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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@@ -469,6 +469,7 @@ NpcVisual navigates through the active world
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│ ├── deterministic_simulation_test.gd
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│ ├── flat_map_baseline_test.gd
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│ ├── jajce_world_scaffold_test.gd
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│ ├── npc_visual_lifecycle_test.gd
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│ ├── resource_node_player_parity_test.gd
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│ ├── simulation_definitions_test.gd
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│ └── simulation_state_serialization_test.gd
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@@ -515,6 +516,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
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goals, or social knowledge.
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- NPC reasoning is logged but not presented through an in-game inspector.
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- Active navigation is used as if all agents are local; no simulation LOD exists.
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- Unloaded traveling NPCs preserve their state but do not yet advance through
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abstract travel time.
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- There is no spatial query/index layer for large populations.
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- SimulationManager still orchestrates multiple systems and player-facing
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mutation APIs, but selection, execution, target resolution, and active-world
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@@ -715,12 +718,8 @@ visual milestone should support or reveal actual simulation state.
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## Immediate milestone: scaffold, architecture gate, then simulation garden
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Food and wood migration and the deliberately minimal `JajceWorld` scaffold,
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greybox, navigation spike, and stable-ID placement proof are complete. Do not
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proceed directly from that proof into open-ended beauty production.
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The architecture gate is now the active milestone. Its first five slices are
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complete:
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Food and wood migration, the minimal `JajceWorld` proof, and the mandatory
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architecture gate are complete:
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- explicit fixed-step simulation clock;
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- seeded per-NPC decision and wander random streams;
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@@ -732,11 +731,14 @@ complete:
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- stable StringName action/profession IDs plus validated custom definition
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resources used by simulation, targeting, generation, and persistence;
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- separate selection, execution, target resolution, active-world query, and
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visual travel responsibilities.
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visual travel responsibilities;
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- authoritative active position and persisted travel destinations;
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- checksum-invariant NPC visual unload/reload with reservation preservation.
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The remaining gate work is:
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- explicit synchronization of active NPC position.
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The next systems milestone is a complete location-based food loop: storage,
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inventory, carrying, depositing, withdrawing, and eating through transactions.
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Bounded Terrain3D look-development can resume, but runtime terrain integration
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should remain coordinated with that visible systems slice.
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The coherent visual slice can then aim for:
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