docs: mark resource authority phase complete

This commit is contained in:
2026-07-05 13:26:26 +02:00
parent 363620b731
commit 12f9ba616f
6 changed files with 61 additions and 45 deletions
+10 -10
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@@ -434,7 +434,7 @@ NpcVisual navigates through the active world
| Later ticks complete work
| |
| v
| ResourceNode.extract() -> village.apply_resource_delta()
| ResourceStateRecord.extract() -> village.apply_resource_delta()
| |
| v
| village_changed signal updates the UI
@@ -498,10 +498,10 @@ These are expected prototype constraints, not necessarily isolated bugs:
- Task names and task-to-activity-marker mappings are duplicated strings.
- Temporary activity markers remain for eating, rest, study, and patrol; NPC
and player food/wood gathering use `ResourceNode` instances with no fallback.
- Current NPC, village, loaded resource, clock, and RNG state serialize through
schema v1, but there is no save-slot/file UX or backward migration yet.
- Resource records currently mirror loaded ResourceNode state; the scene nodes
still own live amounts and reservations.
- Current NPC, village, resource, clock, and RNG state serialize through schema
v1, but there is no save-slot/file UX or top-level backward migration yet.
- Simulation-owned resource records retain live amounts, reservations, and
usage definitions while ResourceNode scenes are unloaded.
- An explicit fixed-step clock converts frame delta into simulation ticks, but
orchestration still lives on the scene-tree `SimulationManager`.
- Automated coverage includes deterministic same-seed and save/restore
@@ -716,21 +716,21 @@ Food and wood migration and the deliberately minimal `JajceWorld` scaffold,
greybox, navigation spike, and stable-ID placement proof are complete. Do not
proceed directly from that proof into open-ended beauty production.
The architecture gate is now the active milestone. Its first two slices are
The architecture gate is now the active milestone. Its first three slices are
complete:
- explicit fixed-step simulation clock;
- seeded per-NPC decision and wander random streams;
- headless fixed-seed scenario with a final-state checksum;
- versioned JSON records for NPC, village, loaded resource, clock, and RNG
state;
- deterministic save/restore continuation with exact 64-bit RNG preservation.
- versioned JSON records for NPC, village, resource, clock, and RNG state;
- deterministic save/restore continuation with exact 64-bit RNG preservation;
- simulation-owned resource amount/reservation state with ResourceNode
presentation binding and unload/rebind coverage.
The remaining gate work is:
- data-defined action and profession IDs;
- separated action selection, execution, target resolution, and visual travel;
- resource amount and reservation authority moved out of scene nodes;
- explicit synchronization of active NPC position.
The coherent visual slice can then aim for: