Extract visibility geometry into a separate system behind a
PerceptionQuery trait, enabling D-017 perception mode swapping.
Two-stage pipeline: compute_visibility_geometry writes to
VisibilityGeometry resource, compute_observer_snapshot reads it.
Remove KnowledgeGraph from compute_nearby_interactions (simulation
phase boundary violation). Verb availability stays in simulation;
POI-based priority adjustment moves to observer via
apply_poi_verb_priority helper.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements ticket #239 for Sprint 3:
- ObservationTrigger enum: RoutineDeviation (NPC not at expected
routine location), Absence (expected location visible but NPC
missing), NewEntity (unknown entity in LOS)
- ObservationEventQueue resource with push/drain/len/is_empty
- generate_observation_events system runs after emit_observation_events
but before process_knowledge_events so it can compare current
snapshot against previous-tick knowledge state
- Populate PerceptionPlugin with ObservationEventQueue resource and
system registration with correct ordering constraints
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Perception system emits DirectObservation/LeftLOS knowledge events
based on snapshot visibility. Entities entering LOS get Direct
confidence; leaving LOS downgrades to KnowsDetails. System params
are optional for backward compatibility when KnowledgePlugin is not
registered. 28 knowledge graph unit tests included.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>