Files
settled-reach/server/src/perception/mod.rs
T
jpmschweitzerandClaude Opus 4.6 18d8253bfe refactor(server): decompose observer pipeline and fix interaction boundary
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>
2026-02-12 23:32:41 +01:00

33 lines
1.1 KiB
Rust

// Perception module - Information boundary system
// Implements D-010 principle 2: every piece of state is tagged with who knows it
// Generates ObserverSnapshot for client rendering
use bevy_app::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
pub mod interpretation;
pub mod observation;
pub mod observer;
pub mod query;
pub mod shadowcast;
pub mod vision_cone;
/// Perception system plugin
/// Manages information boundaries and observer snapshots
pub struct PerceptionPlugin;
impl Plugin for PerceptionPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<interpretation::ObservationEventQueue>()
.init_resource::<query::VisibilityGeometry>()
.init_resource::<query::ActivePerceptionMode>()
.add_systems(
Update,
interpretation::generate_observation_events
.after(observation::emit_observation_events)
.before(crate::knowledge::events::process_knowledge_events),
);
tracing::debug!("PerceptionPlugin initialized");
}
}