feat: add bounded npc memory retention
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@@ -15,7 +15,7 @@ SimulationClock
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-> ActionTargetResolver resolves a stable target ID
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-> VillageEconomy performs inventory/storage transactions
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-> SimulationEventLog records completed facts
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-> EventKnowledgeSystem records actor/nearby knowledge and bounded transfers
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-> EventKnowledgeSystem records, ranks, transfers, and retains bounded knowledge
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-> RelationshipSystem applies evidence-gated social consequences
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-> WorldViewManager presents travel and NPC state
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-> ActiveWorldAdapter supplies loaded-world positions/capacity
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@@ -34,7 +34,8 @@ would otherwise obscure that lifecycle:
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history queries, and rate calculations;
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- `simulation/knowledge/EventKnowledgeSystem.gd` owns per-NPC references to
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known objective events, immutable acquisition provenance, proximity witnesses
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at record time, and one-hop direct fact transfer;
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at record time, one-hop direct fact transfer, and deterministic recent-fact
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retention;
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- `simulation/relationships/RelationshipSystem.gd` owns directed relationship
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queries, event-driven trust changes, and deterministic social tie-breaking;
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- `simulation/persistence/` owns save-slot file safety;
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