactions,
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/// before advance_tick.
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#[tracing::instrument(level = "debug", skip_all)]
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#[allow(clippy::type_complexity, clippy::too_many_arguments)]
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pub fn compute_observer_snapshot(
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time: Res<SimulationTime>,
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geometry: Res<VisibilityGeometry>,
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registry: Res<EntityRegistry>,
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zone_map: Option<Res<ZoneMap>>,
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sound_queue: Option<Res<SoundEventQueue>>,
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mut observer_query: Query<
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(
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Entity,
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&TilePosition,
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Option<&Facing>,
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&KnowledgeGraph,
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&mut NearbyInteractionBuffer,
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&mut MonologueBuffer,
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Option<&Stance>,
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Option<&CharacterArchetype>,
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Option<&mut SprintAnomalyQueue>,
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Option<&CognitiveDelay>,
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Option<&mut DialogueResponseBuffer>,
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Option<&mut ScanEventBuffer>,
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Option<&mut ConversationEventBuffer>,
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Option<&FollowTarget>,
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),
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With<PlayerCharacter>,
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>,
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all_entities: Query<(
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Entity,
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&TilePosition,
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Option<&PlayerCharacter>,
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Option<&crate::npc::Npc>,
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Option<&AccessRule>,
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Option<&crate::npc::tell_state::DerivedTellState>,
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)>,
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inventory_items: Query<(Entity, &CarriedBy, &ItemName, &InventorySlot)>,
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poi_query: Query<&PointOfInterest>,
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mut buffer: ResMut<SnapshotBuffer>,
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sim_rng: Option<Res<SimRng>>,
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) {
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let Ok((
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observer_entity,
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observer_pos,
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facing_opt,
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observer_kg,
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mut interaction_buffer,
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mut monologue_buffer,
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stance_opt,
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archetype_opt,
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mut anomaly_queue_opt,
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cognitive_delay_opt,
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mut dialogue_response_opt,
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mut scan_event_buffer_opt,
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mut conversation_buffer_opt,
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follow_target_opt,
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)) = observer_query.single_mut()
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else {
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tracing::error!("compute_observer_snapshot: PlayerCharacter query failed");
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return;
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};
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let facing = facing_opt
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.map(|f| f.0)
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.unwrap_or(FacingDirection::default());
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let archetype = archetype_opt.copied().unwrap_or_default();
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// Collect player inventory (D-065 info boundary: only own items)
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let player_inventory = registry
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.to_stable(observer_entity)
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.map(|player_sid| {
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crate::simulation::inventory::collect_inventory_for(
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player_sid,
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&inventory_items,
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®istry,
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)
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})
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.unwrap_or_default();
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// Resolve observer's StableId for component-level access control (#139, D-010)
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let observer_stable_id = registry
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.to_stable(observer_entity)
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.unwrap_or(StableId(0));
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let (mut entities, visible_ids, blocked_entities) =
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filter_visible_entities(&geometry, ®istry, observer_kg, observer_stable_id, &all_entities);
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collect_remembered_entities(
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observer_kg,
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&visible_ids,
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&geometry.visible_positions,
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geometry.observer_z,
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time.tick,
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&mut entities,
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);
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// Sprint anomaly detection (#428, D-055)
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// When sprinting, scan visible entities for Contradicted KG state.
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// Queue the first match for delayed "double-take" monologue.
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if stance_opt.map(|s| s.0) == Some(MovementStance::Sprint) {
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if let Some(anomaly_queue) = anomaly_queue_opt.as_mut() {
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if !anomaly_queue.has_pending() {
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for &wire_id in &visible_ids {
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let stable_id = StableId(wire_id);
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if let Some(knowledge) = observer_kg.entity_knowledge(&stable_id) {
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if knowledge.state == KnowledgeState::Contradicted {
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anomaly_queue.push_anomaly(wire_id, time.tick);
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break; // First-in wins
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}
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}
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}
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}
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}
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}
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let game_time = GameTime {
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day: time.day(),
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time_of_day: time.time_of_day_minutes(),
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day_phase: time.day_phase(),
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tick_rate: time.tick_rate,
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};
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// Take interactions and apply Phase 2 verb filter (D-057, #422)
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let mut nearby_interactions = interaction_buffer.take();
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apply_phase2_verb_filter(&mut nearby_interactions, observer_kg, archetype);
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tracing::trace!(
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"compute_observer_snapshot: tick={}, visible={}, remembered={}, tiles={}",
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time.tick,
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visible_ids.len(),
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entities.len() - visible_ids.len(),
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geometry.visible_tiles.len(),
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);
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let current_monologue = monologue_buffer.take();
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let dialogue_response = dialogue_response_opt.as_mut().and_then(|buf| buf.take());
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let scan_events = scan_event_buffer_opt
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.as_mut()
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.map(|buf| buf.take())
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.unwrap_or_default();
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// Drain NPC-to-NPC conversation events (#247, D-078)
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let (conversation_events, conversation_ended) = conversation_buffer_opt
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.as_mut()
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.map(|buf| (buf.take_events(), buf.take_ended()))
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.unwrap_or_default();
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// Collect sound events audible to the observer (D-038, #124).
