docs: add current developer feature index
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@@ -2,8 +2,10 @@
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> Agent-facing context for understanding the project quickly.
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>
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> Snapshot basis: repository state on July 16, 2026. Treat the code as the
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> source of truth when this document and the implementation differ.
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> Snapshot basis: repository state on August 13, 2026. This document preserves
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> the product context and learning history; the current implementation matrix
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> is maintained in [`DEVELOPER_INDEX.md`](DEVELOPER_INDEX.md). Treat code and
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> tests as the source of truth when a historical paragraph differs.
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See the [documentation map](README.md) for the authority and scope of each plan.
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@@ -663,7 +665,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
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the typed pantry `StorageNode`, and patrol/study/rest use `ActivitySite`.
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- Current NPC, village, resource, storage, animal, event, knowledge,
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relationship, opportunity, clock, RNG, player-citizen, combatant, and
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faction state serialize through world schema v14. F5/F9 provide one validated
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faction, situation, journal, commitment, and semantic conversation state
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serialize through world schema v16. F5/F9 provide one validated
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local quicksave; a save menu, metadata, and player-transform persistence
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remain deferred.
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- Combatants and factions are deterministic simulation records. NPC defenders,
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@@ -702,20 +705,20 @@ These are expected prototype constraints, not necessarily isolated bugs:
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other knowledge is capped and reviewed after one simulated day. NPCs do not
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yet have wider social dimensions, goals, line-of-sight/hearing evidence,
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personalized reinforcement/decay, false beliefs, or multi-hop rumours.
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- The bounded opportunity family supports one open need from exact known
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evidence: `restock_empty_pantry`, `supply_missing_wood`,
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`feed_weak_villager`, and `repair_home_roof`. The pantry and weak-villager
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needs resolve through real food supply (the weak need only when the
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interested villager actually eats), the wood needs through the real
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wood-deposit path, and all close deterministically on interested-party death
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or one-day staleness. One read-only query derives and explains a capable
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helper, and the matching idle NPC can consume it through ordinary action
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selection after urgent self-care and schedule precedence. There is still no
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helper assignment, acceptance, rewards, free-form dialogue, or quest log.
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- The legacy bounded opportunity family supports one open need from exact
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known evidence: `restock_empty_pantry`, `supply_missing_wood`,
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`feed_weak_villager`, and `repair_home_roof`. The newer `SituationSystem`
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supports up to three authored active situations in the initial Jajce slice,
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a player journal projection, social commitments, deterministic semantic
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dialogue, and idempotent fulfilled/broken/released/superseded consequences.
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Progress remains derived from real state and ordinary events; no layer
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manufactures quest-only stock or rewards.
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- The reason inspector exposes current decisions, utility rejections, one exact
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relationship cause, and a compact person-history view that distinguishes
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importance-ranked retained memories from objective personal actions.
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- Active navigation is used as if all agents are local; no simulation LOD exists.
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- Active navigation is still used as if all detailed agents are local; the
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regional relevance policy and 40-visual/navigation-budget contracts exist,
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but production simulation LOD/streaming is not yet wired into the live view.
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- Unloaded traveling NPCs preserve their state but do not yet advance through
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abstract travel time.
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- Loaded finite-resource anchors have one measured active-world spatial index;
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@@ -732,8 +735,11 @@ These are expected prototype constraints, not necessarily isolated bugs:
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- Terrain3D and the bounded Jajce beauty baseline now run in the main game
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scene; `Jajce Lookdev 01` and the runtime `Simulation Garden 01` are captured
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as reproducible presentation baselines.
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- Combat, companions, factions, politics, trade, generalized/multi-hop rumours,
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a general quest framework, and regional travel do not yet exist.
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- Companions, a complete market/trade economy, settlement growth, offices,
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politics, generalized/multi-hop rumours, production regional travel
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integration, and kingdom-scale conflict do not yet exist. Regional records,
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scheduled work, one exact caravan transfer, situations, commitments, and
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generated semantic dialogue do exist as tested foundations.
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- Stylized player/NPC silhouettes, water, foliage, and VFX support the current
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build-in-public baseline, while blockout buildings and several work/resource
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props remain visibly prototype-grade.
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@@ -1112,7 +1118,7 @@ parallel.
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## Out of scope until the simulation garden works
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- full regional map;
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- production-wired full regional map and travel facade;
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- large city population;
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- multiplayer;
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- procedural world generation;
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@@ -1121,7 +1127,7 @@ parallel.
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- kingdom-scale diplomacy;
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- large battles;
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- broad crafting catalog;
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- fully generated dialogue;
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- free-form generated prose (semantic deterministic dialogue is implemented);
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- multiple large production chains;
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- production-quality character customization.
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