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
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@@ -54,7 +54,7 @@ The gate is complete when the same scenario produces the same checksum without
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loading `main.tscn`, and loading or unloading a visual does not change
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authoritative NPC or resource state.
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**Current progress:** the first five architecture slices are implemented:
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**Status: complete.** All architecture-gate slices are implemented:
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- `SimulationClock` advances explicit fixed ticks while preserving remainder;
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- NPC decisions and visual wander requests use controlled per-NPC random
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@@ -78,9 +78,12 @@ authoritative NPC or resource state.
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respective rules;
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- ActiveWorldAdapter supplies loaded-world facts, while WorldViewManager only
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supplies visual position and executes emitted travel requests.
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- active movement synchronizes into authoritative NPC position state;
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- persisted travel destinations let visuals unload/reload without changing
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actions, targets, reservations, positions, RNG state, or checksums.
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The gate remains open. Active-position synchronization and NPC visual
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load/unload invariance are still required. See
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The fixed-seed scenario runs without `main.tscn`, and visual lifecycle
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invariance is covered headlessly. See
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[the action system architecture](ACTION_SYSTEM_ARCHITECTURE.md),
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[the simulation definitions](SIMULATION_DEFINITIONS.md) and
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[the simulation state schema](SIMULATION_STATE_SCHEMA.md).
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@@ -630,17 +633,14 @@ Completed foundations:
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The practical next sequence is:
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1. Define active-position synchronization and prove visual unload/reload.
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2. Pass the architecture gate's deterministic headless and unloaded-visual exit
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tests.
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3. Build location-based food storage, inventory, and transactions.
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4. Emit structured economic events while making one NPC visibly gather, carry,
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1. Build location-based food storage, inventory, and transactions.
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2. Emit structured economic events while making one NPC visibly gather, carry,
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store, retrieve, and eat food.
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5. Add save-slot persistence and explicit schema migrations before schedules
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3. Add save-slot persistence and explicit schema migrations before schedules
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or social state expand.
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6. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
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4. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
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beauty pass.
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7. Add stylized character and profession readability plus the reason
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5. Add stylized character and profession readability plus the reason
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inspector.
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This order strengthens the simulation while regularly producing visible
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