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>
This commit is contained in:
2026-02-12 22:52:47 +01:00
co-authored by Claude Opus 4.6
parent c970d2eba7
commit 6f9537fff3
8 changed files with 317 additions and 873 deletions
+2
View File
@@ -14,6 +14,7 @@ use settled_reach_server::npc::{
Want, WantKind,
};
use settled_reach_server::perception::vision_cone::Facing;
use settled_reach_server::simulation::interaction::NearbyInteractionBuffer;
use settled_reach_server::simulation::movement::{PlayerCharacter, TilePosition, WalkabilityMap};
use settled_reach_server::simulation::path_follow::MovementSpeed;
use settled_reach_server::simulation::time::DayPhase;
@@ -68,6 +69,7 @@ fn main() {
TilePosition::new(16, 16, 0),
Facing::default(),
KnowledgeGraph::new(),
NearbyInteractionBuffer::default(),
))
.id();
registry.register(player);