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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@@ -3,6 +3,7 @@
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// PlayerInput: semantic actions (MoveNorth, Interact, UsePerceptionMode)
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use crate::bridge::types::{PlayerAction, PlayerInput};
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use crate::perception::vision_cone::{facing_from_delta, Facing};
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use crate::simulation::movement::{MoveIntent, PlayerCharacter, TilePosition};
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use crate::simulation::time::SimulationTime;
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use bevy_ecs::prelude::*;
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@@ -101,6 +102,10 @@ fn apply_move(
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commands.entity(entity).insert(MoveIntent {
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target: TilePosition::new(pos.x + dx, pos.y + dy, pos.z),
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});
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// Update facing direction based on movement (D-015 vision cone)
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commands
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.entity(entity)
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.insert(Facing(facing_from_delta(dx, dy)));
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} else {
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tracing::warn!("No player entity found for movement input");
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}
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