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// Filter by D-018 range: only events the player can hear based on distance.
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let sound_events = if let Some(ref queue) = sound_queue {
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queue.audible_at(observer_pos).cloned().collect()
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} else {
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Vec::new()
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};
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// Build pending recognitions from CognitiveDelay (#423, D-060)
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let pending_recognitions = cognitive_delay_opt
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.map(|delay| {
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delay
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.pending()
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.iter()
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.map(|p| {
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let (rx, ry, rz) = p.position.to_render_coords();
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PendingRecognitionWire {
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entity_id: p.stable_id.0,
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x: rx,
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y: ry,
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z: rz,
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remaining_ticks: p.delay_until_tick.saturating_sub(time.tick),
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total_delay_ticks: p.trigger.delay_ticks(),
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}
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})
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.collect()
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})
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.unwrap_or_default();
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// Sort entities by entity_id for deterministic snapshot ordering (#457)
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entities.sort_by_key(|e| e.entity_id);
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// Enrich tiles with zone_id from ZoneMap (D-077, D-073)
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let visible_tiles = match zone_map.as_deref() {
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Some(zm) => geometry
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.visible_tiles
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.iter()
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.map(|t| VisibleTile {
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zone_id: zm.zone_at(t.x, t.y, t.z),
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..t.clone()
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})
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.collect(),
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None => geometry.visible_tiles.clone(),
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};
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// Build follow-mode state for client HUD (#241)
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let follow_state = follow_target_opt.and_then(|ft| {
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let target_wire_id = registry.to_stable(ft.target)?.0;
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// Distance computed from current positions
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let all_query_iter = all_entities.iter();
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let target_pos = all_query_iter
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.filter_map(|(e, pos, _, _, _, _)| (e == ft.target).then_some(pos))
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.next()?;
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let distance = observer_pos
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.manhattan_distance(target_pos)
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.unwrap_or(u32::MAX);
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let has_los = target_pos.z == geometry.observer_z
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&& geometry
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.visible_positions
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.contains(&(target_pos.x, target_pos.y));
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Some(crate::simulation::follow::FollowStateWire {
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target_entity_id: target_wire_id,
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distance,
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has_los,
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proximity_ticks: ft.proximity_ticks,
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})
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});
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// Collect discovered POIs for minimap (#151, D-013)
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// A POI is "discovered" if the observer's KG contains fact "poi.{poi_id}".
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let poi_list: Vec<PoiWire> = poi_query
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.iter()
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.filter(|poi| observer_kg.knows_fact(&poi.fact_id()))
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.map(|poi| PoiWire {
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poi_id: poi.poi_id.clone(),
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name: poi.name.clone(),
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x: poi.position.x,
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y: poi.position.y,
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z: poi.position.z,
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category: poi.category,
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})
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.collect();
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// Build player knowledge dump for journal panel (#264, D-041).
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// Sends full KG state — client-side filtering for display grouping.
