fix(simulation): PR #66 review — dedup vision, spawn components, doc fixes
- vision.rs: deduplicate own-tile entity iteration, add same-tile test - spawn.rs: add NpcVisionState, NpcMemory, PlayerAwareness to content- spawned NPCs (matching generate_npc) - pressure.rs: update who_knows_full_scan doc to reflect actual call frequency, document O(N) acceptability at call site - types.rs: fix stale protocol version comment (13→14) - generate.rs: format!() → .to_string() (clippy) - vision.rs: hardcoded 10 → TICKS_PER_GAME_MINUTE - relationships.rs: fix comment "15%" → "20%" to match code - pressure.rs: document total() floor-truncation - save_state.rs: document NpcMemory exclusion as intentional Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -141,7 +141,8 @@ impl RelationshipGraph {
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}
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/// Get all entities who have feelings about a target.
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/// O(N) full scan of all edges — use for event detection, not per-tick queries.
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/// O(N) full scan of all edges. Called once per game-minute (every 10 ticks)
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/// by the pressure system — acceptable at v0.1 NPC counts.
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pub fn who_knows_full_scan(&self, target: &StableId) -> Vec<(&StableId, &RelationshipEdge)> {
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self.edges
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.iter()
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@@ -292,8 +293,7 @@ impl DelayedTrustQueue {
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/// (D-010: integer-only determinism). Returns 0 when the scaled value would
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/// round to zero — small deltas naturally attenuate to nothing.
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///
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/// Factor is expressed in tenths (e.g. 4 = 40%, 2 = 15%... using 2/10=20%
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/// as closest deterministic integer approximation of 15%).
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/// Factor is expressed in tenths (e.g. 4 = 40%, 2 = 20%).
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///
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/// Rounding: away from zero (ceiling of abs value, preserving sign).
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fn scale_delta(delta: i8, factor_tenths: i8) -> i8 {
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