docs: mark simulation definitions phase complete

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2026-07-05 13:35:42 +02:00
parent f816f3976a
commit 81df7b5939
8 changed files with 118 additions and 25 deletions
+16 -13
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@@ -54,7 +54,7 @@ The gate is complete when the same scenario produces the same checksum without
loading `main.tscn`, and loading or unloading a visual does not change
authoritative NPC or resource state.
**Current progress:** the first three architecture slices are implemented:
**Current progress:** the first four architecture slices are implemented:
- `SimulationClock` advances explicit fixed ticks while preserving remainder;
- NPC decisions and visual wander requests use controlled per-NPC random
@@ -70,9 +70,14 @@ authoritative NPC or resource state.
geometry;
- an unload/rebind regression proves resource state remains authoritative while
its scene node is absent.
- stable StringName IDs and validated custom resources define all current
actions and professions;
- NPC duration/preference logic, resource target metadata, generation, and
serialized references resolve through the definition registry.
The gate remains open. Stable definitions, responsibility separation, and NPC
visual load/unload invariance are still required. See
The gate remains open. Responsibility separation and NPC visual load/unload
invariance are still required. See
[the simulation definitions](SIMULATION_DEFINITIONS.md) and
[the simulation state schema](SIMULATION_STATE_SCHEMA.md).
## Three vertical slices
@@ -620,21 +625,19 @@ Completed foundations:
The practical next sequence is:
1. Replace free-form task and profession strings with stable IDs and
definitions.
2. Separate action selection, execution, target resolution, and visual travel;
1. Separate action selection, execution, target resolution, and visual travel;
remove decision mutation from `WorldViewManager`.
3. Define active-position synchronization and prove visual unload/reload.
4. Pass the architecture gate's deterministic headless and unloaded-visual exit
2. Define active-position synchronization and prove visual unload/reload.
3. Pass the architecture gate's deterministic headless and unloaded-visual exit
tests.
5. Build location-based food storage, inventory, and transactions.
6. Emit structured economic events while making one NPC visibly gather, carry,
4. Build location-based food storage, inventory, and transactions.
5. Emit structured economic events while making one NPC visibly gather, carry,
store, retrieve, and eat food.
7. Add save-slot persistence and explicit schema migrations before schedules
6. Add save-slot persistence and explicit schema migrations before schedules
or social state expand.
8. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
7. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
beauty pass.
9. Add stylized character and profession readability plus the reason
8. Add stylized character and profession readability plus the reason
inspector.
This order strengthens the simulation while regularly producing visible