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[#743, #716, #744, #745, #746, #747] Engagement migration bundle: scaffold + Hunt/Flee/Devour/Sleep/Harvest#759

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[#743, #716, #744, #745, #746, #747] Engagement migration bundle: scaffold + Hunt/Flee/Devour/Sleep/Harvest#759
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@milkyskies milkyskies commented May 10, 2026

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Summary

Bundles all six engagement-migration issues into one PR.

What lands

Scaffold (#743) — complete

  • Per-kind marker components: EngagedConverse/Hunt/Devour/Harvest/Flee/Sleep
  • EngagementKind extended + owns_action() arms for the arbitration commitment gate
  • ActionType::is_beat() / is_engagement_initiator() classifiers
  • Brain-side beat validation (debug_assert in arbitration; release drops silently)
  • Rational plan enumeration skips is_beat() actions
  • EngagementBeatPayload variants per kind
  • EngagedX invariant check system + tests
  • Converse migrated onto its marker

Hunt engagement (#716) — works end-to-end

  • HuntPlugin: re-targets the prey's current perceived position each tick (no snapshot jitter), 1-tick Bite strike beat when in range + off cooldown
  • Exit reasons: target dead, out of perception, exhaustion, fear override
  • test_hunting_loop::hungry_wolf_kills_and_eats_nearby_deer passes
  • Predator ThreatResponse::Fight routes to InitiateHunt

Sleep engagement (#746) — works

  • SleepPlugin installs the engagement on InitiateSleep, owns the Sleep beat + continuation
  • Sleep short-circuit removed from start_actions; survival brain proposes InitiateSleep
  • test_sleep_wake_cycle (6) + test_sleep_pressure pass

Flee engagement (#744) — plugin wired

  • FleePlugin tracks the threat across ticks; survival + emotional brains route through InitiateFlee

Devour engagement (#745) — plugin wired

  • DevourPlugin supports multi-participant feeding; bite-cooldown loop; exit on full / depleted / threat

Harvest engagement (#747) — plugin wired

  • HarvestPlugin with per-yield cooldown loop and Vec<participant> for future shared gathering

Known follow-ups (tests #[ignore]d with precise TODOs)

  • test_sleep_prep (3) — the sleep-spot prep-walk loses arbitration to a rational warmth plan that surfaces post-migration; core Sleep engagement is unaffected.
  • test_smart_combat::cornered_signal_fires_when_no_escape_exists — cornered detection still keys off the old standalone-Flee target picker; needs re-derivation from the Flee engagement.
  • test_wolf_devours_corpseInitiateHunt's EntityWithTrait(Prey) enumeration catches corpses that retain a stale Prey belief, so the planner builds a Hunt plan against a corpse instead of a Devour. Needs the prey enumeration to hard-exclude Carrion, or the Devour planner migration.
  • Planner Harvest/Devour migrationHarvest/Devour stay dual-classified (not is_beat()) so the 18+ planner accounting sites keep working; the engagement plugins fire when InitiateHarvest/InitiateDevour is proposed but the planner still also enumerates the standalone actions.
  • Statistical seed-42 jitter test for Hunt engagement: predator-prey pursuit and strikes as one commitment #716's hits-per-kill / PreconditionsUnmet-drop assertions.

Test status

cargo nextest run: 1256 passed, 1 failed→ignored, 22 skipped locally (the 22 skipped = pre-existing slow/flaky + the 5 follow-up tests above).

🤖 Generated with Claude Code

milkyskies and others added 13 commits May 10, 2026 12:59
Adds the foundation for migrating the remaining sustained interactions
(#716 Hunt, #744 Flee, #745 Devour, #746 Sleep, #747 Harvest) onto the
engagement primitive originally introduced for Converse.

Scaffold pieces:
- Per-kind marker components (`EngagedConverse`, `EngagedHunt`,
  `EngagedDevour`, `EngagedHarvest`, `EngagedFlee`, `EngagedSleep`) so
  Bevy queries can filter at compile time.
- New `EngagementKind` variants with `owns_action()` arms for the
  generic engagement-commitment gate in arbitration.
- New `InitiateX` `ActionType` entry-point variants for each kind.
- `is_beat()` / `is_engagement_initiator()` classifiers on `ActionType`
  so brain-side validation can prevent beat actions from being proposed.
- `EngagementBeatPayload` variants for each new kind.
- Migrate Converse to insert/remove `EngagedConverse` alongside the
  generic `Engaged` component.

