feat(simulation): add proximity detection and interaction verbs
Implement compute_nearby_interactions system that detects entities within close (≤2) and mid (≤5) Manhattan distance, computes available verbs per D-060 spec. NPCs get Talk+Observe at close range, Observe-only at mid range; PersonOfInterest flips priority. Objects get Examine. Results populate nearby_interactions[] on ObserverSnapshot v4. Bump protocol version 3→4. Implements #404. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -5,6 +5,7 @@ use bevy_app::prelude::*;
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use bevy_ecs::schedule::IntoScheduleConfigs;
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pub mod input;
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pub mod interaction;
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pub mod movement;
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pub mod path_follow;
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pub mod pathfinding;
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@@ -22,6 +23,8 @@ impl Plugin for SimulationPlugin {
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app.init_resource::<time::SimulationTime>()
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.insert_resource(rng::SimRng::new(0))
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.init_resource::<input::InputQueue>()
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.init_resource::<interaction::NearbyInteractionBuffer>()
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.init_resource::<crate::knowledge::EntityRegistry>()
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.add_systems(
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Update,
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(
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@@ -29,8 +32,12 @@ impl Plugin for SimulationPlugin {
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pathfinding::compute_paths.after(input::process_player_input),
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path_follow::follow_paths.after(pathfinding::compute_paths),
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movement::validate_movement.after(path_follow::follow_paths),
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interaction::compute_nearby_interactions
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.after(movement::validate_movement),
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path_follow::cleanup_path_blocked.after(movement::validate_movement),
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time::advance_tick.after(path_follow::cleanup_path_blocked),
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time::advance_tick
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.after(path_follow::cleanup_path_blocked)
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.after(interaction::compute_nearby_interactions),
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),
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);
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