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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