docs: mark action separation phase complete

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2026-07-05 14:17:57 +02:00
parent 4673f0698d
commit 4f9dc842fd
8 changed files with 127 additions and 40 deletions
+15 -12
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@@ -54,7 +54,7 @@ The gate is complete when the same scenario produces the same checksum without
loading `main.tscn`, and loading or unloading a visual does not change
authoritative NPC or resource state.
**Current progress:** the first four architecture slices are implemented:
**Current progress:** the first five architecture slices are implemented:
- `SimulationClock` advances explicit fixed ticks while preserving remainder;
- NPC decisions and visual wander requests use controlled per-NPC random
@@ -74,9 +74,14 @@ authoritative NPC or resource state.
actions and professions;
- NPC duration/preference logic, resource target metadata, generation, and
serialized references resolve through the definition registry.
- focused selection, execution, and target-resolution systems now own their
respective rules;
- ActiveWorldAdapter supplies loaded-world facts, while WorldViewManager only
supplies visual position and executes emitted travel requests.
The gate remains open. Responsibility separation and NPC visual load/unload
invariance are still required. See
The gate remains open. Active-position synchronization and NPC visual
load/unload invariance are still required. See
[the action system architecture](ACTION_SYSTEM_ARCHITECTURE.md),
[the simulation definitions](SIMULATION_DEFINITIONS.md) and
[the simulation state schema](SIMULATION_STATE_SCHEMA.md).
@@ -625,19 +630,17 @@ Completed foundations:
The practical next sequence is:
1. Separate action selection, execution, target resolution, and visual travel;
remove decision mutation from `WorldViewManager`.
2. Define active-position synchronization and prove visual unload/reload.
3. Pass the architecture gate's deterministic headless and unloaded-visual exit
1. Define active-position synchronization and prove visual unload/reload.
2. Pass the architecture gate's deterministic headless and unloaded-visual exit
tests.
4. Build location-based food storage, inventory, and transactions.
5. Emit structured economic events while making one NPC visibly gather, carry,
3. Build location-based food storage, inventory, and transactions.
4. Emit structured economic events while making one NPC visibly gather, carry,
store, retrieve, and eat food.
6. Add save-slot persistence and explicit schema migrations before schedules
5. Add save-slot persistence and explicit schema migrations before schedules
or social state expand.
7. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
6. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
beauty pass.
8. Add stylized character and profession readability plus the reason
7. Add stylized character and profession readability plus the reason
inspector.
This order strengthens the simulation while regularly producing visible