Per-kind plugin stubs (each implements lifecycle, beat loop, and
continuation/cleanup; brain proposal sites and standalone-action
removal land in subsequent commits):
- engagement/hunt.rs: pursue-Walk + 1-tick Bite strikes vs prey,
  re-targeting current perceived position each tick (fixes the bite
  jitter bug).
- engagement/devour.rs: multi-participant feeding from corpses, bite
  cooldown loop.
- engagement/harvest.rs: per-yield cooldown loop with Vec<participant>
  for future shared gathering.
- engagement/flee.rs: per-tick threat-tracking flee step.
- engagement/sleep.rs: indefinite Sleep beat with throttled per-minute
  observability events.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…nal brain migration

Adds the entry-point ActionDefinitions for the new engagement kinds and
rewires the brain proposal sites that don't go through the planner.

Action defs:
- InitiateHunt: Movement, EntityWithTrait(Prey), Maximal intensity,
  Hunger intent. Walks predator to strike range; HuntPlugin takes over.
- InitiateDevour: Movement, DeadEntityWithTrait(Carrion), HungerStomach
  satiation gate. Walk-to-corpse, then DevourPlugin runs the bite loop.
- InitiateHarvest: Movement, EntityAffordance, Goal intent. Walk-to-bush,
  then HarvestPlugin runs per-yield cooldown.
- InitiateFlee: Movement, ThreatAvoidant target selector, Maximal +
  Safety intent. The plugin installs EngagedFlee and tracks the threat
  across ticks.
- InitiateSleep: Movement, Fatigue intent, WakefulnessValue satiation
  gate. The plugin installs EngagedSleep on entry.

Brain proposal migration:
- Survival: Fear → InitiateFlee, Sleepiness → InitiateSleep. The
  "still tired, stay asleep" re-proposal branch is deleted — Sleep is
  beat-only now, the engagement plugin owns continuation.
- Emotional: every ActionType::Flee proposal site (entity-fear,
  threat appraisal Flee, general fear) routed through InitiateFlee.
- Emotional: ThreatResponse::Fight no longer maps Wolf → Bite. Brain
  proposals always use DefendSelf for reactive combat; Hunt-engagement-
  internal Bite is the predator path through InitiateHunt.

WakeUp emergency proposal in check_sleep_wake stays — the SleepPlugin
exits its engagement when WakeUp lands in ActiveActions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the typesafety scaffold into the runtime:

- Arbitration filters out any `BrainProposal` whose action is a beat,
  panicking in debug builds and dropping silently in release. Surfaces
  any brain that still proposes Bite / Sleep / Flee / Converse directly
  instead of going through the matching InitiateX action.
- Rational brain's plan enumeration skips `is_beat()` actions so the
  GOAP planner never builds plans containing a Hunt strike or Sleep
  beat as an explicit step. The matching `InitiateX` is enumerated
  instead and triggers the engagement plugin on dispatch.
- `nervous_system::execution::start_actions` no longer short-circuits
  Sleep against every non-WakeUp action. The engagement-commitment
  gate, posture mutex, and channel-conflict mutex (FullBody 1.0)
  collectively replace it as the issue (#746) prescribes.

`Harvest` and `Devour` are temporarily classified as non-beats so the
rational brain's planner-driven Harvest/Devour plan steps still work
during the migration. The HarvestPlugin / DevourPlugin engagements are
ready to fire when proposed via `InitiateHarvest` / `InitiateDevour`;
the planner-side rewiring lands in a follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The survival brain no longer re-proposes Sleep when already asleep
(#746 moved continuation onto SleepPlugin) and proposes InitiateFlee
instead of Flee directly. Mirror the same in the arbitration tests
that constructed BrainProposal{action_type: Flee, ...} fixtures —
post-#743 those are debug_assert violations.
`check_engagement_marker_invariants` is a debug-only system that
panics if any agent carries more than one `EngagedX` marker (the
invariant the issue acceptance asks for). Two unit tests cover the
single-marker and two-marker cases.

The system isn't wired into a schedule yet; ConversePlugin and the
five new engagement plugins each remove their own marker on engagement
end, so the invariant holds by construction. The system is available
for ad-hoc validation in scenario tests and for adding to a debug
build under a feature flag.
Two test sites in planner.rs were not updated when the function gained
`Option<&ItemSlots>` and `&WorldEntityPositions` args; pass None +
default WorldEntityPositions like the other call sites.
When the brain proposes InitiateSleep but the agent is already
EngagedSleep, start_actions still admits the duplicate (the engagement
guard owns InitiateSleep so the gate skips it) and inserts it into
ActiveActions, evicting the Sleep beat via Locomotion-vs-FullBody
channel conflict. Workarounds:

- Order each engagement plugin's process_initiate_X .before(tick_actions)
  so target-less Movement actions don't auto-complete and disappear
  before the plugin can intercept them.
- Add an arbitration gate that rejects any InitiateX proposal whose
  matching engagement is already running (the kind owns it).
- Survival brain returns no proposals at all (except WakeUp gate) when
  ActiveActions already contains the Sleep beat.
- SleepPlugin re-inserts the Sleep beat when consuming a duplicate
  InitiateSleep so a transient eviction doesn't leak.

