refactor(simulation): replace ad-hoc system ordering with TickPhase pipeline (#843)

10-phase linear pipeline: PreInput → Input → Movement → Simulation →
Economy → Storyteller → Snapshot → PostSnapshot → Knowledge → TickAdvance.

Each system assigned to exactly one phase via .in_set(TickPhase::X).
Cross-phase .after()/.before() eliminated — only intra-phase ordering
remains. Prevents schedule cycles by construction.

SimulationPlugin refactored into sub-plugins by domain:
  - InputPlugin (player actions, interactions, dialogue dispatch)
  - MovementPlugin (pathfinding, movement validation, spatial indexing)
  - SocialPlugin (conversations, sound, voice enrichment, follow state)
  - EconomyPlugin (tâtonnement tick, IPC query serving)
  - TimePlugin (chunk streaming, news ticker, tick advancement)

All other plugins (NPC, Knowledge, Perception, Storyteller, Settings,
Bridge) updated to use TickPhase assignments instead of cross-plugin
ordering constraints. BridgePlugin trimmed to bridge I/O concerns only.

Part A of #843. Parts B (multi-threaded executor) and C (background
workers) follow.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-10 23:51:06 +02:00
co-authored by Claude Opus 4.6
parent d434235985
commit 47d4918cc8
15 changed files with 443 additions and 274 deletions
+1
View File
@@ -2,6 +2,7 @@
// Rust/bevy_ecs simulation server for D-010 client-server architecture
pub mod bridge;
pub mod tick_phases;
pub mod cause_chain;
pub mod knowledge;
pub mod npc;