docs: capture the embodied player citizen slices in plans and schema
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@@ -23,6 +23,7 @@ SimulationClock
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-> VillageOpportunitySystem projects one known unresolved need
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-> PlayerQuestSystem turns open needs into named player quests and
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grants Standing as the player resolves them through real supply/feed
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-> PlayerNeedsSystem advances the player's hunger, energy, and carry
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-> WorldViewManager presents travel, NPC state, and world-state cues
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-> ActiveWorldAdapter supplies loaded-world positions/capacity
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-> LoadedResourceSpatialIndex bounds finite-anchor discovery
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@@ -75,6 +76,13 @@ would otherwise obscure that lifecycle:
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gratitude; a requester who personally trusts the player can ask them directly
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even when another capable helper exists. Quests, Standing, and gratitude are
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persisted and never become quest-only simulation state;
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- `simulation/quests/PlayerNeedsSystem.gd` owns the player's embodied hunger,
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energy, starvation, death, and carried inventory, advancing on the
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deterministic tick and mutating finite resources and storage only through the
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ordinary economy and recorder;
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- `simulation/quests/PlayerNegotiationSystem.gd` owns the read-only villager
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talk surface plus accept/decline of personal requests, delegating quest
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lifecycle to `PlayerQuestSystem`;
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- `simulation/persistence/` owns save-slot file safety;
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- `simulation/state/` owns versioned serialized record contracts;
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- `simulation/definitions/` owns stable IDs and immutable action/profession
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