docs: record combat, wolves, factions, and tribe war systems
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@@ -242,6 +242,14 @@ plugin content, not game architecture.
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- The world runs a deterministic four-day seasonal cycle: the cold day halves
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gather yields and pauses berry regrowth, surfacing a recurring shortage the
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player and villagers can address.
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- Combat is playable: the player swings an equipped sword (left click) and
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dashes (Shift) with cooldowns; hits land against hostile raiders and wolves
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through a deterministic simulation `ConflictSystem`. Wolves hunt hungry
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nearby villagers, and the hill tribe raids the village when it is short of
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food while the village holds plenty — unless the tribe reads the village's
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strength (strong NPCs who can swap to defence) and judges victory unlikely,
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in which case it plans or aborts. Strong villagers automatically defend
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during a raid.
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- `Escape` releases captured mouse input.
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### Village simulation
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@@ -640,9 +648,16 @@ These are expected prototype constraints, not necessarily isolated bugs:
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gathering use `ResourceNode` instances with no fallback, food transfer uses
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the typed pantry `StorageNode`, and patrol/study/rest use `ActivitySite`.
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- Current NPC, village, resource, storage, animal, event, knowledge,
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relationship, opportunity, clock, RNG, and player-citizen state serialize
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through world schema v13. F5/F9 provide one validated local quicksave; a save
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menu, metadata, and player-transform persistence remain deferred.
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relationship, opportunity, clock, RNG, player-citizen, combatant, and
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faction state serialize through world schema v14. F5/F9 provide one validated
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local quicksave; a save menu, metadata, and player-transform persistence
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remain deferred.
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- Combatants and factions are deterministic simulation records. NPC defenders,
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tribe raiders, and wolves carry health and equipped weapons; the village and
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hill-tribe factions drive an emergent war cycle gated by tribe hunger, village
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food surplus, and a victory-confidence check against the NPC-derived village
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defence. Combatant positions and faction food are quantized to binary-exact
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steps so JSON round-trips preserve continuation checksums.
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- The player is a first-class citizen with persisted hunger, energy, and
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carried inventory. Gathering moves yield into carried inventory, depositing
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restocks the typed pantry or woodpile, and eating eases hunger from carried
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