feat(perception): add cognitive delay system for fog recognition (#423)

New CognitiveDelay component buffers perception events before emitting
KnowledgeEvents. Normal delay: 6 ticks (0.6s), urgent: 3 ticks (0.3s).
Drain system runs after emit_observation_events, before process_knowledge_events.

Adds pending_recognitions to ObserverSnapshot (protocol v7) for client
fog entity visualization. Includes cancellation when entity leaves LOS.

Monologue fires during delay (not after) per D-060 — cross-system
wiring deferred to follow-up ticket #451.

Ref: D-060 (cognitive delay), D-031 (10 tps), D-059 (fog layers)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-16 00:41:08 +01:00
co-authored by Claude Opus 4.6
parent 3a2cfc37e0
commit 4d8fe996fc
17 changed files with 933 additions and 105 deletions
+7 -1
View File
@@ -13,9 +13,13 @@ use settled_reach_server::npc::{
Contentment, DailyRoutine, Npc, NpcPlugin, RelationshipKind, RoutineEntry, ToleranceThreshold,
Want, WantKind,
};
use settled_reach_server::perception::cognitive_delay::CognitiveDelay;
use settled_reach_server::perception::vision_cone::Facing;
use settled_reach_server::simulation::interaction::{Interactable, NearbyInteractionBuffer};
use settled_reach_server::simulation::monologue::{MonologueBuffer, MonologueState, SprintAnomalyQueue};
use settled_reach_server::simulation::listening::ListeningFocus;
use settled_reach_server::simulation::monologue::{
MonologueBuffer, MonologueState, SprintAnomalyQueue,
};
use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
use settled_reach_server::simulation::path_follow::MovementSpeed;
use settled_reach_server::simulation::stance::{MovementProfile, PlayerMoveCooldown};
@@ -77,6 +81,8 @@ fn main() {
MonologueState::default(),
MonologueBuffer::default(),
SprintAnomalyQueue::default(),
CognitiveDelay::default(),
ListeningFocus::new(TilePosition::new(16, 16, 0)),
profile,
profile.initial_stance(),
PlayerMoveCooldown::default(),