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
View File
@@ -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