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

This commit is contained in:
2026-08-08 20:50:59 +02:00
parent 3b6e35ba6d
commit 21b2eb06da
5 changed files with 67 additions and 3 deletions
+12
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@@ -21,6 +21,8 @@ SimulationClock
-> EventKnowledgeSystem records, ranks, transfers, and retains bounded knowledge
-> RelationshipSystem applies evidence-gated social consequences
-> VillageOpportunitySystem projects one known unresolved need
-> PlayerQuestSystem turns open needs into named player quests and
grants Standing as the player resolves them through real supply/feed
-> WorldViewManager presents travel, NPC state, and world-state cues
-> ActiveWorldAdapter supplies loaded-world positions/capacity
-> LoadedResourceSpatialIndex bounds finite-anchor discovery
@@ -64,6 +66,15 @@ would otherwise obscure that lifecycle:
When no such helper exists, it can separately derive an ephemeral
`OpportunityPlayerResponseResult` from the real destination capacity and
enabled player-usable finite sources;
- `simulation/quests/PlayerQuestSystem.gd` turns real open needs into named
player quests (`PlayerQuestRecord`) and owns the player's `PlayerStandingRecord`
reputation. A quest is generated only when the player can genuinely act
through the ordinary economy (an unassisted pantry/wood shortage, or a hungry
player-feedable animal), and it is resolved only by a real player supply or
feed event. Completing a quest grants Standing and raises the requester's
gratitude; a requester who personally trusts the player can ask them directly
even when another capable helper exists. Quests, Standing, and gratitude are
persisted and never become quest-only simulation state;
- `simulation/persistence/` owns save-slot file safety;
- `simulation/state/` owns versioned serialized record contracts;
- `simulation/definitions/` owns stable IDs and immutable action/profession
@@ -102,6 +113,7 @@ hard to read.
| `simulation/relationships/` | Directed social consequences and relationship queries |
| `simulation/population/` | Transient per-tick population query indexes |
| `simulation/opportunities/` | Knowledge-gated unresolved-condition projections |
| `simulation/quests/` | Named player quests and Standing reputation from real need resolution |
| `simulation/state/` | Versioned, serializable mutable records |
| `simulation/definitions/` | Stable IDs and immutable gameplay definitions |
| `simulation/persistence/` | Validated local save-file storage |
+9
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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
+18
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@@ -1003,6 +1003,24 @@ The first bounded field-note opportunity surfacing slice is complete:
staged pantry-crisis surfacing, helper naming, ordinary harvest resolution,
and the absence of saved presentation state.
The first bounded player-Standing and quest slice is complete:
- `PlayerStandingRecord` is a versioned, deterministic 0100 reputation with
named tiers (Stranger, Known Hand, Trusted, Village Steward, Voice of Jajce)
and per-requester gratitude, persisted through world schema v12;
- `PlayerQuestRecord` plus `PlayerQuestSystem` turn real open needs into named
player quests: an unassisted pantry or wood shortage (or a hungry,
player-feedable animal) generates one quest for its requester, resolved only
by a real player supply or feed event through the ordinary economy;
- completing a quest grants Standing and raises the requester's gratitude, an
NPC who trusts the player personally can ask them directly even when another
capable helper exists, and tier advances emit a celebration beat;
- a read-only `QuestJournalHud` surfaces the active quest, Standing tier, and
gratitude feedback without entering saves or drawing RNG;
- headless, runtime, schema-restore, and GUT unit regressions cover generation,
completion, invalidation, animal care, personal requests, and tier
progression.
Recently completed:
- `Jajce Villager Field Note 12`: a separate player-facing note selects the
+21
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@@ -276,6 +276,27 @@ The village currently tracks:
- per-resource modifiers;
- per-resource priorities.
### Player Standing and quests
The world now rewards player help with a persistent **Standing** reputation
(0100) and named tiers: Stranger, Known Hand, Trusted, Village Steward, and
Voice of Jajce. The quest generator turns real open needs into player quests:
- an unassisted pantry or wood shortage generates a named quest from its
worried villager;
- a hungry, player-feedable goat generates an animal-care quest;
- completing a quest through the ordinary finite-resource harvest or feed
contract grants Standing, raises the requester's gratitude, and emits a
thank-you beat;
- a requester who personally trusts the player (gratitude ≥ 0.5 and Standing
tier at least Known Hand) asks them directly even when another capable
helper exists;
- a compact `QuestJournalHud` shows the active quest, Standing tier, and
gratitude feedback; tier advances trigger a celebration beat.
Quests, Standing, and gratitude persist through world schema v12 and never
become quest-only simulation state.
### NPC task lifecycle
Task states are:
+7 -3
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@@ -3,7 +3,7 @@
## Current contract
`SimulationStateRecord` is the versioned JSON boundary for the current
simulation. The current world schema is v11 and captures:
simulation. The current world schema is v12 and captures:
- simulation seed, tick interval, tick count, clock remainder, and elapsed
clock ticks;
@@ -25,14 +25,18 @@ simulation. The current world schema is v11 and captures:
historical communicator provenance;
- opportunity records with stable type/status, interested NPC, trigger event,
target storage/resource/amount, exact later resolution event identity, or a
deterministic invalidation reason and close tick.
deterministic invalidation reason and close tick;
- the player's Standing reputation (0100), resolved-need count, and per-NPC
gratitude, plus named player quest records that reference the originating
opportunity or animal, requester NPC, resource/target/amount, Standing
reward, and exact resolution or invalidation tick.
The top-level identity is:
```json
{
"schema": "the_steward.simulation",
"schema_version": 11
"schema_version": 12
}
```