Files
settled-reach/server/src/test_world/reset.rs
T
jpmschweitzerandClaude Fable 5 257d979aed refactor(simulation): split the input.rs and dialogue.rs dispatchers (T-1062)
input.rs 2,739 → 858 lines: per-domain action handlers moved to their
owning modules (inventory, movement, stance, examine, follow, interaction,
save_io, settings, bridge::debug, economy, vision_cone, bookmark,
test_world reset + new teleport.rs); input.rs keeps the queue, the thin
dispatch table, and pause/cooldown glue. All 9 type_complexity allows
dissolved via one PlayerInputQuery alias.

dialogue.rs → dialogue/ directory module: selection (631), response
(1,473), confrontation (714), mod.rs (226, shared session components +
re-exports — public paths preserved). Documented seam deviation:
process_walk_away lives with confrontation (D-064/D-063 share the same
world-response shape).

Mechanical, zero behavior change: determinism + golden_suite byte-identical
(independently re-verified); 1,504 lib tests unchanged — 23 input tests
moved with their subjects, 53 dialogue tests redistributed, zero deleted.
System scheduling registrations untouched (input_plugin.rs 0-line diff).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 17:07:36 +02:00

490 lines
17 KiB
Rust

//! Room reset trigger mechanism (#490).
//!
//! Restores a room's entities to their initial positions when the player
//! interacts with a reset plate. Used during Gauntlet QA sessions to
//! re-test a room without restarting the server.
//!
//! Components:
//! - `RoomResetTrigger` — marks an entity as a reset plate for a room
//!
//! Resource:
//! - `RoomSnapshots` — stores tick-0 entity positions per room
//!
//! Production path: `plan_reset` returns planned changes as a Vec, which
//! the input system applies via Commands (see simulation::input). This
//! avoids exclusive World access and is scheduler-friendly.
//!
//! Spec (workshop-outcomes.md Section 8):
//! - Trigger: Interact with reset plate entity (verb "Reset")
//! - Resets: entity positions, carried items from room returned to floor
//! - Does NOT reset: other rooms, player position, session timer, SimRng
//! - Debounce: 10-tick cooldown per room
use bevy_ecs::prelude::*;
use std::collections::BTreeMap;
use crate::simulation::movement::TilePosition;
/// Debounce cooldown in ticks between resets of the same room.
pub const RESET_DEBOUNCE_TICKS: u64 = 10;
/// Marks an entity as a room reset trigger (reset plate).
/// The player interacts with this entity using the "Reset" verb
/// to restore the room to its initial state.
#[derive(Component, Debug, Clone)]
pub struct RoomResetTrigger {
pub room_name: String,
}
/// Snapshot of a single entity's initial position.
#[derive(Debug, Clone)]
struct EntitySnapshot {
entity: Entity,
position: TilePosition,
/// Whether this entity was a floor item (had TilePosition + ItemName at spawn).
is_floor_item: bool,
}
/// Per-room initial state snapshot.
#[derive(Debug, Clone, Default)]
struct RoomSnapshotData {
entities: Vec<EntitySnapshot>,
}
/// Resource holding initial entity state per room and debounce tracking.
#[derive(Resource, Debug, Default)]
pub struct RoomSnapshots {
snapshots: BTreeMap<String, RoomSnapshotData>,
last_reset_tick: BTreeMap<String, u64>,
}
impl RoomSnapshots {
/// Record the initial position of an entity in a room.
pub fn record(
&mut self,
room_name: &str,
entity: Entity,
position: TilePosition,
is_floor_item: bool,
) {
self.snapshots
.entry(room_name.to_string())
.or_default()
.entities
.push(EntitySnapshot {
entity,
position,
is_floor_item,
});
}
/// Check if a reset is allowed (debounce check).
pub fn can_reset(&self, room_name: &str, current_tick: u64) -> bool {
match self.last_reset_tick.get(room_name) {
Some(&last) => current_tick >= last + RESET_DEBOUNCE_TICKS,
None => true,
}
}
/// Plan a room reset for use with Commands (system-friendly).
/// Returns the list of (entity, position, is_floor_item) changes to apply,
/// or None if debounced or unknown room. Updates debounce tracking.
///
/// This is the canonical production API — the input system applies the
/// returned changes via Commands to avoid exclusive World access.
pub fn plan_reset(
&mut self,
room_name: &str,
current_tick: u64,
) -> Option<Vec<(Entity, TilePosition, bool)>> {
if !self.can_reset(room_name, current_tick) {
return None;
}
let snapshot = self.snapshots.get(room_name)?;
let changes: Vec<_> = snapshot
.entities
.iter()
.map(|s| (s.entity, s.position, s.is_floor_item))
.collect();
self.last_reset_tick
.insert(room_name.to_string(), current_tick);
Some(changes)
}
}
/// Handle Reset verb: restore a room's entities to their initial positions.
