feat: add person history and trust reactions

This commit is contained in:
Rijad Zuzo
2026-07-12 11:42:10 +02:00
parent 99b8146f75
commit 9fcf6a0a58
19 changed files with 543 additions and 90 deletions
+5 -2
View File
@@ -19,7 +19,7 @@ SimulationClock
-> RelationshipSystem applies evidence-gated social consequences
-> WorldViewManager presents travel and NPC state
-> ActiveWorldAdapter supplies loaded-world positions/capacity
-> NpcVisual performs local navigation and animation
-> NpcVisual performs local navigation, animation, and transient reactions
```
`SimulationManager` is the scene-tree façade for the simulation. It owns the
@@ -35,7 +35,7 @@ would otherwise obscure that lifecycle:
- `simulation/knowledge/EventKnowledgeSystem.gd` owns per-NPC references to
known objective events, immutable acquisition provenance, proximity witnesses
at record time, one-hop direct fact transfer, and deterministic recent-fact
retention;
retention/importance ranking;
- `simulation/relationships/RelationshipSystem.gd` owns directed relationship
queries, event-driven trust changes, and deterministic social tie-breaking;
- `simulation/persistence/` owns save-slot file safety;
@@ -81,6 +81,9 @@ improving ownership.
- Presentation may report facts and submit commands; it does not choose NPC
actions or own resource, storage, inventory, event, knowledge, relationship,
or reservation state.
- Inspector history is a read-only façade query over objective events and
retained knowledge. Relationship cues consume state-change signals and are
intentionally absent from saves and checksums.
- Resource changes go through `ResourceStateRecord`, NPC inventory, and
`VillageEconomy`; `village.food` and `village.wood` are synchronized views.
- New mutable features define serialization and deterministic continuation at