refactor(server): decompose observer pipeline and fix interaction boundary
Extract visibility geometry into a separate system behind a PerceptionQuery trait, enabling D-017 perception mode swapping. Two-stage pipeline: compute_visibility_geometry writes to VisibilityGeometry resource, compute_observer_snapshot reads it. Remove KnowledgeGraph from compute_nearby_interactions (simulation phase boundary violation). Verb availability stays in simulation; POI-based priority adjustment moves to observer via apply_poi_verb_priority helper. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -8,6 +8,7 @@ use bevy_ecs::schedule::IntoScheduleConfigs;
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pub mod interpretation;
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pub mod observation;
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pub mod observer;
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pub mod query;
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pub mod shadowcast;
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pub mod vision_cone;
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@@ -18,6 +19,8 @@ pub struct PerceptionPlugin;
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impl Plugin for PerceptionPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<interpretation::ObservationEventQueue>()
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.init_resource::<query::VisibilityGeometry>()
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.init_resource::<query::ActivePerceptionMode>()
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.add_systems(
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Update,
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interpretation::generate_observation_events
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