/// Target entity must have a RoomResetTrigger component. Respects debounce.
pub fn handle_reset(
commands: &mut Commands,
registry: &crate::knowledge::EntityRegistry,
reset_triggers: &Query<&RoomResetTrigger>,
room_snapshots: &mut Option<ResMut<RoomSnapshots>>,
target_entity_id: Option<u64>,
current_tick: u64,
) {
let Some(target_id) = target_entity_id else {
tracing::warn!("Reset verb without target_entity_id");
return;
};
let Some(snapshots) = room_snapshots.as_mut() else {
tracing::warn!("Reset verb but RoomSnapshots resource not available");
return;
};
let target_stable = crate::knowledge::StableId(target_id);
let Some(target_entity) = registry.to_entity(&target_stable) else {
tracing::warn!(target_id, "Reset: target entity not in registry");
return;
};
let Ok(trigger) = reset_triggers.get(target_entity) else {
tracing::warn!(target_id, "Reset: target is not a reset trigger");
return;
};
let Some(changes) = snapshots.plan_reset(&trigger.room_name, current_tick) else {
tracing::info!(
room = trigger.room_name.as_str(),
"Reset: debounced or unknown room"
);
return;
};
let mut restored = 0;
for (entity, position, is_floor_item) in changes {
if is_floor_item {
commands
.entity(entity)
.remove::<crate::simulation::inventory::CarriedBy>()
.remove::<crate::simulation::inventory::InventorySlot>()
.insert(position);
} else {
commands.entity(entity).insert(position);
}
restored += 1;
}
tracing::info!(
room = trigger.room_name.as_str(),
restored,
current_tick,
"Room reset executed via Reset verb"
);
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn plan_reset_returns_correct_changes() {
let mut world = World::new();
let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
let mut snapshots = RoomSnapshots::default();
snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
let changes = snapshots.plan_reset("test_room", 0);
assert!(changes.is_some());
let changes = changes.unwrap();
assert_eq!(changes.len(), 1);
assert_eq!(changes[0].0, entity);
assert_eq!(changes[0].1, TilePosition::new(10, 20, 0));
assert!(!changes[0].2); // not a floor item
}
#[test]
fn plan_reset_includes_floor_items() {
let mut world = World::new();
let item = world.spawn(TilePosition::new(5, 5, 0)).id();
let mut snapshots = RoomSnapshots::default();
snapshots.record("warehouse", item, TilePosition::new(5, 5, 0), true);
let changes = snapshots.plan_reset("warehouse", 0).unwrap();
assert_eq!(changes.len(), 1);
assert!(changes[0].2); // is a floor item
}
#[test]
fn plan_reset_debounces() {
let mut world = World::new();
let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
let mut snapshots = RoomSnapshots::default();
snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
// First reset at tick 0
assert!(snapshots.plan_reset("test_room", 0).is_some());
// Second reset at tick 5 — should be debounced
assert!(snapshots.plan_reset("test_room", 5).is_none());
// Third reset at tick 10 — should succeed
assert!(snapshots.plan_reset("test_room", 10).is_some());
}
#[test]
fn plan_reset_debounce_exact_boundary() {
let mut world = World::new();
let entity = world.spawn(TilePosition::new(10, 20, 0)).id();
let mut snapshots = RoomSnapshots::default();
snapshots.record("test_room", entity, TilePosition::new(10, 20, 0), false);
// Reset at tick 0
assert!(snapshots.plan_reset("test_room", 0).is_some());
// Tick 9: exactly one tick before debounce expires — must be rejected
assert!(
snapshots.plan_reset("test_room", 9).is_none(),
"tick 9 should be rejected (debounce is 10 ticks)"
);
// Tick 10: exact debounce boundary — must be accepted
assert!(
snapshots.plan_reset("test_room", 10).is_some(),
"tick 10 should be accepted (debounce elapsed)"
);
}
#[test]
fn plan_reset_unknown_room_returns_none() {
let mut snapshots = RoomSnapshots::default();
assert!(snapshots.plan_reset("nonexistent", 0).is_none());
}
#[test]
fn can_reset_fresh_room() {
let snapshots = RoomSnapshots::default();
assert!(snapshots.can_reset("any_room", 0));
}
#[test]
fn can_reset_after_debounce() {
let mut snapshots = RoomSnapshots::default();
snapshots.last_reset_tick.insert("room".to_string(), 100);
assert!(!snapshots.can_reset("room", 105));
assert!(snapshots.can_reset("room", 110));
assert!(snapshots.can_reset("room", 200));
}
// -----------------------------------------------------------------------
// Reset verb tests (#490; moved from input.rs, T-1062)
// -----------------------------------------------------------------------
use crate::bridge::types::{PlayerAction, PlayerInput};
use crate::knowledge::EntityRegistry;
use crate::simulation::input::{process_player_input, InputQueue};
use crate::simulation::inventory::{CarriedBy, InventorySlot, ItemName};
use crate::simulation::movement::PlayerCharacter;
use crate::simulation::time::SimulationTime;
#[test]
fn reset_verb_restores_floor_item() {
