docs: capture player standing and quest system in plans and schema
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@@ -21,6 +21,8 @@ SimulationClock
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-> EventKnowledgeSystem records, ranks, transfers, and retains bounded knowledge
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-> RelationshipSystem applies evidence-gated social consequences
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-> VillageOpportunitySystem projects one known unresolved need
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-> PlayerQuestSystem turns open needs into named player quests and
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grants Standing as the player resolves them through real supply/feed
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-> WorldViewManager presents travel, NPC state, and world-state cues
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-> ActiveWorldAdapter supplies loaded-world positions/capacity
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-> LoadedResourceSpatialIndex bounds finite-anchor discovery
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@@ -64,6 +66,15 @@ would otherwise obscure that lifecycle:
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When no such helper exists, it can separately derive an ephemeral
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`OpportunityPlayerResponseResult` from the real destination capacity and
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enabled player-usable finite sources;
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- `simulation/quests/PlayerQuestSystem.gd` turns real open needs into named
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player quests (`PlayerQuestRecord`) and owns the player's `PlayerStandingRecord`
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reputation. A quest is generated only when the player can genuinely act
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through the ordinary economy (an unassisted pantry/wood shortage, or a hungry
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player-feedable animal), and it is resolved only by a real player supply or
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feed event. Completing a quest grants Standing and raises the requester's
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gratitude; a requester who personally trusts the player can ask them directly
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even when another capable helper exists. Quests, Standing, and gratitude are
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persisted and never become quest-only simulation state;
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- `simulation/persistence/` owns save-slot file safety;
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- `simulation/state/` owns versioned serialized record contracts;
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- `simulation/definitions/` owns stable IDs and immutable action/profession
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@@ -102,6 +113,7 @@ hard to read.
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| `simulation/relationships/` | Directed social consequences and relationship queries |
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| `simulation/population/` | Transient per-tick population query indexes |
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| `simulation/opportunities/` | Knowledge-gated unresolved-condition projections |
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| `simulation/quests/` | Named player quests and Standing reputation from real need resolution |
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| `simulation/state/` | Versioned, serializable mutable records |
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| `simulation/definitions/` | Stable IDs and immutable gameplay definitions |
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| `simulation/persistence/` | Validated local save-file storage |
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@@ -855,6 +855,15 @@ Next:
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need for its interested villager, and proves that one ordinary
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`harvest_resource_node` extraction resolves the same open opportunity and
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clears the need segment on the next refresh.
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3. Give the player a reason to keep helping: a persistent **Standing** loop.
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**Complete:** resolving real village needs (pantry, wood, hungry animals)
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now grants Standing (Stranger → Known Hand → Trusted → Village Steward →
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Voice of Jajce) and raises the requester's gratitude. The world's quest
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generator turns each open need into a named player quest in a quiet
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`QuestJournalHud`, and villagers who personally trust the player start
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asking them directly even when another helper could act. All of it flows
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through the ordinary finite-resource harvest/feed contracts, survives
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save/restore deterministically, and adds no quest-only state.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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@@ -1003,6 +1003,24 @@ The first bounded field-note opportunity surfacing slice is complete:
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staged pantry-crisis surfacing, helper naming, ordinary harvest resolution,
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and the absence of saved presentation state.
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The first bounded player-Standing and quest slice is complete:
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- `PlayerStandingRecord` is a versioned, deterministic 0–100 reputation with
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named tiers (Stranger, Known Hand, Trusted, Village Steward, Voice of Jajce)
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and per-requester gratitude, persisted through world schema v12;
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- `PlayerQuestRecord` plus `PlayerQuestSystem` turn real open needs into named
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player quests: an unassisted pantry or wood shortage (or a hungry,
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player-feedable animal) generates one quest for its requester, resolved only
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by a real player supply or feed event through the ordinary economy;
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- completing a quest grants Standing and raises the requester's gratitude, an
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NPC who trusts the player personally can ask them directly even when another
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capable helper exists, and tier advances emit a celebration beat;
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- a read-only `QuestJournalHud` surfaces the active quest, Standing tier, and
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gratitude feedback without entering saves or drawing RNG;
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- headless, runtime, schema-restore, and GUT unit regressions cover generation,
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completion, invalidation, animal care, personal requests, and tier
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progression.
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Recently completed:
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- `Jajce Villager Field Note 12`: a separate player-facing note selects the
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@@ -276,6 +276,27 @@ The village currently tracks:
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- per-resource modifiers;
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- per-resource priorities.
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### Player Standing and quests
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The world now rewards player help with a persistent **Standing** reputation
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(0–100) and named tiers: Stranger, Known Hand, Trusted, Village Steward, and
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Voice of Jajce. The quest generator turns real open needs into player quests:
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- an unassisted pantry or wood shortage generates a named quest from its
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worried villager;
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- a hungry, player-feedable goat generates an animal-care quest;
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- completing a quest through the ordinary finite-resource harvest or feed
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contract grants Standing, raises the requester's gratitude, and emits a
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thank-you beat;
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- a requester who personally trusts the player (gratitude ≥ 0.5 and Standing
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tier at least Known Hand) asks them directly even when another capable
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helper exists;
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- a compact `QuestJournalHud` shows the active quest, Standing tier, and
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gratitude feedback; tier advances trigger a celebration beat.
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Quests, Standing, and gratitude persist through world schema v12 and never
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become quest-only simulation state.
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### NPC task lifecycle
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Task states are:
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@@ -3,7 +3,7 @@
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## Current contract
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`SimulationStateRecord` is the versioned JSON boundary for the current
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simulation. The current world schema is v11 and captures:
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simulation. The current world schema is v12 and captures:
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- simulation seed, tick interval, tick count, clock remainder, and elapsed
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clock ticks;
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@@ -25,14 +25,18 @@ simulation. The current world schema is v11 and captures:
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historical communicator provenance;
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- opportunity records with stable type/status, interested NPC, trigger event,
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target storage/resource/amount, exact later resolution event identity, or a
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deterministic invalidation reason and close tick.
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deterministic invalidation reason and close tick;
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- the player's Standing reputation (0–100), resolved-need count, and per-NPC
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gratitude, plus named player quest records that reference the originating
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opportunity or animal, requester NPC, resource/target/amount, Standing
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reward, and exact resolution or invalidation tick.
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The top-level identity is:
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```json
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{
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"schema": "the_steward.simulation",
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"schema_version": 11
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"schema_version": 12
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}
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```
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