feat: surface player routes for village needs
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@@ -48,7 +48,10 @@ would otherwise obscure that lifecycle:
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work wood consumers. It also derives one ephemeral `OpportunityHelperResult`
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from knowledge, directed relationships, inventory, action definitions, and
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finite-resource state without changing resources or assigning tasks. The
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ordinary action selector consumes that result only for the matching idle NPC;
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ordinary action selector consumes that result only for the matching idle NPC.
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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/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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@@ -98,8 +101,9 @@ improving ownership.
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Relationship cues, interested-villager concern, physical pantry stock, and
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refill feedback consume authoritative state or state-change signals and are
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intentionally absent from saves and checksums. The transient village-whisper
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HUD likewise formats need, transfer, response, and resolution signals without
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owning them. Stable visuals are rebuilt from state after restore; transient
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HUD likewise formats need, player route, transfer, response, and resolution
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signals without owning them. It drops the player route when a capable helper
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emerges. Stable visuals are rebuilt from state after restore; transient
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reactions are not replayed.
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- Resource changes go through `ResourceStateRecord`, NPC inventory, and
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`VillageEconomy`; `village.food` and `village.wood` are synchronized views.
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