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let player_knowledge = {
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let kg_entities: Vec<KnownEntityWire> = observer_kg
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.known_entities_iter()
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.map(|(sid, ek)| {
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let name = ek
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.known_attributes
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.get("name")
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.cloned()
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.unwrap_or_else(|| "Unknown".to_string());
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let source = match &ek.source {
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crate::knowledge::types::KnowledgeSource::DirectObservation { .. } => {
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"DirectObservation".to_string()
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}
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crate::knowledge::types::KnowledgeSource::Heard { .. } => "Heard".to_string(),
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crate::knowledge::types::KnowledgeSource::ToldBy { source_id, .. } => {
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format!("ToldBy({})", source_id.0)
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}
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crate::knowledge::types::KnowledgeSource::Inferred { .. } => {
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"Inferred".to_string()
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}
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crate::knowledge::types::KnowledgeSource::Background => {
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"Background".to_string()
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}
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};
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KnownEntityWire {
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entity_id: sid.0,
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name,
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confidence: ek.confidence,
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source,
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state: ek.state,
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relationship: ek.relationship,
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last_observed_tick: ek.last_observed_tick,
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}
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})
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.collect();
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let kg_facts: Vec<KnownFactWire> = observer_kg
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.known_facts_iter()
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.map(|(fid, fk)| {
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let source = match &fk.source {
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crate::knowledge::types::KnowledgeSource::DirectObservation { .. } => {
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"DirectObservation".to_string()
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}
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crate::knowledge::types::KnowledgeSource::Heard { .. } => "Heard".to_string(),
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crate::knowledge::types::KnowledgeSource::ToldBy { source_id, .. } => {
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format!("ToldBy({})", source_id.0)
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}
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crate::knowledge::types::KnowledgeSource::Inferred { .. } => {
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"Inferred".to_string()
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}
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crate::knowledge::types::KnowledgeSource::Background => {
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"Background".to_string()
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}
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};
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KnownFactWire {
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fact_id: fid.0.clone(),
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confidence: fk.confidence,
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source,
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state: fk.state,
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acquired_tick: fk.acquired_tick,
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}
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})
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.collect();
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if kg_entities.is_empty() && kg_facts.is_empty() {
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None
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} else {
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Some(PlayerKnowledgeWire {
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entities: kg_entities,
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facts: kg_facts,
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})
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}
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};
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buffer.snapshot = Some(ObserverSnapshot {
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version: crate::bridge::types::PROTOCOL_VERSION,
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tick: time.tick,
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game_time,
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player_facing: facing,
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player_stance: stance_opt.map(|s| s.0).unwrap_or_default(),
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player_inventory,
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entities,
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visible_tiles,
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nearby_interactions,
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current_monologue,
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pending_recognitions,
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dialogue_response,
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blocked_entities,
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scan_events,
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conversation_events,
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conversation_ended,
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follow_state,
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sound_events,
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rng_seed: sim_rng.as_deref().map(|r| r.seed()),
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poi_list,
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examine_result: None, // Populated by examine system when #242 lands
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player_knowledge,
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});
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}
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/// Filter entities by visibility using precomputed geometry.
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/// Returns (visible entities, set of visible wire IDs, blocked entity IDs).
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/// Blocked entities are on the same z-level but not in visible_positions (#514).
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#[allow(clippy::type_complexity)]
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fn filter_visible_entities(
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geometry: &VisibilityGeometry,
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registry: &EntityRegistry,
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observer_kg: &KnowledgeGraph,
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observer_stable_id: StableId,
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all_entities: &Query<(
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Entity,
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&TilePosition,
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Option<&PlayerCharacter>,
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Option<&crate::npc::Npc>,
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Option<&AccessRule>,
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Option<&crate::npc::tell_state::DerivedTellState>,
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)>,
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) -> (Vec<VisibleEntity>, BTreeSet<u64>, Vec<u64>) {
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let mut entities = Vec::new();
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let mut visible_ids: BTreeSet<u64> = BTreeSet::new();
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let mut blocked_ids: BTreeSet<u64> = BTreeSet::new();
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for (entity, pos, is_player, is_npc, access_rule, tell_opt) in all_entities.iter() {
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if pos.z != geometry.observer_z {
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continue;
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}
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// Resolve wire ID early — needed for both visible and blocked paths
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let wire_id = registry
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.to_stable(entity)
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.map(|sid| sid.0)
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.unwrap_or_else(|| {
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tracing::error!(?entity, "entity not in EntityRegistry");
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entity.to_bits()
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});
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if !geometry.visible_positions.contains(&(pos.x, pos.y)) {
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// Same z-level but not visible — blocked by LOS or outside vision cone.
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// Exclude the player entity (always at origin, always visible).
