docs: mark action separation phase complete
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@@ -48,17 +48,21 @@ random streams, and no dependency on a loaded gameplay scene.
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2. ✅ Introduce serializable village, NPC, and resource-state records.
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3. ✅ Bind `ResourceNode` presentation to resource records instead of owning
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authoritative amount and reservation.
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4. **Next:** Move target choice and reservation coordination out of
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4. ✅ Move target choice and reservation coordination out of
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`WorldViewManager` into an action/target system with an active-world query
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adapter.
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5. Split action selection, execution, and presentation travel.
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6. Add versioned save/load before inventories, schedules, or relationships
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5. ✅ Split action selection, execution, and presentation travel.
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6. **Next:** Synchronize active position and prove visual unload/reload
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invariance.
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7. Add versioned save/load before inventories, schedules, or relationships
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substantially expand mutable state.
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Schema v1 and its deterministic continuation contract are documented in
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[the simulation state schema](../SIMULATION_STATE_SCHEMA.md).
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Stable action/profession identity and immutable metadata are documented in
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[the simulation definitions](../SIMULATION_DEFINITIONS.md).
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System responsibilities and event flow are documented in
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[the action system architecture](../ACTION_SYSTEM_ARCHITECTURE.md).
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## Consequences
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