// #490: Take a floor item, then Reset verb restores it to original position.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<EntityRegistry>();
// Player
let player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.id();
let player_sid = world.resource_mut::<EntityRegistry>().register(player);
// Floor item at (5, 4)
let item = world
.spawn((TilePosition::new(5, 4, 0), ItemName("Keycard".into())))
.id();
let item_sid = world.resource_mut::<EntityRegistry>().register(item);
// Reset plate entity
let plate = world
.spawn((
crate::simulation::interaction::Interactable,
RoomResetTrigger {
room_name: "test_room".to_string(),
},
TilePosition::new(5, 3, 0),
))
.id();
let plate_sid = world.resource_mut::<EntityRegistry>().register(plate);
// Record snapshot: item is a floor item at its original position
let mut snapshots = RoomSnapshots::default();
snapshots.record("test_room", item, TilePosition::new(5, 4, 0), true);
world.insert_resource(snapshots);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
// Step 1: Take the item
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Interact {
target_entity_id: Some(item_sid.0),
verb: Some("Take".into()),
},
});
schedule.run(&mut world);
assert!(
world.get::<TilePosition>(item).is_none(),
"Item should be picked up"
);
assert_eq!(world.get::<CarriedBy>(item).unwrap().0, player_sid);
// Step 2: Reset via verb
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 1,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
world.resource_mut::<SimulationTime>().tick = 1;
schedule.run(&mut world);
// Item should be back on the ground at original position
let pos = world
.get::<TilePosition>(item)
.expect("Item should be restored to ground");
assert_eq!(
*pos,
TilePosition::new(5, 4, 0),
"Item at original position"
);
assert!(
world.get::<CarriedBy>(item).is_none(),
"CarriedBy removed after reset"
);
assert!(
world.get::<InventorySlot>(item).is_none(),
"InventorySlot removed after reset"
);
}
#[test]
fn reset_verb_debounces() {
// #490: Reset debounce prevents rapid-fire resets.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<EntityRegistry>();
let _player = world
.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)))
.id();
// NPC entity
let npc = world.spawn(TilePosition::new(10, 10, 0)).id();
world.resource_mut::<EntityRegistry>().register(npc);
// Reset plate
let plate = world
.spawn((
crate::simulation::interaction::Interactable,
RoomResetTrigger {
room_name: "test_room".to_string(),
},
TilePosition::new(5, 3, 0),
))
.id();
let plate_sid = world.resource_mut::<EntityRegistry>().register(plate);
let mut snapshots = RoomSnapshots::default();
snapshots.record("test_room", npc, TilePosition::new(10, 10, 0), false);
world.insert_resource(snapshots);
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
// First reset at tick 0 — should succeed
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
schedule.run(&mut world);
// Move NPC to verify debounce blocks second reset
*world.get_mut::<TilePosition>(npc).unwrap() = TilePosition::new(20, 20, 0);
// Second reset at tick 5 — should be debounced (< 10 ticks)
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 5,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
world.resource_mut::<SimulationTime>().tick = 5;
schedule.run(&mut world);
// NPC should still be at moved position (reset was debounced)
assert_eq!(
world.get::<TilePosition>(npc).unwrap().x,
20,
"NPC not reset — debounced"
);
// Third reset at tick 10 — should succeed
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 10,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
world.resource_mut::<SimulationTime>().tick = 10;
schedule.run(&mut world);
// NPC should be back at original position
assert_eq!(
world.get::<TilePosition>(npc).unwrap().x,
10,
"NPC reset after debounce elapsed"
);
}
#[test]
fn reset_verb_without_snapshots_is_noop() {
// Reset verb when no RoomSnapshots resource exists should not panic.
let mut world = bevy_ecs::world::World::new();
world.insert_resource(InputQueue::default());
world.insert_resource(SimulationTime::default());
world.init_resource::<EntityRegistry>();
world.spawn((PlayerCharacter, TilePosition::new(5, 5, 0)));
let plate = world
.spawn((
crate::simulation::interaction::Interactable,
RoomResetTrigger {
room_name: "test_room".to_string(),
},
TilePosition::new(5, 3, 0),
))
.id();
let plate_sid = world.resource_mut::<EntityRegistry>().register(plate);
// No RoomSnapshots resource inserted — should be gracefully handled
world.resource_mut::<InputQueue>().push(PlayerInput {
tick: 0,
action: PlayerAction::Interact {
target_entity_id: Some(plate_sid.0),
verb: Some("Reset".into()),
},
});
let mut schedule = bevy_ecs::schedule::Schedule::default();
schedule.add_systems(process_player_input);
schedule.run(&mut world); // should not panic
}
}