merge: integrate remote player quest slices
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@@ -49,13 +49,16 @@ SimulationClock
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-> SimulationEventLog records and indexes completed facts
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-> WorldEventStore exposes typed participants, locations, and causal queries
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-> EventKnowledgeSystem records, ranks, transfers, and retains bounded knowledge
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-> RelationshipSystem applies seven-dimensional evidence-backed consequences
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-> RelationshipSystem applies seven-dimensional evidence-backed consequences
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-> SituationSystem projects real unresolved conditions from facts and events
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-> QuestJournalSystem records only player discovery/tracking preference
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-> SocialCommitmentSystem resolves promises from ordinary outcome events
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-> ConversationService plans deterministic semantic turns from current context
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-> VillageOpportunitySystem preserves the legacy bounded compatibility slice
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-> ConflictSystem advances indexed combatants and authoritative combat outcomes
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-> ConflictSystem advances indexed combatants and authoritative combat outcomes
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-> PlayerQuestSystem turns open needs into named player quests and
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grants Standing as the player resolves them through real supply/feed
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-> PlayerNeedsSystem advances the player's hunger, energy, and carry
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-> WorldViewManager presents travel, NPC state, and world-state cues
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-> ActiveWorldAdapter supplies loaded-world positions/capacity
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-> LoadedResourceSpatialIndex bounds finite-anchor discovery
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@@ -128,6 +131,22 @@ would otherwise obscure that lifecycle:
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When no such helper exists, it can separately derive an ephemeral
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`OpportunityPlayerResponseResult` from the real destination capacity and
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enabled player-usable finite sources;
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- `simulation/quests/PlayerQuestSystem.gd` turns real open needs into named
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player quests (`PlayerQuestRecord`) and owns the player's `PlayerStandingRecord`
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reputation. A quest is generated only when the player can genuinely act
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through the ordinary economy (an unassisted pantry/wood shortage, or a hungry
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player-feedable animal), and it is resolved only by a real player supply or
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feed event. Completing a quest grants Standing and raises the requester's
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gratitude; a requester who personally trusts the player can ask them directly
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even when another capable helper exists. Quests, Standing, and gratitude are
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persisted and never become quest-only simulation state;
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- `simulation/quests/PlayerNeedsSystem.gd` owns the player's embodied hunger,
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energy, starvation, death, and carried inventory, advancing on the
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deterministic tick and mutating finite resources and storage only through the
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ordinary economy and recorder;
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- `simulation/quests/PlayerNegotiationSystem.gd` owns the read-only villager
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talk surface plus accept/decline of personal requests, delegating quest
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lifecycle to `PlayerQuestSystem`;
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- `simulation/persistence/` owns save-slot file safety;
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- `simulation/state/` owns versioned serialized record contracts;
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- `simulation/definitions/` owns stable IDs and immutable action/profession
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@@ -189,6 +208,7 @@ hard to read.
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| `simulation/situations/` | World situation, journal, and commitment lifecycles |
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| `simulation/dialogue/` | Semantic conversation planning and presenter boundary |
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| `simulation/regional/` | Regional records, due-job scheduling, keyed randomness, analytical updates |
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| `simulation/quests/` | Named player quests and Standing reputation from real need resolution |
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| `simulation/state/` | Versioned, serializable mutable records |
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| `simulation/definitions/` | Stable IDs and immutable gameplay definitions |
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| `simulation/persistence/` | Validated local save-file storage |
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@@ -897,6 +897,40 @@ Next:
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by the scaling fixture.
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3. Add a market/traveler cadence so the returning player finds something new:
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a traveler who shares one rumour or a bounded food-for-wood exchange.
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1. Let an inspected villager who owns an open opportunity surface that exact
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village need plus the authoritative direct-help route, capable helper, or
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honest unavailable state that currently exists. **Complete:** the quiet
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`VillagerFieldNoteHud` now shows a restrained `Need` line for exactly that
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note, derived from the existing player-response/helper queries and the real
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storage state. It names the helper when one is capable, shows the direct
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finite-resource-to-storage route when the player response derives it, or
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honestly states why help is unavailable, and it re-derives from live facts
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after restore without entering saves.
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2. Prove that the ordinary finite-resource-to-storage harvest resolves an
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available player route and updates the context without dialogue branching,
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acceptance state, rewards, a quest log, or saved presentation state.
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**Complete:** a runtime scenario stages the real pantry crisis, surfaces the
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need for its interested villager, and proves that one ordinary
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`harvest_resource_node` extraction resolves the same open opportunity and
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clears the need segment on the next refresh.
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3. Give the player a reason to keep helping: a persistent **Standing** loop.
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**Complete:** resolving real village needs (pantry, wood, hungry animals)
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now grants Standing (Stranger → Known Hand → Trusted → Village Steward →
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Voice of Jajce) and raises the requester's gratitude. The world's quest
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generator turns each open need into a named player quest in a quiet
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`QuestJournalHud`, and villagers who personally trust the player start
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asking them directly even when another helper could act. All of it flows
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through the ordinary finite-resource harvest/feed contracts, survives
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save/restore deterministically, and adds no quest-only state.
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4. Make the player a citizen with a body. **Complete:** the player now has
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hunger and energy that advance on the simulation tick, eats from the real
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pantry, weakens when starving, and can die by starvation (halving Standing).
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Gathering fills a carried inventory with capacity, and depositing at the
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pantry or woodpile is an explicit transaction that resolves the same quests.
