feat: add simulation garden demo controls
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@@ -466,8 +466,9 @@ represent a real chosen task.
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distinct NPC colors and props, world labels identify each villager, and the
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Tab-cycled inspector shows authoritative need values, task state, destination,
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decision branch, and utility scores. The existing carried-food prop and village
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panel expose immediate consequences. A cinematic/debug toggle and repeatable
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demo reset remain Phase 6 capture tooling.
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panel expose immediate consequences. `F10` toggles the debug/cinematic
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presentation layer, while `F12` reloads the current scene as a repeatable
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simulation-garden demo reset.
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### Exit condition
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@@ -652,15 +652,21 @@ Completed after the architecture gate:
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The practical next sequence is:
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1. Add a cinematic/debug toggle and repeatable simulation-garden demo reset.
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2. Expand resource discovery with many finite `ResourceNode` instances placed
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1. Expand resource discovery with many finite `ResourceNode` instances placed
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in meaningful foliage, animal-camp, berry, and village-stockpile contexts.
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The first distance/safety/comfort scoring pass and small authored resource
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spread exist; next, validate placement rules and grow the authored set
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carefully rather than reintroducing abstract resource zones.
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3. Expand persistence only when schedules, player state, or a real save menu
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2. Expand persistence only when schedules, player state, or a real save menu
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creates a concrete requirement.
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Recently completed:
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- `F10` cinematic/debug presentation toggle that hides development UI, world
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labels, and NPC name/profession labels without changing simulation state;
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- `F12` repeatable simulation-garden demo reset by reloading the current scene
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with the same authored seed and starting state.
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This order strengthens the simulation while regularly producing visible
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progress suitable for public development updates.
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