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
+36
View File
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//! Input phase plugin — processes player actions and interaction commands.
//!
//! All systems run in [`TickPhase::Input`]. Intra-phase ordering:
//! - `process_player_input` runs first (dispatches queued actions)
//! - Door/terminal/examine/triangle run after input (consume dispatched events)
use bevy_app::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
use crate::tick_phases::TickPhase;
pub struct InputPlugin;
impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<super::input::InputQueue>()
.init_resource::<super::interaction::TerminalInteractedQueue>()
// Triangle resolution resources (#250)
.init_resource::<super::triangle::ResolveTriangleQueue>()
.add_systems(
Update,
(
super::input::process_player_input,
super::interaction::process_door_interaction
.after(super::input::process_player_input),
super::interaction::process_terminal_interaction
.after(super::input::process_player_input),
super::examine::process_examine_interaction
.after(super::input::process_player_input),
super::triangle::apply_resolve_triangle
.after(super::input::process_player_input),
)
.in_set(TickPhase::Input),
);
}
}