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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