feat: add person history and trust reactions
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@@ -373,13 +373,13 @@ A small village panel displays:
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- a Tab-cycled NPC inspector with profession, needs, task state, destination,
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decision reason, utility scores, directed familiarity/trust, and the exact
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completed event that last changed trust;
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- the selected NPC's latest known objective fact, resolved from its own
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persisted knowledge rather than omniscient event history.
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- a compact selected-person history that separates up to four importance-ranked
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retained memories from the NPC's three latest objective personal actions.
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NPC name/profession labels, definition-driven colors and props, carried-food
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visuals, and compact task glyphs make active simulation state readable in the
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world. The F10 cinematic mode hides debug labels while preserving the task
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glyphs.
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visuals, compact task glyphs, and a brief amber blossom on real trust gains make
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active simulation state readable in the world. The F10 cinematic mode hides
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debug labels while preserving task glyphs and transient social reactions.
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## Runtime architecture
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@@ -416,7 +416,8 @@ Focused `RefCounted` collaborators keep rule ownership visible:
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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 time/provenance, actor/nearby evidence capture, bounded
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one-hop communication, and deterministic recent-memory retention;
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one-hop communication, deterministic recent-memory retention, and stable
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importance ranking for presentation/communication queries;
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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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@@ -432,7 +433,9 @@ than duplicating these responsibilities across additional manager nodes.
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- sends resolved travel destinations to visuals;
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- reports arrival and navigation failure back to `SimulationManager`;
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- synchronizes successful visual movement into authoritative NPC position;
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- applies visual death state.
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- applies visual death state;
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- turns authoritative relationship-change signals into observer-only transient
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presentation cues without queuing or persisting them.
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### `player/npc/NpcVisual.gd`
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@@ -443,7 +446,7 @@ than duplicating these responsibilities across additional manager nodes.
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- moves and rotates toward path points;
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- reports arrival;
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- presents definition-driven profession silhouettes, carried resources, task
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glyphs, walk motion, and death state.
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glyphs, walk motion, brief trust-gain blossoms, and death state.
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### `player/player.gd` and `player/camera_rig.gd`
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@@ -593,8 +596,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
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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, 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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relationship cause, and a compact person-history view that distinguishes
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importance-ranked retained memories from objective personal actions.
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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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@@ -841,8 +844,10 @@ 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 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 objective event. The selected-person inspector now shows lasting-first
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retained memories beside objective personal history, and real trust changes
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produce a short observer-only amber blossom without altering saved state. The
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next systems slice is one bounded rumour/opportunity proof.
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The remaining simulation-garden target still aims for:
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