feat(simulation): complete interaction and monologue pipelines (#413, #414, #415)

Three fixes to make the gameplay loop functional end-to-end:

- Add Interactable component to NPC spawn so E-prompt detection works
- Build monologue trigger system (enter_location + time_idle) with
  MonologueBuffer/MonologueState components, wire through ObserverSnapshot
  as current_monologue field, decode on client and display via HUD
- Change PlayerAction::Interact from unit to struct variant carrying
  optional target_entity_id and verb fields

Bumps protocol version from 4 to 5. Regenerates MessagePack fixtures.
All 200 tests pass (170 unit + 30 integration).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-13 19:23:47 +01:00
co-authored by Claude Opus 4.6
parent 8228ef3c1c
commit 3c106aa2d0
27 changed files with 480 additions and 30 deletions
+3
View File
@@ -159,9 +159,12 @@ impl Plugin for BridgePlugin {
.after(crate::simulation::movement::validate_movement),
crate::simulation::interaction::compute_nearby_interactions
.after(crate::simulation::movement::validate_movement),
crate::simulation::monologue::trigger_monologue
.after(crate::simulation::movement::validate_movement),
crate::perception::observer::compute_observer_snapshot
.after(crate::perception::observer::compute_visibility_geometry)
.after(crate::simulation::interaction::compute_nearby_interactions)
.after(crate::simulation::monologue::trigger_monologue)
.before(crate::simulation::time::advance_tick),
crate::perception::observation::emit_observation_events
.after(crate::perception::observer::compute_observer_snapshot),