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if is_player.is_none() {
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blocked_ids.insert(wire_id);
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}
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continue;
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}
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let (rx, ry, rz) = pos.to_render_coords();
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let kind = if is_player.is_some() {
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EntityKind::Player
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} else if is_npc.is_some() {
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EntityKind::Npc
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} else {
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EntityKind::Object
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};
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let sector = geometry
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.sector_lookup
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.get(&(pos.x, pos.y))
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.copied()
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.unwrap_or(VisibilitySector::Peripheral);
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let relationship = if is_player.is_some() {
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RelationshipState::Known // Self
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} else if let Some(stable_id) = registry.to_stable(entity) {
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// D-010 principle 2: check access control before exposing relationship (#139)
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let access_granted = match access_rule {
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Some(rule) => filter_by_access(observer_stable_id, stable_id, &rule.0, observer_kg),
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None => true, // No AccessRule → Public (default)
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};
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if access_granted {
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observer_kg.relationship_with(&stable_id)
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} else {
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RelationshipState::Unknown // Access denied — redact relationship data
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}
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} else {
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RelationshipState::Unknown
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};
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let tell_state = tell_opt.and_then(|t| t.category);
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visible_ids.insert(wire_id);
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entities.push(VisibleEntity {
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entity_id: wire_id,
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x: rx,
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y: ry,
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z: rz,
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kind,
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visibility: sector,
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relationship,
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observation: EntityVisibility::Visible,
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tell_state,
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});
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}
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// BTreeSet iteration is sorted — deterministic output guaranteed
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let blocked_vec: Vec<u64> = blocked_ids.into_iter().collect();
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(entities, visible_ids, blocked_vec)
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}
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/// Collect remembered entities from the knowledge graph — entities the observer
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/// knows about but can't currently see. Filters out: already-visible entities,
|
|
/// entities without known positions, wrong z-level, visible-tile ghosts, and
|
|
/// transient Direct-confidence inconsistencies.
|
|
fn collect_remembered_entities(
|
|
observer_kg: &KnowledgeGraph,
|
|
visible_ids: &BTreeSet<u64>,
|
|
visible_positions: &BTreeSet<(i32, i32)>,
|
|
observer_z: i32,
|
|
current_tick: u64,
|
|
entities: &mut Vec<VisibleEntity>,
|
|
) {
|
|
for (stable_id, knowledge) in observer_kg.known_entities_iter() {
|
|
if visible_ids.contains(&stable_id.0) {
|
|
continue;
|
|
}
|
|
|
|
let Some(position) = knowledge.last_known_position else {
|
|
continue;
|
|
};
|
|
|
|
if position.z != observer_z {
|
|
continue;
|
|
}
|
|
|
|
// Tile is visible but entity isn't there — player knows it moved
|
|
if visible_positions.contains(&(position.x, position.y)) {
|
|
continue;
|
|
}
|
|
|
|
// Direct confidence = should be in LOS; skip transient inconsistency
|
|
if knowledge.confidence == KnowledgeConfidence::Direct {
|
|
continue;
|
|
}
|
|
|
|
let (rx, ry, rz) = position.to_render_coords();
|
|
debug_assert!(
|
|
knowledge.last_observed_tick <= current_tick,
|
|
"last_observed_tick {} > current tick {}",
|
|
knowledge.last_observed_tick,
|
|
current_tick,
|
|
);
|
|
let age_ticks = current_tick.saturating_sub(knowledge.last_observed_tick);
|
|
|
|
entities.push(VisibleEntity {
|
|
entity_id: stable_id.0,
|
|
x: rx,
|
|
y: ry,
|
|
z: rz,
|
|
kind: EntityKind::Npc,
|
|
visibility: VisibilitySector::Forward,
|
|
relationship: knowledge.relationship,
|
|
tell_state: None, // Remembered entities have no live tell state
|
|
observation: EntityVisibility::Remembered {
|
|
confidence: knowledge.confidence,
|
|
age_ticks,
|
|
},
|
|
});
|
|
}
|
|
}
|
|
|
|
/// Phase 2 verb filter: KG-gated observer-side verb processing (#422, D-057).
|
|
///
|
|
/// Runs after Phase 1 (simulation-level verb computation) and applies:
|
|
/// 1. POI priority flips (D-060) — ExamineNpc above Talk for POI entities
|
|
/// 2. Confront injection — adds Confront verb for NPCs when KnowsDetails+
|
|
/// 3. Contradiction marking — sets contradicted flag when entity knowledge is Contradicted
|
|
/// 4. Archetype label relabeling — smuggler/detective see different labels for same verb
|
|
///
|
|
/// Phase boundary: Phase 1 (interaction.rs) determines verb availability from
|
|
/// ObjectType + proximity. Phase 2 (here) reads the observer's KnowledgeGraph
|
|
/// to filter, augment, and relabel. This separation keeps D-010 principle 1
|
|
/// (info boundary) clean — simulation doesn't know what the observer knows.
