feat(simulation): auto-pause sim on implant-fullscreen — inspection substrate (T-970)
D-226 layer 1. World-advancing phases gated on pause: Movement/Storyteller/Knowledge/TickAdvance set-gated via sim_not_paused; Simulation + Economy gated per-system at their registration sites — collect_sound_events and serve_econ_state_query stay unconditioned (transient-buffer clear + paused-allowed query; set-gating Simulation leaked a stale tick-7 footstep into frozen snapshots — caught by golden_suite, fixed without touching the fixture; regression test encodes the bug shape). New PlayerAction::AutoPause/AutoResume + AutoPauseState resource implement Option A reconciliation: auto-resume only fires if auto-pause caused the pause; manual pause and Half rate survive implant open/close. PauseParams SystemParam bundle keeps process_player_input under the 16-param ceiling (BookmarkInputParams precedent). Client: HudGroups.gameplay_occluded now sends AutoPause/AutoResume via send_named_action; 5 gdUnit tests + 7 Rust tests. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -15,6 +15,9 @@ pub struct TimePlugin;
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impl Plugin for TimePlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<super::time::SimulationTime>()
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// T-970 (D-226 layer 1): tracks whether the current pause was
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// auto-triggered (implant fullscreen) vs. manual (D-088).
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.init_resource::<super::time::AutoPauseState>()
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.init_resource::<super::chunk_streaming::ChunkLoadRadius>()
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.init_resource::<super::chunk_streaming::ChunkStreamingCadence>()
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.init_resource::<super::ticker::TickerPool>()
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