Files
settled-reach/server/src/simulation/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

43 lines
1.4 KiB
Rust

// 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 input;
pub mod interaction;
pub mod movement;
pub mod path_follow;
pub mod pathfinding;
pub mod rng;
pub mod tier;
pub mod time;
/// 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) {
// Initialize core simulation resources
app.init_resource::<time::SimulationTime>()
.insert_resource(rng::SimRng::new(0))
.init_resource::<input::InputQueue>()
.init_resource::<crate::knowledge::EntityRegistry>()
.add_systems(
Update,
(
input::process_player_input,
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),
time::advance_tick
.after(path_follow::cleanup_path_blocked),
),
);
tracing::debug!("SimulationPlugin initialized");
}
}