feat: surface player routes for village needs
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@@ -822,12 +822,38 @@ The first direct information-to-help path is complete:
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helper response, and resolution. It is signal-driven, survives debug-overlay
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hiding, and neither serializes nor replays after restore.
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Milestone 7 is not complete. The immediate next slice should expose one bounded
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player response affordance when an open need has no capable helper: derive a
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concise contextual hint from the existing player-usable finite source and real
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storage target, then clear it when a helper emerges or the need closes. Reuse
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the current interaction/economy rules; do not add quest acceptance, waypoint
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state, or a generic objective tracker.
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The bounded Milestone 7 player-response affordance is complete:
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- an open need with no capable helper derives one ephemeral
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`OpportunityPlayerResponseResult` only when its real storage target has room
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and at least one matching enabled, stocked, player-usable finite source
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exists;
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- the result exposes the ordinary gather action, resource, destination, source
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count, opportunity, and trigger IDs without selecting a waypoint, accepting a
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quest, drawing RNG, or mutating simulation state;
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- the existing cardless village-whisper ribbon says `YOU CAN HELP` and explains
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the direct resource-to-storage interaction in one line, while the development
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summary exposes the exact derived route;
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- knowledge, relationship, inventory, or village-resource changes track the
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derived route in both directions: a newly unassisted need can surface the
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hint once, a capable helper removes it immediately, and resolution or
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invalidation replaces it with the existing close beat;
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- reserved resources remain honestly player-usable because the current player
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extraction contract does not consume NPC reservations, while disabled,
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depleted, wrong-resource, and capacity-blocked sources do not qualify;
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- unit, headless lifecycle, restore/checksum, real player extraction, and Jajce
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runtime regressions cover the slice without persisting or replaying HUD state.
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This completes the bounded Milestone 7 simulation-garden proof. A known and
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cared-about shortage now produces an inspectable opportunity whose NPC and
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player responses both use the originating resource, relationship, knowledge,
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and event systems rather than quest-only duplicates.
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The immediate next slice should begin Milestone 8 with a deterministic headless
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scaling baseline: measure tick throughput, serialized-state growth, and retained
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history across increasing NPC/event counts using the current full-fidelity
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simulation. Set an evidence-backed target before adding spatial partitions,
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batching, or active/abstract LOD transitions.
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Recently completed:
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