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>
This commit is contained in:
2026-02-12 23:32:41 +01:00
co-authored by Claude Opus 4.6
parent e6bd577a5a
commit 18d8253bfe
9 changed files with 380 additions and 262 deletions
+1 -4
View File
@@ -31,12 +31,9 @@ impl Plugin for SimulationPlugin {
pathfinding::compute_paths.after(input::process_player_input),
path_follow::follow_paths.after(pathfinding::compute_paths),
movement::validate_movement.after(path_follow::follow_paths),
interaction::compute_nearby_interactions
.after(movement::validate_movement),
path_follow::cleanup_path_blocked.after(movement::validate_movement),
time::advance_tick
.after(path_follow::cleanup_path_blocked)
.after(interaction::compute_nearby_interactions),
.after(path_follow::cleanup_path_blocked),
),
);