feat: define action completion costs
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@@ -20,15 +20,18 @@ Each executable action definition contains:
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- default duration;
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- optional preferred profession ID;
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- target type: resource, activity, or free movement;
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- resource action ID when the action targets a ResourceNode.
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- resource action ID when the action targets a ResourceNode;
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- optional completion-cost resource ID and amount.
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The current actions are gather food, gather wood, deposit food, withdraw food,
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patrol, study, eat, rest, and wander. Idle and dead are stable state sentinels,
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not executable action definitions.
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The current actions are gather food, gather wood, deposit food, deposit wood,
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withdraw food, patrol, study, eat, rest, sleep, and wander. Idle and dead are
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stable state sentinels, not executable action definitions.
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SimNPC reads default duration and preferred-profession metadata from these
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definitions. WorldViewManager reads target type and resource-action metadata
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instead of maintaining a separate gather-action map.
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instead of maintaining a separate gather-action map. ActionSelectionSystem and
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SimulationManager share the same completion-cost metadata, so patrol and study
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both require one stored wood without duplicating that rule.
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## Current profession contract
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@@ -49,6 +52,7 @@ The registry rejects:
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- non-positive action durations;
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- invalid target types;
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- resource actions without a resource-action ID;
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- incomplete, non-positive, or unknown completion-cost resources;
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- references to unknown professions or resource actions;
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- definition resources that fail to load.
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@@ -59,10 +63,11 @@ round-tripping.
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## Deliberate boundary
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Definitions currently own identity and the static metadata already proven by
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the prototype. They do not yet own:
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the prototype, including the patrol/study completion-cost contract. They do not
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yet own:
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- utility thresholds and consideration curves;
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- preconditions or costs;
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- general preconditions beyond stored-resource completion costs;
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- completion effects;
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- interruption and failure policy;
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- reservation strategy;
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