feat: add witnessed knowledge and wind ambience
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@@ -630,8 +630,6 @@ Completed foundations:
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- 512 m Jajce Terrain3D seed, greybox landmarks, stable-ID resource placement,
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lookdev scene, and tested temporary navigation loop.
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The practical next sequence is:
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Completed after the architecture gate:
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- location-based pantry state, NPC-carried food, and explicit
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@@ -649,13 +647,37 @@ Completed after the architecture gate:
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- definition-driven profession colors/props and a selected-NPC inspector fed
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by real decision branches, destinations, needs, and utility scores.
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The practical next sequence is:
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The first relationship consequence slice is complete:
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1. Grow the existing familiarity seed into one consequence-bearing relationship
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dimension, such as trust or obligation, driven by structured events rather
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than proximity alone.
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2. Use that dimension in one real choice or response, then expose the cause in
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the NPC inspector before expanding the relationship graph.
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- directed familiarity/trust records now live in a top-level relationship
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graph instead of NPC-local dictionaries;
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- a successful known food-deposit event raises a hungry familiar NPC's trust
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and is retained as the exact causal event ID;
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- that trust can redirect ordinary patrol work toward replenishing a low pantry
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for a starving acquaintance;
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- the inspector displays the relationship values and completed event cause;
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- schema migration, save/restore checksums, idempotence, and a neutral-control
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decision test cover the complete slice.
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The first witnessed-knowledge slice is also complete:
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- `KnownEventStateRecord` keeps per-NPC event references separate from
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objective event history;
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- successful food deposits are known by their actor and nearby living NPCs at
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event-record time, while distant NPCs remain uninformed;
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- two equally familiar guards with different evidence now gain different trust
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and choose helping versus ordinary patrol;
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- the inspector resolves and displays the selected NPC's latest known fact;
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- schema v5 migration, invalid-reference rejection, deterministic save/load,
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and proximity/idempotence tests cover the complete slice.
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This proves the first Milestone 6 evidence-to-choice exit path without claiming
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full memory or belief simulation. The practical next sequence is:
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1. Add acquisition provenance and one bounded NPC-to-NPC fact transfer so
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information can travel beyond direct witnesses without replaying events.
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2. Add importance/retention rules for known facts before expanding into
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distortion, secrecy, rumours, or opportunity generation.
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Recently completed:
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