feat: scale village queries and enrich Jajce center
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@@ -2,7 +2,7 @@
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> Agent-facing context for understanding the project quickly.
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>
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> Snapshot basis: repository state on July 14, 2026. Treat the code as the
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> Snapshot basis: repository state on July 16, 2026. Treat the code as the
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> source of truth when this document and the implementation differ.
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See the [documentation map](README.md) for the authority and scope of each plan.
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@@ -193,12 +193,15 @@ study, and patrol target typed activity sites. The migration is documented in
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and GUT run through the local quality gate)
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- **Main scene:** `res://main.tscn`
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- **Terrain:** Terrain3D 1.0.2 is installed and enabled
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- **Jajce runtime:** reusable 512 m Terrain3D seed, greybox landmarks, stable
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ResourceNode placement, lookdev camera, and Terrain3D-derived runtime
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navigation with collision guardrails
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- **Jajce runtime:** reusable 512 m Terrain3D seed, stable ResourceNode
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placement, larger citadel/village-center composition, terrain-following river
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ribbon, reactive camera-local grass, and Terrain3D-derived runtime navigation
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with collision guardrails
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- **Lookdev baseline:** `Jajce Lookdev 01` is captured at
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`docs/baselines/jajce_lookdev_01.png` with
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`tools/capture_jajce_lookdev.gd`
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- **Matched center baseline:** `Jajce Center 02` preserves a fixed before/after
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overview plus a close grass-readability capture under `docs/baselines/`
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- **Runtime baseline:** `Simulation Garden 01` is captured as paired debug and
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cinematic `main.tscn` images plus an empty/restocked pantry close pair under
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`docs/baselines/` with `tools/capture_simulation_garden.gd`
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@@ -336,13 +339,16 @@ distance with resource `safety_risk`, `comfort_distance`, and
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- a centered 512 m Terrain3D landscape split across four regions;
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- deterministic shaped terrain data and six game-owned surface layers;
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- fortress, houses, mill, bridge, shader river/waterfall, mist, and smoke;
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- a larger summit citadel, eight cascading houses, mill, full-span bridge,
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rock-framed waterfall, mist, smoke, and a Terrain3D-sampled river ribbon;
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- authored dirt path strips that make the current village task loop readable;
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- compact silhouette props for the ridge landmark, guard, study, and rest
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sites, plus a physical pantry whose empty/low/stocked arrangement follows
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authoritative food storage;
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- warm sky, fog, shadows, coherent wind-reactive foliage, and breeze-aligned
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chimney smoke;
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- short patchy camera-local grass that receives at most eight real player/NPC
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transforms, authored conifer clusters, and oversized ambient butterflies;
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- one sparse terrain-aware calligraphic gust field with two or three soft
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tapered strokes per burst;
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- eighteen ResourceNodes preserving stable food/wood discovery IDs;
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@@ -418,6 +424,8 @@ views, modifiers, and priorities.
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Focused `RefCounted` collaborators keep rule ownership visible:
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- action systems own selection, execution progress, and target resolution;
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- `SimulationPopulationView` owns the disposable all/living/starving stable-ID
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query indexes rebuilt at deterministic tick boundaries;
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- `VillageEconomy` owns storage/inventory transactions and synchronized
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village resource views;
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- `SimulationEventLog` owns deterministic event history and queries;
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@@ -545,6 +553,7 @@ NpcVisual navigates through the active world
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│ ├── events/ Ordered event history and queries
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│ ├── knowledge/ Per-NPC facts, provenance, transfer, and retention
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│ ├── opportunities/ Knowledge-gated unresolved-condition projection
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│ ├── population/ Transient per-tick NPC query indexes
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│ ├── persistence/ Validated local save-slot storage
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│ ├── relationships/ Directed social consequences and queries
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│ └── state/ Versioned simulation-state records
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