feat(simulation): add follow mechanic (#241)
Follow verb on interaction dispatcher. FollowTarget component tracks target entity, proximity ticks, and LOS-lost ticks. update_follow_state system: observation events fire at double frequency while following, NPC suspicion increases via stress when player within 2 tiles for 60+ ticks (configurable). Follow ends on LOS lost timeout, suspicion threshold crossed, or player issues different action. FollowStateWire emitted in ObserverSnapshot for client HUD. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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