feat: add witnessed knowledge and wind ambience

This commit is contained in:
Rijad Zuzo
2026-07-11 11:27:40 +02:00
parent 2ed93de6d1
commit 81409650df
72 changed files with 3001 additions and 606 deletions
+12 -2
View File
@@ -15,6 +15,8 @@ SimulationClock
-> ActionTargetResolver resolves a stable target ID
-> VillageEconomy performs inventory/storage transactions
-> SimulationEventLog records completed facts
-> EventKnowledgeSystem records actor/nearby knowledge
-> RelationshipSystem applies evidence-gated social consequences
-> WorldViewManager presents travel and NPC state
-> ActiveWorldAdapter supplies loaded-world positions/capacity
-> NpcVisual performs local navigation and animation
@@ -30,6 +32,10 @@ would otherwise obscure that lifecycle:
and keeps village resource summaries synchronized;
- `simulation/events/SimulationEventLog.gd` owns ordered event identity,
history queries, and rate calculations;
- `simulation/knowledge/EventKnowledgeSystem.gd` owns per-NPC references to
known objective events and captures proximity witnesses at record time;
- `simulation/relationships/RelationshipSystem.gd` owns directed relationship
queries, event-driven trust changes, and deterministic social tie-breaking;
- `simulation/persistence/` owns save-slot file safety;
- `simulation/state/` owns versioned serialized record contracts;
- `simulation/definitions/` owns stable IDs and immutable action/profession
@@ -48,6 +54,8 @@ hard to read.
| `simulation/actions/` | Action decisions, execution, and target queries |
| `simulation/economy/` | Authoritative inventory and storage transactions |
| `simulation/events/` | Immutable event history and derived event queries |
| `simulation/knowledge/` | Per-NPC knowledge of objective event IDs |
| `simulation/relationships/` | Directed social consequences and relationship queries |
| `simulation/state/` | Versioned, serializable mutable records |
| `simulation/definitions/` | Stable IDs and immutable gameplay definitions |
| `simulation/persistence/` | Validated local save-file storage |
@@ -69,11 +77,13 @@ improving ownership.
- Persistent references are stable IDs, never `Node`, `NodePath`, or scene
ownership.
- Presentation may report facts and submit commands; it does not choose NPC
actions or own resource, storage, inventory, event, or reservation state.
actions or own resource, storage, inventory, event, knowledge, relationship,
or reservation state.
- Resource changes go through `ResourceStateRecord`, NPC inventory, and
`VillageEconomy`; `village.food` and `village.wood` are synchronized views.
- New mutable features define serialization and deterministic continuation at
the same time as their first gameplay use.
the same time as their first gameplay use. Cross-record causes use stable
event IDs rather than object references or prose.
- Prefer one tested vertical behavior over a generic framework with no proven
consumers.