docs: mark resource authority phase complete

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2026-07-05 13:26:26 +02:00
parent 363620b731
commit 12f9ba616f
6 changed files with 61 additions and 45 deletions
+18 -15
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@@ -54,7 +54,7 @@ The gate is complete when the same scenario produces the same checksum without
loading `main.tscn`, and loading or unloading a visual does not change
authoritative NPC or resource state.
**Current progress:** the first two architecture slices are implemented:
**Current progress:** the first three architecture slices are implemented:
- `SimulationClock` advances explicit fixed ticks while preserving remainder;
- NPC decisions and visual wander requests use controlled per-NPC random
@@ -65,10 +65,15 @@ authoritative NPC or resource state.
clock, and RNG state;
- a save-at-tick-24 continuation test matches an uninterrupted 48-tick
checksum and rejects unsupported schema versions.
- `SimulationManager` owns resource records and all amount/reservation
mutation; ResourceNode binds by stable ID as presentation and interaction
geometry;
- an unload/rebind regression proves resource state remains authoritative while
its scene node is absent.
The gate remains open. Scene-independent resource authority, stable
definitions, responsibility separation, and visual load/unload invariance are
still required. See [the simulation state schema](SIMULATION_STATE_SCHEMA.md).
The gate remains open. Stable definitions, responsibility separation, and NPC
visual load/unload invariance are still required. See
[the simulation state schema](SIMULATION_STATE_SCHEMA.md).
## Three vertical slices
@@ -615,23 +620,21 @@ Completed foundations:
The practical next sequence is:
1. Move resource amount/reservation authority out of `ResourceNode` scenes and
make unloaded resources remain in state.
2. Replace free-form task and profession strings with stable IDs and
1. Replace free-form task and profession strings with stable IDs and
definitions.
3. Separate action selection, execution, target resolution, and visual travel;
2. Separate action selection, execution, target resolution, and visual travel;
remove decision mutation from `WorldViewManager`.
4. Define active-position synchronization and prove visual unload/reload.
5. Pass the architecture gate's deterministic headless and unloaded-visual exit
3. Define active-position synchronization and prove visual unload/reload.
4. Pass the architecture gate's deterministic headless and unloaded-visual exit
tests.
6. Build location-based food storage, inventory, and transactions.
7. Emit structured economic events while making one NPC visibly gather, carry,
5. Build location-based food storage, inventory, and transactions.
6. Emit structured economic events while making one NPC visibly gather, carry,
store, retrieve, and eat food.
8. Add save-slot persistence and explicit schema migrations before schedules
7. Add save-slot persistence and explicit schema migrations before schedules
or social state expand.
9. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
8. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
beauty pass.
10. Add stylized character and profession readability plus the reason
9. Add stylized character and profession readability plus the reason
inspector.
This order strengthens the simulation while regularly producing visible