refactor(server): NearbyInteractionBuffer from Resource to Component
Per-entity Component attached to PlayerCharacter instead of global Resource. Makes the interaction buffer multiplayer-ready (D-009) — each observer gets their own buffer without pipeline refactoring. Updated all 8 files touching the buffer: system signatures, player spawn bundles, and ~30 test spawn sites. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -14,6 +14,7 @@ use settled_reach_server::npc::{
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Want, WantKind,
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};
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use settled_reach_server::perception::vision_cone::Facing;
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use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
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use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
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use settled_reach_server::simulation::path_follow::MovementSpeed;
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use settled_reach_server::simulation::time::DayPhase;
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@@ -68,6 +69,7 @@ fn main() {
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TilePosition::new(16, 16, 0),
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Facing::default(),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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))
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.id();
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registry.register(player);
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