|
|
fn apply_phase2_verb_filter(
|
|
interactions: &mut [NearbyInteraction],
|
|
observer_kg: &KnowledgeGraph,
|
|
archetype: CharacterArchetype,
|
|
) {
|
|
for interaction in interactions.iter_mut() {
|
|
let stable_id = StableId(interaction.entity_id);
|
|
let knowledge = observer_kg.entity_knowledge(&stable_id);
|
|
|
|
// --- Contradiction marking ---
|
|
// If observer's knowledge of this entity is Contradicted, mark the
|
|
// interaction. Client renders a visual indicator (D-041).
|
|
if let Some(k) = knowledge {
|
|
if k.state == KnowledgeState::Contradicted {
|
|
interaction.contradicted = true;
|
|
}
|
|
}
|
|
|
|
// --- NPC-specific Phase 2 ---
|
|
if interaction.entity_type == EntityKind::Npc {
|
|
let relationship = observer_kg.relationship_with(&stable_id);
|
|
|
|
// POI priority flip (D-060): Observe first, Talk second
|
|
if relationship == RelationshipState::PersonOfInterest {
|
|
for verb in &mut interaction.verbs {
|
|
match verb.kind {
|
|
VerbKind::ExamineNpc => verb.priority = 1,
|
|
VerbKind::Talk => verb.priority = 2,
|
|
_ => {}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Confront injection: available when observer has KnowsDetails+
|
|
// on this NPC and is at close range (distance ≤ 2).
|
|
if interaction.distance <= 2 {
|
|
let has_details = knowledge
|
|
.map(|k| k.confidence >= KnowledgeConfidence::KnowsDetails)
|
|
.unwrap_or(false);
|
|
|
|
if has_details {
|
|
// Priority 3 = after Talk/ExamineNpc in normal case,
|
|
// after ExamineNpc/Talk in POI case. Always the escalation option.
|
|
interaction.verbs.push(VerbOption {
|
|
kind: VerbKind::Confront,
|
|
label: "Confront".into(),
|
|
priority: 3,
|
|
available: true,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
// --- Archetype label relabeling ---
|
|
// Phase 2 swaps verb labels based on character archetype.
|
|
// The VerbKind stays the same (same handler), only the display label changes.
|
|
// This implements D-057: "Character differentiation via Phase 2 observer
|
|
// filter, not separate verb systems."
|
|
for verb in &mut interaction.verbs {
|
|
if let Some(label) = archetype_verb_label(archetype, interaction.object_type, verb.kind)
|
|
{
|
|
verb.label = label.into();
|
|
}
|
|
}
|
|
|
|
// Re-sort after priority changes and verb additions
|
|
interaction
|
|
.verbs
|
|
.sort_by_key(|v| (v.priority, v.kind as u8));
|
|
}
|
|
}
|
|
|
|
/// Archetype-specific verb label overrides (#422, D-057).
|
|
///
|
|
/// Returns a replacement label for the given (archetype, object_type, verb_kind)
|
|
/// combination, or None to keep the Phase 1 default label.
|
|
///
|
|
/// v0.1: Container verbs differ by archetype. Other object types keep defaults.
|
|
/// Add match arms here for future archetype-specific labels.
|
|
fn archetype_verb_label(
|
|
archetype: CharacterArchetype,
|
|
object_type: Option<ObjectType>,
|
|
kind: VerbKind,
|
|
) -> Option<&'static str> {
|
|
match (archetype, object_type, kind) {
|
|
// Smuggler: Container verbs — physical manipulation vocabulary
|
|
(CharacterArchetype::Smuggler, Some(ObjectType::Container), VerbKind::Open) => Some("Move"),
|
|
(CharacterArchetype::Smuggler, Some(ObjectType::Container), VerbKind::Search) => {
|
|
Some("Stash")
|
|
}
|
|
|
|
// Detective: Container verbs — investigation vocabulary
|
|
(CharacterArchetype::Detective, Some(ObjectType::Container), VerbKind::Open) => {
|
|
Some("Scan")
|
|
}
|
|
(CharacterArchetype::Detective, Some(ObjectType::Container), VerbKind::Search) => {
|
|
Some("Flag")
|
|
}
|
|
|
|
// All other combinations: keep Phase 1 default label
|
|
_ => None,
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests;
|