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
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//! Server tick cycle — named system set phases (#843).
//!
//! Replaces ad-hoc `.after()`/`.before()` constraints with a linear pipeline.
//! Each system belongs to exactly one phase. Phases execute sequentially.
//! Within a phase, systems with no intra-phase ordering run in parallel
//! (when the multi-threaded executor is enabled).
//!
//! ```text
//! PreInput → Input → Movement → Simulation → Economy
//! → Storyteller → Snapshot → PostSnapshot → Knowledge → TickAdvance
//! ```
//!
//! ## Rules
//!
//! 1. Every system in the Update schedule MUST have `.in_set(TickPhase::X)`.
//! 2. Cross-phase `.after()`/`.before()` is FORBIDDEN — if you need it,
//! the system is in the wrong phase.
//! 3. Intra-phase `.after()`/`.before()` is allowed for systems within
//! the same phase that have a real data dependency.
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
/// The 10 phases of the server tick cycle.
///
/// Ordered linearly: each phase completes before the next begins.
/// Configure once in the App with `configure_sets(Update, ...)`.
#[derive(SystemSet, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum TickPhase {
/// Setup before player input: chunk streaming, bridge input, NPC routine transitions.
PreInput,
/// Process player actions: input dispatch, door/terminal/examine interactions, dialogue.
Input,
/// Position resolution: pathfinding, path following, movement validation, spatial indexing.
Movement,
/// Game logic: NPC behavior, vision, conversations, monologue, sound, visibility geometry.
Simulation,
/// Economics: tick the economy simulation, serve economy state queries.
Economy,
/// Storyteller: contamination, activation, tell escalation, tell state derivation.
Storyteller,
/// Assemble tick output: observer snapshot, ticker, settings, debug commands, save/load.
Snapshot,
/// React to snapshot: observation events, send to client, anomaly detection.
PostSnapshot,
/// Update persistent state: knowledge events, cognitive delay, relationships.
Knowledge,
/// Increment the clock. Must be last.
TickAdvance,
}
impl TickPhase {
/// Configure the linear phase ordering on the app.
///
/// Call once during plugin setup:
/// ```ignore
/// TickPhase::configure(&mut app);
/// ```
pub fn configure(app: &mut bevy_app::App) {
use TickPhase::*;
app.configure_sets(
Update,
(
PreInput, Input, Movement, Simulation, Economy, Storyteller, Snapshot,
PostSnapshot, Knowledge, TickAdvance,
)
.chain(),
);
}
}