refactor(simulation): split the input.rs and dialogue.rs dispatchers (T-1062)
input.rs 2,739 → 858 lines: per-domain action handlers moved to their owning modules (inventory, movement, stance, examine, follow, interaction, save_io, settings, bridge::debug, economy, vision_cone, bookmark, test_world reset + new teleport.rs); input.rs keeps the queue, the thin dispatch table, and pause/cooldown glue. All 9 type_complexity allows dissolved via one PlayerInputQuery alias. dialogue.rs → dialogue/ directory module: selection (631), response (1,473), confrontation (714), mod.rs (226, shared session components + re-exports — public paths preserved). Documented seam deviation: process_walk_away lives with confrontation (D-064/D-063 share the same world-response shape). Mechanical, zero behavior change: determinism + golden_suite byte-identical (independently re-verified); 1,504 lib tests unchanged — 23 input tests moved with their subjects, 53 dialogue tests redistributed, zero deleted. System scheduling registrations untouched (input_plugin.rs 0-line diff). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -68,6 +68,31 @@ pub struct SaveLoadPending {
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pub pending: Option<SaveLoadCommand>,
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}
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/// Queue a save/load command from player input (#553).
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/// At most one command can be pending; a newer command overwrites it.
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/// `None` means the resource was never registered (warn and drop).
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pub fn queue_save_load(pending: Option<&mut SaveLoadPending>, cmd: SaveLoadCommand) {
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let (label, path) = match &cmd {
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SaveLoadCommand::Save { path } => ("SaveGame", path),
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SaveLoadCommand::Load { path } => ("LoadGame", path),
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};
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let Some(sl) = pending else {
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tracing::warn!(
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"{} received but SaveLoadPending resource not registered",
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label
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);
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return;
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};
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if sl.pending.is_some() {
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tracing::warn!(
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"{} overwrites already-pending save/load command (dropped)",
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label
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);
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}
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tracing::info!("{} queued: {:?}", label, path);
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sl.pending = Some(cmd);
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}
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/// Extract world state into `SaveStateV1` and write MessagePack bytes to `path` (#553).
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///
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/// Queries all NPC entities, the player knowledge graph, global relationship graph,
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