docs: mark simulation architecture gate complete

- Update ACTION_SYSTEM_ARCHITECTURE.md to describe the active-position
  contract and visual lifecycle proof
- Mark BUILD_IN_PUBLIC_PLAN.md systems-gate section complete
- Mark LEARNING_ROADMAP.md architecture-gate section complete and
  renumber post-gate implementation sequence
- Update PROJECT_CONTEXT.md immediate-milestone section to reflect
  completed gate and next food-loop milestone
- Update SIMULATION_STATE_SCHEMA.md with NPCStateRecord v2 details
- Update ADR 0001 checklist to mark active-position sync done
This commit is contained in:
2026-07-05 17:21:23 +02:00
parent a8ae331f51
commit 3ea8f02d55
6 changed files with 52 additions and 35 deletions
+11 -11
View File
@@ -54,7 +54,7 @@ The gate is complete when the same scenario produces the same checksum without
loading `main.tscn`, and loading or unloading a visual does not change
authoritative NPC or resource state.
**Current progress:** the first five architecture slices are implemented:
**Status: complete.** All architecture-gate slices are implemented:
- `SimulationClock` advances explicit fixed ticks while preserving remainder;
- NPC decisions and visual wander requests use controlled per-NPC random
@@ -78,9 +78,12 @@ authoritative NPC or resource state.
respective rules;
- ActiveWorldAdapter supplies loaded-world facts, while WorldViewManager only
supplies visual position and executes emitted travel requests.
- active movement synchronizes into authoritative NPC position state;
- persisted travel destinations let visuals unload/reload without changing
actions, targets, reservations, positions, RNG state, or checksums.
The gate remains open. Active-position synchronization and NPC visual
load/unload invariance are still required. See
The fixed-seed scenario runs without `main.tscn`, and visual lifecycle
invariance is covered headlessly. See
[the action system architecture](ACTION_SYSTEM_ARCHITECTURE.md),
[the simulation definitions](SIMULATION_DEFINITIONS.md) and
[the simulation state schema](SIMULATION_STATE_SCHEMA.md).
@@ -630,17 +633,14 @@ Completed foundations:
The practical next sequence is:
1. Define active-position synchronization and prove visual unload/reload.
2. Pass the architecture gate's deterministic headless and unloaded-visual exit
tests.
3. Build location-based food storage, inventory, and transactions.
4. Emit structured economic events while making one NPC visibly gather, carry,
1. Build location-based food storage, inventory, and transactions.
2. Emit structured economic events while making one NPC visibly gather, carry,
store, retrieve, and eat food.
5. Add save-slot persistence and explicit schema migrations before schedules
3. Add save-slot persistence and explicit schema migrations before schedules
or social state expand.
6. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
4. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
beauty pass.
7. Add stylized character and profession readability plus the reason
5. Add stylized character and profession readability plus the reason
inspector.
This order strengthens the simulation while regularly producing visible