feat: add witnessed knowledge and wind ambience
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@@ -21,6 +21,9 @@ SimulationManager tick
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### ActionSelectionSystem
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- reads NPC and village state;
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- queries `RelationshipSystem` after personal survival/schedule overrides, so a
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trusted starving acquaintance can redirect ordinary work toward food
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gathering while the pantry is low;
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- evaluates current utility scores;
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- consumes the NPC's deterministic decision RNG;
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- returns an action ID, optional urgent-duration override, branch reason,
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@@ -67,7 +70,10 @@ targets, and translates presentation callbacks into simulation transitions.
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It also publishes the latest `ActionSelectionResult` for presentation; the UI
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does not recompute decisions. At completion it atomically pays any
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definition-backed stored-resource cost before applying the action effect. A
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late shortfall suppresses the effect and records a `task_blocked` fact.
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late shortfall suppresses the effect and records a `task_blocked` fact. The
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manager also captures actor/nearby knowledge before forwarding newly recorded
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events into `RelationshipSystem`. It exposes knowledge, relationship, and cause
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queries without moving social authority into UI.
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### VillageEconomy
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@@ -82,6 +88,27 @@ late shortfall suppresses the effect and records a `task_blocked` fact.
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- answers recent-history, actor-history, and consumption-rate queries;
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- restores persisted history without performing or replaying transactions.
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### EventKnowledgeSystem
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- stores stable `(knower_id, event_id)` references separately from objective
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history;
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- initially observes successful food-deposit events for the actor and living
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NPCs within a fixed proximity radius;
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- captures evidence only when the event happens, never from current positions
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during restore;
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- answers deterministic known-event and knower queries without formatting
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prose or choosing actions.
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### RelationshipSystem
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- owns directed familiarity/trust records and stable relationship queries;
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- applies a bounded trust gain when a hungry familiar NPC knows about a
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contributor's successful food-deposit event;
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- stores the exact event ID as the trust cause and ignores replayed or older
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events;
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- selects trusted starving subjects deterministically for action selection;
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- does not choose actions, perform transactions, or format presentation text.
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These collaborators are `RefCounted` rule services, not additional scene-tree
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managers. Further decomposition should follow measured pressure and a proven
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gameplay consumer.
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