docs: capture the embodied player citizen slices in plans and schema

This commit is contained in:
2026-08-09 00:11:54 +02:00
parent 0936ae6450
commit a46f07a1b8
4 changed files with 42 additions and 3 deletions
+8
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@@ -23,6 +23,7 @@ SimulationClock
-> VillageOpportunitySystem projects one known unresolved need
-> PlayerQuestSystem turns open needs into named player quests and
grants Standing as the player resolves them through real supply/feed
-> PlayerNeedsSystem advances the player's hunger, energy, and carry
-> WorldViewManager presents travel, NPC state, and world-state cues
-> ActiveWorldAdapter supplies loaded-world positions/capacity
-> LoadedResourceSpatialIndex bounds finite-anchor discovery
@@ -75,6 +76,13 @@ would otherwise obscure that lifecycle:
gratitude; a requester who personally trusts the player can ask them directly
even when another capable helper exists. Quests, Standing, and gratitude are
persisted and never become quest-only simulation state;
- `simulation/quests/PlayerNeedsSystem.gd` owns the player's embodied hunger,
energy, starvation, death, and carried inventory, advancing on the
deterministic tick and mutating finite resources and storage only through the
ordinary economy and recorder;
- `simulation/quests/PlayerNegotiationSystem.gd` owns the read-only villager
talk surface plus accept/decline of personal requests, delegating quest
lifecycle to `PlayerQuestSystem`;
- `simulation/persistence/` owns save-slot file safety;
- `simulation/state/` owns versioned serialized record contracts;
- `simulation/definitions/` owns stable IDs and immutable action/profession
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@@ -864,6 +864,15 @@ Next:
asking them directly even when another helper could act. All of it flows
through the ordinary finite-resource harvest/feed contracts, survives
save/restore deterministically, and adds no quest-only state.
4. Make the player a citizen with a body. **Complete:** the player now has
hunger and energy that advance on the simulation tick, eats from the real
pantry, weakens when starving, and can die by starvation (halving Standing).
Gathering fills a carried inventory with capacity, and depositing at the
pantry or woodpile is an explicit transaction that resolves the same quests.
Pressing `E` on a villager opens a personal talk where you accept or decline
their real request. The embodied needs, carry, and negotiation rules live in
focused `PlayerNeedsSystem`/`PlayerNegotiationSystem` collaborators and are
covered by headless, runtime, and schema-restore regressions.
Do not start with GIS data, a full city, a large asset pack, or more NPC
mechanics. The next proof is a beautiful stage for the systems that already
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@@ -1021,6 +1021,26 @@ The first bounded player-Standing and quest slice is complete:
completion, invalidation, animal care, personal requests, and tier
progression.
The first embodied-citizen slice is complete:
- the player now has a body in the world: hunger and energy advance on the
deterministic tick (`PlayerStateRecord`), eating at the pantry reduces the
player's own hunger, starvation weakens movement, and death by starvation
halves Standing and allows a respawn, all persisted through world schema v13;
- the player carries a real inventory with capacity: gathering a finite
resource fills the hands, depositing at the pantry or woodpile is an explicit
transaction that resolves opportunities and quests through the same supply
contract used by NPCs;
- pressing `E` on a nearby villager opens a personal talk: the villager greets
you and surfaces their real need, and you can accept their request (which
surfaces the same open quest) or decline it (closing the quest without
gratitude);
- `PlayerNeedsSystem`, `PlayerNegotiationSystem`, and `SimulationEventRecorder`
keep the player-citizen rules out of the manager;
- headless, runtime, carry/deposit, talk/negotiation, and schema-restore
regressions cover needs, death, respawn, carrying, depositing, quest
resolution, and personal request accept/decline.
Recently completed:
- `Jajce Villager Field Note 12`: a separate player-facing note selects the
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@@ -3,7 +3,7 @@
## Current contract
`SimulationStateRecord` is the versioned JSON boundary for the current
simulation. The current world schema is v12 and captures:
simulation. The current world schema is v13 and captures:
- simulation seed, tick interval, tick count, clock remainder, and elapsed
clock ticks;
@@ -29,14 +29,16 @@ simulation. The current world schema is v12 and captures:
- the player's Standing reputation (0100), resolved-need count, and per-NPC
gratitude, plus named player quest records that reference the originating
opportunity or animal, requester NPC, resource/target/amount, Standing
reward, and exact resolution or invalidation tick.
reward, and exact resolution or invalidation tick;
- the player's embodied state: hunger, energy, starvation progress, death
count, and carried inventory with its capacity (schema v13).
The top-level identity is:
```json
{
"schema": "the_steward.simulation",
"schema_version": 12
"schema_version": 13
}
```