// Simulation module - Core simulation plugin and systems // Implements deterministic tick-based simulation (D-010 principle 4) use bevy_app::prelude::*; use bevy_ecs::schedule::IntoScheduleConfigs; pub mod contraband; pub mod conversation; pub mod dialogue; pub mod examine; pub mod follow; pub mod input; pub mod interaction; pub mod inventory; pub mod listening; pub mod monologue; pub mod movement; pub mod npc_knowledge_transfer; pub mod path_follow; pub mod pathfinding; pub mod poi; pub mod poi_discovery; pub mod pressure; pub mod rng; pub mod save_io; pub mod save_state; pub mod sound; pub mod spatial; pub mod stance; pub mod tier; pub mod time; pub mod zone; /// Core simulation plugin /// Manages simulation time, RNG, input processing, and tier transitions pub struct SimulationPlugin; impl Plugin for SimulationPlugin { fn build(&self, app: &mut App) { // Tier marker components (D-026) — must register before behavior systems app.add_plugins(tier::TierPlugin); // Initialize core simulation resources app.init_resource::() .insert_resource(rng::SimRng::new(0)) .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() // discover_pois reads VisibilityGeometry (also populated by PerceptionPlugin). // Init here so SimulationPlugin works standalone in tests without PerceptionPlugin. .init_resource::() // transfer_npc_knowledge reads RelationshipGraph (also init by NpcPlugin) and // KnowledgeEventQueue (also init by KnowledgePlugin). // Init here so SimulationPlugin works standalone in tests without those plugins. .init_resource::() .init_resource::() .add_systems( Update, ( input::process_player_input, // execute_save_load is an exclusive system (takes &mut World). // Must run after process_player_input (which queues the command) // and before compute_observer_snapshot (which consumes the result). save_io::execute_save_load .after(input::process_player_input) .before(crate::perception::observer::compute_observer_snapshot), pathfinding::compute_paths.after(input::process_player_input), path_follow::follow_paths.after(pathfinding::compute_paths), movement::validate_movement.after(path_follow::follow_paths), path_follow::cleanup_path_blocked.after(movement::validate_movement), spatial::sync_spatial_index.after(movement::validate_movement), listening::update_listening_focus.after(movement::validate_movement), contraband::check_contraband_scan .after(movement::validate_movement) .before(crate::perception::observer::compute_observer_snapshot), conversation::run_npc_conversations .after(movement::validate_movement) .before(sound::collect_sound_events), npc_knowledge_transfer::transfer_npc_knowledge .after(conversation::run_npc_conversations), sound::collect_sound_events .after(movement::validate_movement) .before(crate::perception::observer::compute_observer_snapshot), poi_discovery::discover_pois .after(crate::perception::observer::compute_visibility_geometry) .before(crate::perception::observer::compute_observer_snapshot), examine::process_examine_interaction .after(input::process_player_input) .before(crate::perception::observer::compute_observer_snapshot), // Character pressure (#248) — reads NPC awareness + relationship graph pressure::update_character_pressure .after(crate::npc::awareness::detect_player_awareness) .before(crate::perception::observer::compute_observer_snapshot), time::advance_tick.after(path_follow::cleanup_path_blocked), ), ); tracing::debug!("SimulationPlugin initialized"); } }