feat(simulation): add A* pathfinding and NPC path following
Implements tickets #237 and #238 for Sprint 3: - Add pathfinding crate dependency for A* algorithm - PathRequest component triggers compute_paths system which uses cardinal-neighbor A* with manhattan distance heuristic - ComputedPath component with step navigation (next_step, advance, is_complete) and PathBlocked marker for no-route cases - MovementSpeed component throttles NPC movement (ticks_per_step) - follow_paths system advances NPCs along computed paths, creating MoveIntent per step; cleanup_path_blocked removes markers after one tick - System ordering: input → compute_paths → follow_paths → validate_movement → cleanup_path_blocked → advance_tick Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -6,6 +6,8 @@ use bevy_ecs::schedule::IntoScheduleConfigs;
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pub mod input;
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pub mod movement;
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pub mod path_follow;
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pub mod pathfinding;
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pub mod rng;
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pub mod tier;
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pub mod time;
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@@ -24,8 +26,11 @@ impl Plugin for SimulationPlugin {
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Update,
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(
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input::process_player_input,
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movement::validate_movement.after(input::process_player_input),
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time::advance_tick.after(movement::validate_movement),
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pathfinding::compute_paths.after(input::process_player_input),
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path_follow::follow_paths.after(pathfinding::compute_paths),
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movement::validate_movement.after(path_follow::follow_paths),
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path_follow::cleanup_path_blocked.after(movement::validate_movement),
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time::advance_tick.after(path_follow::cleanup_path_blocked),
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),
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);
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