feat: add bounded npc memory retention
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+16
-10
@@ -415,8 +415,8 @@ Focused `RefCounted` collaborators keep rule ownership visible:
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village resource views;
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- `SimulationEventLog` owns deterministic event history and queries;
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- `EventKnowledgeSystem` owns per-NPC known-event references, immutable
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first-acquisition provenance, actor/nearby evidence capture, and bounded
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one-hop communication;
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first-acquisition time/provenance, actor/nearby evidence capture, bounded
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one-hop communication, and deterministic recent-memory retention;
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- `RelationshipSystem` owns directed relationship state, event-driven trust
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consequences, and deterministic social queries.
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@@ -523,7 +523,7 @@ NpcVisual navigates through the active world
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│ ├── definitions/ Stable IDs and custom definition resources
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│ ├── economy/ Inventory and storage transactions
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│ ├── events/ Ordered event history and queries
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│ ├── knowledge/ Per-NPC facts, provenance, and bounded transfer
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│ ├── knowledge/ Per-NPC facts, provenance, transfer, and retention
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│ ├── persistence/ Validated local save-slot storage
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│ ├── relationships/ Directed social consequences and queries
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│ └── state/ Versioned simulation-state records
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@@ -533,6 +533,7 @@ NpcVisual navigates through the active world
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│ ├── deterministic_simulation_test.gd
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│ ├── food_storage_loop_test.gd
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│ ├── jajce_world_scaffold_test.gd
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│ ├── knowledge_retention_consequence_test.gd
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│ ├── jajce_runtime_integration_test.gd
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│ ├── npc_visual_lifecycle_test.gd
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│ ├── relationship_consequence_test.gd
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@@ -571,7 +572,7 @@ These are expected prototype constraints, not necessarily isolated bugs:
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gathering use `ResourceNode` instances with no fallback, food transfer uses
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the typed pantry `StorageNode`, and patrol/study/rest use `ActivitySite`.
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- Current NPC, village, resource, storage, event, knowledge, relationship,
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clock, and RNG state serialize through world schema v6. F5/F9 provide one
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clock, and RNG state serialize through world schema v7. F5/F9 provide one
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validated local quicksave; a save menu, metadata, and player-transform
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persistence remain deferred.
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- Simulation-owned resource records retain live amounts, reservations, and
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@@ -586,12 +587,14 @@ These are expected prototype constraints, not necessarily isolated bugs:
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located items.
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- NPCs have home positions, schedule periods, carried food/wood, and directed
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familiarity/trust. They retain direct or one-hop communicated knowledge of a
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food deposit with first-acquisition provenance, but do not yet have wider
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social dimensions, goals, line-of-sight/hearing evidence, importance/decay,
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false beliefs, or multi-hop rumours.
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food deposit with first-acquisition provenance. Current trust causes are
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lasting; other knowledge is capped and reviewed after one simulated day.
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NPCs do not yet have wider social dimensions, goals, line-of-sight/hearing
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evidence, personalized reinforcement/decay, false beliefs, or multi-hop
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rumours.
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- The reason inspector exposes current decisions, utility rejections, one exact
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relationship cause, and the latest known fact with its speaker when
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communicated, but deeper historical decision traces are not yet retained.
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relationship cause, memory counts, and the latest known fact with its speaker
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and retention class, but a broader person-history view is not yet present.
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- Active navigation is used as if all agents are local; no simulation LOD exists.
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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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@@ -836,7 +839,10 @@ shared non-storage activity, an already-working direct knower can tell one fact
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to an arriving nearby villager. The same event remains visible as known fact
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and relationship cause, the inspector names the speaker, and the listener's
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future work can change without duplicating event history. Importance and
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retention for known facts is the next systems slice.
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retention now keep current relationship causes lasting, cap other memories,
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and forget routine facts at deterministic daily-sized reviews without deleting
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the objective event. A compact retained-memory/person-history view and visible
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social-reaction cue are the next systems slice.
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The remaining simulation-garden target still aims for:
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