feat: scale village queries and enrich Jajce center

This commit is contained in:
Rijad Zuzo
2026-07-16 23:51:08 +02:00
parent 4be72639d8
commit 2c88ed6ea8
48 changed files with 2059 additions and 280 deletions
+14 -5
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@@ -2,7 +2,7 @@
> Agent-facing context for understanding the project quickly.
>
> Snapshot basis: repository state on July 14, 2026. Treat the code as the
> Snapshot basis: repository state on July 16, 2026. Treat the code as the
> source of truth when this document and the implementation differ.
See the [documentation map](README.md) for the authority and scope of each plan.
@@ -193,12 +193,15 @@ study, and patrol target typed activity sites. The migration is documented in
and GUT run through the local quality gate)
- **Main scene:** `res://main.tscn`
- **Terrain:** Terrain3D 1.0.2 is installed and enabled
- **Jajce runtime:** reusable 512 m Terrain3D seed, greybox landmarks, stable
ResourceNode placement, lookdev camera, and Terrain3D-derived runtime
navigation with collision guardrails
- **Jajce runtime:** reusable 512 m Terrain3D seed, stable ResourceNode
placement, larger citadel/village-center composition, terrain-following river
ribbon, reactive camera-local grass, and Terrain3D-derived runtime navigation
with collision guardrails
- **Lookdev baseline:** `Jajce Lookdev 01` is captured at
`docs/baselines/jajce_lookdev_01.png` with
`tools/capture_jajce_lookdev.gd`
- **Matched center baseline:** `Jajce Center 02` preserves a fixed before/after
overview plus a close grass-readability capture under `docs/baselines/`
- **Runtime baseline:** `Simulation Garden 01` is captured as paired debug and
cinematic `main.tscn` images plus an empty/restocked pantry close pair under
`docs/baselines/` with `tools/capture_simulation_garden.gd`
@@ -336,13 +339,16 @@ distance with resource `safety_risk`, `comfort_distance`, and
- a centered 512 m Terrain3D landscape split across four regions;
- deterministic shaped terrain data and six game-owned surface layers;
- fortress, houses, mill, bridge, shader river/waterfall, mist, and smoke;
- a larger summit citadel, eight cascading houses, mill, full-span bridge,
rock-framed waterfall, mist, smoke, and a Terrain3D-sampled river ribbon;
- authored dirt path strips that make the current village task loop readable;
- compact silhouette props for the ridge landmark, guard, study, and rest
sites, plus a physical pantry whose empty/low/stocked arrangement follows
authoritative food storage;
- warm sky, fog, shadows, coherent wind-reactive foliage, and breeze-aligned
chimney smoke;
- short patchy camera-local grass that receives at most eight real player/NPC
transforms, authored conifer clusters, and oversized ambient butterflies;
- one sparse terrain-aware calligraphic gust field with two or three soft
tapered strokes per burst;
- eighteen ResourceNodes preserving stable food/wood discovery IDs;
@@ -418,6 +424,8 @@ views, modifiers, and priorities.
Focused `RefCounted` collaborators keep rule ownership visible:
- action systems own selection, execution progress, and target resolution;
- `SimulationPopulationView` owns the disposable all/living/starving stable-ID
query indexes rebuilt at deterministic tick boundaries;
- `VillageEconomy` owns storage/inventory transactions and synchronized
village resource views;
- `SimulationEventLog` owns deterministic event history and queries;
@@ -545,6 +553,7 @@ NpcVisual navigates through the active world
│ ├── events/ Ordered event history and queries
│ ├── knowledge/ Per-NPC facts, provenance, transfer, and retention
│ ├── opportunities/ Knowledge-gated unresolved-condition projection
│ ├── population/ Transient per-tick NPC query indexes
│ ├── persistence/ Validated local save-slot storage
│ ├── relationships/ Directed social consequences and queries
│ └── state/ Versioned simulation-state records