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Pressing `E` on a villager opens a personal talk where you accept or decline
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their real request. The embodied needs, carry, and negotiation rules live in
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focused `PlayerNeedsSystem`/`PlayerNegotiationSystem` collaborators and are
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covered by headless, runtime, and schema-restore regressions.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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@@ -1048,6 +1048,62 @@ bounded through the existing spatial/population indexes, 5–10 Hz UI/environmen
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updates, cached combatant order, and navigation retry backoff. High, Balanced,
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and Low profiles now prove a reversible weak-PC structural budget; real
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weak-hardware frame-time/GPU/memory measurement remains intentionally open.
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The first bounded field-note opportunity surfacing slice is complete:
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- `VillagerInspectionResult` now carries an optional read-only
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`VillagerOpportunityNote` that is present only when the inspected villager is
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the interested party of an open village opportunity;
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- `VillagerOpportunityNote.derive` decides the honest help state from the
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existing authoritative queries: the derived player-response route wins, then
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the capable helper by name, then a real unavailable reason (need already met,
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storage has no room, no stocked source in reach, or no storage at all);
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- the quiet `VillagerFieldNoteHud` shows a restrained `Need` line for exactly
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that note, coexists with the existing `E` prompt and cinematic mode, and
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re-derives it from live state without entering saves or drawing RNG;
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- a real player finite-resource harvest resolves the same open
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`OpportunityStateRecord` through the existing economy/event history, and the
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need segment clears on the next refresh;
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- unit, runtime, and query-neutrality checks cover the derive branches, the
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staged pantry-crisis surfacing, helper naming, ordinary harvest resolution,
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and the absence of saved presentation state.
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The first bounded player-Standing and quest slice is complete:
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- `PlayerStandingRecord` is a versioned, deterministic 0–100 reputation with
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named tiers (Stranger, Known Hand, Trusted, Village Steward, Voice of Jajce)
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and per-requester gratitude, persisted through world schema v12;
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- `PlayerQuestRecord` plus `PlayerQuestSystem` turn real open needs into named
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player quests: an unassisted pantry or wood shortage (or a hungry,
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player-feedable animal) generates one quest for its requester, resolved only
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by a real player supply or feed event through the ordinary economy;
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- completing a quest grants Standing and raises the requester's gratitude, an
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NPC who trusts the player personally can ask them directly even when another
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capable helper exists, and tier advances emit a celebration beat;
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- a read-only `QuestJournalHud` surfaces the active quest, Standing tier, and
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gratitude feedback without entering saves or drawing RNG;
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- headless, runtime, schema-restore, and GUT unit regressions cover generation,
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completion, invalidation, animal care, personal requests, and tier
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progression.
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The first embodied-citizen slice is complete:
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- the player now has a body in the world: hunger and energy advance on the
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deterministic tick (`PlayerStateRecord`), eating at the pantry reduces the
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player's own hunger, starvation weakens movement, and death by starvation
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halves Standing and allows a respawn, all persisted through world schema v13;
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- the player carries a real inventory with capacity: gathering a finite
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resource fills the hands, depositing at the pantry or woodpile is an explicit
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transaction that resolves opportunities and quests through the same supply
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contract used by NPCs;
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- pressing `E` on a nearby villager opens a personal talk: the villager greets
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you and surfaces their real need, and you can accept their request (which
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surfaces the same open quest) or decline it (closing the quest without
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gratitude);
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- `PlayerNeedsSystem`, `PlayerNegotiationSystem`, and `SimulationEventRecorder`
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keep the player-citizen rules out of the manager;
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- headless, runtime, carry/deposit, talk/negotiation, and schema-restore
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regressions cover needs, death, respawn, carrying, depositing, quest
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resolution, and personal request accept/decline.
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Recently completed:
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@@ -310,6 +310,27 @@ The village currently tracks:
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- per-resource modifiers;
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- per-resource priorities.
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### Player Standing and quests
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The world now rewards player help with a persistent **Standing** reputation
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(0–100) and named tiers: Stranger, Known Hand, Trusted, Village Steward, and
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Voice of Jajce. The quest generator turns real open needs into player quests:
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- an unassisted pantry or wood shortage generates a named quest from its
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worried villager;
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- a hungry, player-feedable goat generates an animal-care quest;
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- completing a quest through the ordinary finite-resource harvest or feed
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contract grants Standing, raises the requester's gratitude, and emits a
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thank-you beat;
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- a requester who personally trusts the player (gratitude ≥ 0.5 and Standing
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tier at least Known Hand) asks them directly even when another capable
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helper exists;
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- a compact `QuestJournalHud` shows the active quest, Standing tier, and
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gratitude feedback; tier advances trigger a celebration beat.
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Quests, Standing, and gratitude persist through world schema v12 and never
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become quest-only simulation state.
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### NPC task lifecycle
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Task states are:
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@@ -39,6 +39,12 @@ simulation. The current world schema is v16 and captures:
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definition ID) for NPC defenders and standalone hostile archetypes;
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- faction records (food, warriors, aggression, morale, stance, war plan) for
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the village and the hill tribe.
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- the player's Standing reputation (0–100), resolved-need count, and per-NPC
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gratitude, plus named player quest records that reference the originating
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opportunity or animal, requester NPC, resource/target/amount, Standing
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reward, and exact resolution or invalidation tick;
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- the player's embodied state: hunger, energy, starvation progress, death
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count, and carried inventory with its capacity (schema v13).
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The top-level identity is:
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