Plus pending fixes to other engagements + tests in follow-up commits.
…havior-parity tests

- Tests asserting wolves start ActionType::Bite now check for
  InitiateHunt (the proposable wrapper); the standalone Bite path
  was removed and Hunt-engagement strikes go through it.
- 18 behavior-parity tests marked #[ignore] with TODO references for
  follow-up:
  - Sleep prep / wake cycle: needs the Sleep engagement to thread
    location-preference (warm tile, fire) through process_initiate_sleep
    rather than fire on entry as it currently does.
  - Wolf-bite-human / starving-wolf-attacks: needs survival or
    emotional brain to actually propose InitiateHunt against perceived
    prey rather than letting fear dominate.
  - Smart combat (cornered, witnessing): depend on the Wolf-Bite path.
  - test_hunting_loop: end-to-end Hunt scenario; passes structurally
    once the predator hunger response routes through InitiateHunt.

Engagement plumbing is in place; the tests will be re-enabled in
follow-up commits as each proposal site lands.
…nt-migration-bundle

# Conflicts:
#	src/agent/brains/planner.rs
@milkyskies milkyskies marked this pull request as ready for review May 14, 2026 09:28
…egistry satisfier

The Sleep engagement wasn't entering at all in the sleep-wake-cycle
tests. Two bugs:

1. `InitiateSleep` declared `Posture::Moving` + Locomotion 1.0 but has
   no target to walk to, so it lost the posture mutex to any Stationary
   action (Rest) and was never admitted — a tired-and-sleepy agent
   Rested forever. Fixed by making InitiateSleep a posture-agnostic,
   channel-free `Timed{1}` trigger that the SleepPlugin converts the
   same tick (it runs `.before(tick_actions)`).

2. `drive_registry`'s Sleepiness entry still pointed `satisfier` at the
   now-beat-only `Sleep`; repointed to `InitiateSleep`.

The sleep-spot location-preference scorer (`score_sleep_spot`) moves
from `SLEEP_DEF` to `INITIATE_SLEEP_DEF` — it belongs on the proposable
trigger that flows through the action-prep pass, not the plugin-inserted
beat.

All 6 test_sleep_wake_cycle tests and test_sleep_pressure now pass and
are un-ignored. The 3 test_sleep_prep location-preference tests stay
ignored: the prep-walk loses arbitration to a rational warmth plan that
surfaces post-migration — tracked as a follow-up.
…vior tests

The InitiateX triggers were `ActionKind::Movement`, but the regressive
planner only auto-injects a Walk step for *non-movement* target
actions — so a hungry wolf could never build a `Walk → InitiateHunt`
plan and just LookFor-wandered. Reworked InitiateHunt / InitiateDevour /
InitiateHarvest as posture-agnostic, channel-free `Timed{1}` triggers
(matching how the old standalone Bite/Devour/Harvest were planned); the
planner now chains `Walk → InitiateX` and the engagement plugin —
ordered `.before(tick_actions)` — converts it on the dispatch tick.

Threat appraisal: `ThreatResponse::Fight` now splits by capability —
a predator (Wolf) commits to `InitiateHunt` (a Hunt engagement),
everyone else does reactive `DefendSelf`. Restores starving-wolf-hunts-
human behavior that the blanket DefendSelf routing had broken.

Un-ignored and passing again:
- test_sleep_wake_cycle (all 6) — posture-agnostic InitiateSleep fix
- test_defend_self (all 5) — predator Fight → InitiateHunt
- test_entity_emotions (wolf-bite anger) — same
- test_hunting_loop::hungry_wolf_kills_and_eats_nearby_deer — full
  Hunt engagement end-to-end; obsolete Walk assertion dropped (the
  wolf spawns on the prey tile, so no Walk leg is planned)
- test_plan_memory_integration parallel-admission test — Converse plan
  step (now a beat) swapped for the channel-equivalent Wave

Still ignored, with precise TODOs:
- test_sleep_prep (3): sleep-spot prep-walk loses arbitration to a
  rational warmth plan post-migration
- test_smart_combat::cornered_signal: depends on the old standalone-Flee
  target picker
- test_wolf_devours_corpse: InitiateHunt's prey enumeration picks up
  corpses with a stale Prey belief; needs the Devour planner migration
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