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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@@ -101,7 +101,6 @@ mod tests {
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world.init_resource::<SnapshotBuffer>();
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world.init_resource::<KnowledgeEventQueue>();
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world.init_resource::<EntityRegistry>();
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world.init_resource::<crate::simulation::interaction::NearbyInteractionBuffer>();
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world
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}
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@@ -116,6 +115,7 @@ mod tests {
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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KnowledgeGraph::new(),
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crate::simulation::interaction::NearbyInteractionBuffer::default(),
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))
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.id();
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registry.register(player);
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@@ -159,6 +159,7 @@ mod tests {
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TilePosition::new(16, 16, 0),
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Facing(FacingDirection::North),
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kg,
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crate::simulation::interaction::NearbyInteractionBuffer::default(),
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))
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.id();
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registry.register(player);
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@@ -195,6 +196,7 @@ mod tests {
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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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crate::simulation::interaction::NearbyInteractionBuffer::default(),
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))
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.id();
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registry.register(player);
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