Files
settled-reach/server/src/simulation/mod.rs
T
jpmschweitzerandClaude Opus 4.6 f899624103 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>
2026-02-12 17:51:27 +01:00

40 lines
1.3 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 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>()
.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");
}
}