feat(simulation): add vision cone with forward/peripheral/blind sectors (#111)
Implement direction-dependent visibility modulation per D-015. Forward cone (~120 deg) at full range, peripheral (~180 deg each side) at reduced range, blind spot (~60 deg behind) excluded. Facing component updated on player movement via facing_from_delta. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -6,6 +6,7 @@ use tracing_subscriber::{layer::SubscriberExt, util::SubscriberInitExt};
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use settled_reach_server::bridge::tcp::TcpBridge;
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use settled_reach_server::bridge::{BridgePlugin, BridgeResource, ServerRunning};
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use settled_reach_server::perception::vision_cone::Facing;
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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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@@ -40,7 +41,7 @@ fn main() {
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app.insert_resource(BridgeResource::new(bridge));
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app.insert_resource(WalkabilityMap::new(32, 32, 1));
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app.world_mut()
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.spawn((PlayerCharacter, TilePosition::new(16, 16, 0)));
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.spawn((PlayerCharacter, TilePosition::new(16, 16, 0), Facing::default()));
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tracing::info!("Simulation initialized, entering game loop");
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