refactor(simulation): simplify vision cone to forward-only 120° arc
Remove the peripheral sector (100° half-angle, reduced range) and blind spot classification. The server now sends only tiles within the 120° forward cone; the client renders previously-explored tiles behind the player with a light fog overlay instead. This eliminates complexity in both the cone classifier and the snapshot protocol while preserving the core information asymmetry — you still can't see behind you, and the monologue system (D-016) still bridges the perceptual gap. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -122,11 +122,11 @@ fn snapshot_excludes_entities_outside_los() {
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"IB-2 sanity: observer's own position must always be in the FOV set"
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);
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// --- Additional sanity: an immediately adjacent tile (1 step) is visible ---
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let adjacent_pos = TilePosition::new(6, 5, 0);
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// --- Additional sanity: tile directly ahead (1 step north) is visible ---
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let adjacent_pos = TilePosition::new(5, 4, 0);
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assert!(
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geometry.visible_positions.contains(&(adjacent_pos.x, adjacent_pos.y)),
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"IB-2 sanity: tile immediately adjacent to observer must be visible"
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"IB-2 sanity: tile directly ahead of observer must be visible"
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);
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}
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