feat: add simulation garden demo controls

This commit is contained in:
2026-07-07 15:56:24 +02:00
parent b0bad6c467
commit 4bfc09d5f6
9 changed files with 124 additions and 6 deletions
+3 -2
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@@ -466,8 +466,9 @@ represent a real chosen task.
distinct NPC colors and props, world labels identify each villager, and the
Tab-cycled inspector shows authoritative need values, task state, destination,
decision branch, and utility scores. The existing carried-food prop and village
panel expose immediate consequences. A cinematic/debug toggle and repeatable
demo reset remain Phase 6 capture tooling.
panel expose immediate consequences. `F10` toggles the debug/cinematic
presentation layer, while `F12` reloads the current scene as a repeatable
simulation-garden demo reset.
### Exit condition
+9 -3
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@@ -652,15 +652,21 @@ Completed after the architecture gate:
The practical next sequence is:
1. Add a cinematic/debug toggle and repeatable simulation-garden demo reset.
2. Expand resource discovery with many finite `ResourceNode` instances placed
1. Expand resource discovery with many finite `ResourceNode` instances placed
in meaningful foliage, animal-camp, berry, and village-stockpile contexts.
The first distance/safety/comfort scoring pass and small authored resource
spread exist; next, validate placement rules and grow the authored set
carefully rather than reintroducing abstract resource zones.
3. Expand persistence only when schedules, player state, or a real save menu
2. Expand persistence only when schedules, player state, or a real save menu
creates a concrete requirement.
Recently completed:
- `F10` cinematic/debug presentation toggle that hides development UI, world
labels, and NPC name/profession labels without changing simulation state;
- `F12` repeatable simulation-garden demo reset by reloading the current scene
with the same authored seed and starting state.
This order strengthens the simulation while regularly producing visible
progress suitable for public development updates.