feat: add person history and trust reactions
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@@ -19,7 +19,7 @@ SimulationClock
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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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-> NpcVisual performs local navigation and animation
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-> NpcVisual performs local navigation, animation, and transient reactions
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```
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`SimulationManager` is the scene-tree façade for the simulation. It owns the
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@@ -35,7 +35,7 @@ would otherwise obscure that lifecycle:
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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, one-hop direct fact transfer, and deterministic recent-fact
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retention;
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retention/importance ranking;
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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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@@ -81,6 +81,9 @@ improving ownership.
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- Presentation may report facts and submit commands; it does not choose NPC
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actions or own resource, storage, inventory, event, knowledge, relationship,
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or reservation state.
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- Inspector history is a read-only façade query over objective events and
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retained knowledge. Relationship cues consume state-change signals and are
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intentionally absent from saves and checksums.
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- Resource changes go through `ResourceStateRecord`, NPC inventory, and
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`VillageEconomy`; `village.food` and `village.wood` are synchronized views.
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- New mutable features define serialization and deterministic continuation at
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