docs: mark resource authority phase complete
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-10
@@ -434,7 +434,7 @@ NpcVisual navigates through the active world
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| Later ticks complete work
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| v
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| ResourceNode.extract() -> village.apply_resource_delta()
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| ResourceStateRecord.extract() -> village.apply_resource_delta()
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| v
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| village_changed signal updates the UI
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@@ -498,10 +498,10 @@ These are expected prototype constraints, not necessarily isolated bugs:
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- Task names and task-to-activity-marker mappings are duplicated strings.
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- Temporary activity markers remain for eating, rest, study, and patrol; NPC
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and player food/wood gathering use `ResourceNode` instances with no fallback.
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- Current NPC, village, loaded resource, clock, and RNG state serialize through
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schema v1, but there is no save-slot/file UX or backward migration yet.
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- Resource records currently mirror loaded ResourceNode state; the scene nodes
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still own live amounts and reservations.
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- Current NPC, village, resource, clock, and RNG state serialize through schema
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v1, but there is no save-slot/file UX or top-level backward migration yet.
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- Simulation-owned resource records retain live amounts, reservations, and
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usage definitions while ResourceNode scenes are unloaded.
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- An explicit fixed-step clock converts frame delta into simulation ticks, but
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orchestration still lives on the scene-tree `SimulationManager`.
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- Automated coverage includes deterministic same-seed and save/restore
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@@ -716,21 +716,21 @@ Food and wood migration and the deliberately minimal `JajceWorld` scaffold,
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greybox, navigation spike, and stable-ID placement proof are complete. Do not
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proceed directly from that proof into open-ended beauty production.
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The architecture gate is now the active milestone. Its first two slices are
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The architecture gate is now the active milestone. Its first three slices are
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complete:
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- explicit fixed-step simulation clock;
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- seeded per-NPC decision and wander random streams;
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- headless fixed-seed scenario with a final-state checksum;
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- versioned JSON records for NPC, village, loaded resource, clock, and RNG
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state;
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- deterministic save/restore continuation with exact 64-bit RNG preservation.
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- versioned JSON records for NPC, village, resource, clock, and RNG state;
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- deterministic save/restore continuation with exact 64-bit RNG preservation;
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- simulation-owned resource amount/reservation state with ResourceNode
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presentation binding and unload/rebind coverage.
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The remaining gate work is:
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- data-defined action and profession IDs;
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- separated action selection, execution, target resolution, and visual travel;
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- resource amount and reservation authority moved out of scene nodes;
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- explicit synchronization of active NPC position.
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The coherent visual slice can then aim for:
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