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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@@ -7,6 +7,7 @@ use settled_reach_server::bridge::tcp::TcpBridge;
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::bridge::{BridgePlugin, BridgeResource};
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use settled_reach_server::knowledge::{KnowledgeGraph, KnowledgePlugin};
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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::SimulationPlugin;
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use std::io::{BufReader, BufWriter};
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@@ -34,6 +35,7 @@ fn player_moves_north_through_full_pipeline() {
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PlayerCharacter,
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TilePosition::new(16, 16, 0),
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KnowledgeGraph::new(),
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NearbyInteractionBuffer::default(),
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));
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// Run one tick: receive input, process, validate movement, generate snapshot, send
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