feat(simulation): add debug console server and LOS boundary wall margin
Debug and LOS tracks for Sprint 23 (#580, #584): - DebugCommandKind enum with 10 variants (AdvanceTicks, SkipToContamination, TeleportToPosition, ForceContaminationActivate, InspectNpc, ListTriangles, ListPopulation, GetContaminationStatus, TeleportToLocation, ForceTriangleActivation) - DebugResponsePayload on ObserverSnapshot, handle_debug_commands system gated by DebugEnabled resource - PROTOCOL_VERSION bumped 17 → 18 - VisibilitySector::BoundaryWall variant — 1-tile wall margin beyond LOS boundary included in visible_tiles (not exploration/memory) - compute_boundary_walls() pass in NaturalVision after FOV+cone Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -6,6 +6,7 @@ use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_ecs::schedule::IntoScheduleConfigs;
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pub mod debug;
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pub mod framing;
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pub mod local;
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pub mod tcp;
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@@ -221,12 +222,17 @@ impl Plugin for BridgePlugin {
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.init_resource::<ServerRunning>()
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.init_resource::<HandshakeState>()
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.init_resource::<SimErrorBuffer>()
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.init_resource::<debug::DebugCommandBuffer>()
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.init_resource::<DebugEnabled>()
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.init_resource::<crate::perception::query::VisibilityGeometry>()
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.init_resource::<crate::perception::query::ActivePerceptionMode>()
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.add_systems(
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Update,
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(
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receive_bridge_inputs.before(crate::simulation::input::process_player_input),
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debug::handle_debug_commands
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.after(crate::simulation::input::process_player_input)
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.before(crate::perception::observer::compute_observer_snapshot),
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crate::perception::observer::compute_visibility_geometry
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.after(crate::simulation::movement::validate_movement),
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crate::simulation::interaction::compute_nearby_interactions
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