docs: mark simulation definitions phase complete

This commit is contained in:
2026-07-05 13:35:42 +02:00
parent f816f3976a
commit 81df7b5939
8 changed files with 118 additions and 25 deletions
+8 -4
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@@ -465,12 +465,14 @@ NpcVisual navigates through the active world
│ ├── SimVillage.gd
│ ├── SimulationClock.gd
│ ├── SimulationManager.gd
│ ├── definitions/ Stable IDs and custom definition resources
│ └── state/ Versioned simulation-state records
├── tests/
│ ├── deterministic_simulation_test.gd
│ ├── flat_map_baseline_test.gd
│ ├── jajce_world_scaffold_test.gd
│ ├── resource_node_player_parity_test.gd
│ ├── simulation_definitions_test.gd
│ └── simulation_state_serialization_test.gd
├── terrain/jajce/ Dedicated Terrain3D seed data and assets
├── tools/
@@ -495,7 +497,8 @@ NpcVisual navigates through the active world
These are expected prototype constraints, not necessarily isolated bugs:
- Task names and task-to-activity-marker mappings are duplicated strings.
- Action and profession IDs are stable and definition-backed, but activity
marker mapping and several action effects remain hard-coded.
- Temporary activity markers remain for eating, rest, study, and patrol; NPC
and player food/wood gathering use `ResourceNode` instances with no fallback.
- Current NPC, village, resource, clock, and RNG state serialize through schema
@@ -716,7 +719,7 @@ Food and wood migration and the deliberately minimal `JajceWorld` scaffold,
greybox, navigation spike, and stable-ID placement proof are complete. Do not
proceed directly from that proof into open-ended beauty production.
The architecture gate is now the active milestone. Its first three slices are
The architecture gate is now the active milestone. Its first four slices are
complete:
- explicit fixed-step simulation clock;
@@ -725,11 +728,12 @@ complete:
- versioned JSON records for NPC, village, resource, clock, and RNG state;
- deterministic save/restore continuation with exact 64-bit RNG preservation;
- simulation-owned resource amount/reservation state with ResourceNode
presentation binding and unload/rebind coverage.
presentation binding and unload/rebind coverage;
- stable StringName action/profession IDs plus validated custom definition
resources used by simulation, targeting, generation, and persistence.
The remaining gate work is:
- data-defined action and profession IDs;
- separated action selection, execution, target resolution, and visual travel;
- explicit synchronization of active NPC position.