docs: capture player standing and quest system in plans and schema

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2026-08-08 20:50:59 +02:00
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commit 21b2eb06da
5 changed files with 67 additions and 3 deletions
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@@ -855,6 +855,15 @@ Next:
need for its interested villager, and proves that one ordinary
`harvest_resource_node` extraction resolves the same open opportunity and
clears the need segment on the next refresh.
3. Give the player a reason to keep helping: a persistent **Standing** loop.
**Complete:** resolving real village needs (pantry, wood, hungry animals)
now grants Standing (Stranger → Known Hand → Trusted → Village Steward →
Voice of Jajce) and raises the requester's gratitude. The world's quest
generator turns each open need into a named player quest in a quiet
`QuestJournalHud`, and villagers who personally trust the player start
asking them directly even when another helper could act. All of it flows
through the ordinary finite-resource harvest/feed contracts, survives
save/restore deterministically, and adds no quest-only state.
Do not start with GIS data, a full city, a large asset pack, or more NPC
mechanics. The next proof is a beautiful stage for the systems that already