docs: add current developer feature index

This commit is contained in:
Rijad Zuzo
2026-08-13 00:26:55 +02:00
parent 149e043f86
commit 9872b986b6
21 changed files with 1296 additions and 45 deletions
+24 -18
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@@ -2,8 +2,10 @@
> Agent-facing context for understanding the project quickly.
>
> Snapshot basis: repository state on July 16, 2026. Treat the code as the
> source of truth when this document and the implementation differ.
> Snapshot basis: repository state on August 13, 2026. This document preserves
> the product context and learning history; the current implementation matrix
> is maintained in [`DEVELOPER_INDEX.md`](DEVELOPER_INDEX.md). Treat code and
> tests as the source of truth when a historical paragraph differs.
See the [documentation map](README.md) for the authority and scope of each plan.
@@ -663,7 +665,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
the typed pantry `StorageNode`, and patrol/study/rest use `ActivitySite`.
- Current NPC, village, resource, storage, animal, event, knowledge,
relationship, opportunity, clock, RNG, player-citizen, combatant, and
faction state serialize through world schema v14. F5/F9 provide one validated
faction, situation, journal, commitment, and semantic conversation state
serialize through world schema v16. F5/F9 provide one validated
local quicksave; a save menu, metadata, and player-transform persistence
remain deferred.
- Combatants and factions are deterministic simulation records. NPC defenders,
@@ -702,20 +705,20 @@ These are expected prototype constraints, not necessarily isolated bugs:
other knowledge is capped and reviewed after one simulated day. NPCs do not
yet have wider social dimensions, goals, line-of-sight/hearing evidence,
personalized reinforcement/decay, false beliefs, or multi-hop rumours.
- The bounded opportunity family supports one open need from exact known
evidence: `restock_empty_pantry`, `supply_missing_wood`,
`feed_weak_villager`, and `repair_home_roof`. The pantry and weak-villager
needs resolve through real food supply (the weak need only when the
interested villager actually eats), the wood needs through the real
wood-deposit path, and all close deterministically on interested-party death
or one-day staleness. One read-only query derives and explains a capable
helper, and the matching idle NPC can consume it through ordinary action
selection after urgent self-care and schedule precedence. There is still no
helper assignment, acceptance, rewards, free-form dialogue, or quest log.
- The legacy bounded opportunity family supports one open need from exact
known evidence: `restock_empty_pantry`, `supply_missing_wood`,
`feed_weak_villager`, and `repair_home_roof`. The newer `SituationSystem`
supports up to three authored active situations in the initial Jajce slice,
a player journal projection, social commitments, deterministic semantic
dialogue, and idempotent fulfilled/broken/released/superseded consequences.
Progress remains derived from real state and ordinary events; no layer
manufactures quest-only stock or rewards.
- The reason inspector exposes current decisions, utility rejections, one exact
relationship cause, and a compact person-history view that distinguishes
importance-ranked retained memories from objective personal actions.
- Active navigation is used as if all agents are local; no simulation LOD exists.
- Active navigation is still used as if all detailed agents are local; the
regional relevance policy and 40-visual/navigation-budget contracts exist,
but production simulation LOD/streaming is not yet wired into the live view.
- Unloaded traveling NPCs preserve their state but do not yet advance through
abstract travel time.
- Loaded finite-resource anchors have one measured active-world spatial index;
@@ -732,8 +735,11 @@ These are expected prototype constraints, not necessarily isolated bugs:
- Terrain3D and the bounded Jajce beauty baseline now run in the main game
scene; `Jajce Lookdev 01` and the runtime `Simulation Garden 01` are captured
as reproducible presentation baselines.
- Combat, companions, factions, politics, trade, generalized/multi-hop rumours,
a general quest framework, and regional travel do not yet exist.
- Companions, a complete market/trade economy, settlement growth, offices,
politics, generalized/multi-hop rumours, production regional travel
integration, and kingdom-scale conflict do not yet exist. Regional records,
scheduled work, one exact caravan transfer, situations, commitments, and
generated semantic dialogue do exist as tested foundations.
- Stylized player/NPC silhouettes, water, foliage, and VFX support the current
build-in-public baseline, while blockout buildings and several work/resource
props remain visibly prototype-grade.
@@ -1112,7 +1118,7 @@ parallel.
## Out of scope until the simulation garden works
- full regional map;
- production-wired full regional map and travel facade;
- large city population;
- multiplayer;
- procedural world generation;
@@ -1121,7 +1127,7 @@ parallel.
- kingdom-scale diplomacy;
- large battles;
- broad crafting catalog;
- fully generated dialogue;
- free-form generated prose (semantic deterministic dialogue is implemented);
- multiple large production chains;
- production-quality character customization.