docs: mark simulation definitions phase complete
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@@ -54,7 +54,7 @@ The gate is complete when the same scenario produces the same checksum without
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loading `main.tscn`, and loading or unloading a visual does not change
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authoritative NPC or resource state.
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**Current progress:** the first three architecture slices are implemented:
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**Current progress:** the first four architecture slices are implemented:
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- `SimulationClock` advances explicit fixed ticks while preserving remainder;
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- NPC decisions and visual wander requests use controlled per-NPC random
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@@ -70,9 +70,14 @@ authoritative NPC or resource state.
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geometry;
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- an unload/rebind regression proves resource state remains authoritative while
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its scene node is absent.
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- stable StringName IDs and validated custom resources define all current
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actions and professions;
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- NPC duration/preference logic, resource target metadata, generation, and
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serialized references resolve through the definition registry.
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The gate remains open. Stable definitions, responsibility separation, and NPC
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visual load/unload invariance are still required. See
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The gate remains open. Responsibility separation and NPC visual load/unload
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invariance are still required. See
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[the simulation definitions](SIMULATION_DEFINITIONS.md) and
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[the simulation state schema](SIMULATION_STATE_SCHEMA.md).
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## Three vertical slices
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@@ -620,21 +625,19 @@ Completed foundations:
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The practical next sequence is:
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1. Replace free-form task and profession strings with stable IDs and
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definitions.
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2. Separate action selection, execution, target resolution, and visual travel;
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1. Separate action selection, execution, target resolution, and visual travel;
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remove decision mutation from `WorldViewManager`.
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3. Define active-position synchronization and prove visual unload/reload.
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4. Pass the architecture gate's deterministic headless and unloaded-visual exit
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2. Define active-position synchronization and prove visual unload/reload.
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3. Pass the architecture gate's deterministic headless and unloaded-visual exit
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tests.
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5. Build location-based food storage, inventory, and transactions.
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6. Emit structured economic events while making one NPC visibly gather, carry,
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4. Build location-based food storage, inventory, and transactions.
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5. Emit structured economic events while making one NPC visibly gather, carry,
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store, retrieve, and eat food.
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7. Add save-slot persistence and explicit schema migrations before schedules
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6. Add save-slot persistence and explicit schema migrations before schedules
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or social state expand.
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8. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
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7. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
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beauty pass.
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9. Add stylized character and profession readability plus the reason
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8. Add stylized character and profession readability plus the reason
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inspector.
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This order strengthens the simulation while regularly producing visible
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