docs: mark Jajce scaffold proof complete

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2026-07-04 21:08:16 +02:00
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@@ -29,9 +29,10 @@ Each milestone should produce five outcomes:
Do not advance because files exist. Advance when the exit test passes.
The current implementation has completed ResourceNode migration through player
parity. Next, build only the minimal Jajce scaffold and navigation proof, then
pass the architecture gate below before beauty production or broader simulation
features. See [ADR 0001](decisions/0001-simulation-authority-boundary.md).
parity plus the minimal Jajce scaffold and navigation proof. The architecture
gate below is now active and must pass before beauty production or broader
simulation features. See
[ADR 0001](decisions/0001-simulation-authority-boundary.md).
## Mandatory architecture gate
@@ -591,29 +592,30 @@ Completed foundations:
- finite food and wood `ResourceNode` instances;
- NPC target selection, reservation, depletion, and authoritative yield;
- player parity through the same extraction contract;
- navigation-failure recovery and an initial headless contention scenario.
- navigation-failure recovery and an initial headless contention scenario;
- executable flat-map baseline;
- 512 m Jajce Terrain3D seed, greybox landmarks, stable-ID resource placement,
lookdev scene, and tested temporary navigation loop.
The practical next sequence is:
1. Capture a reproducible flat-map baseline.
2. Create only the minimal `JajceWorld` scaffold, terrain greybox, navigation
spike, and stable-ID resource-placement proof.
3. Begin the architecture gate with deterministic clock/randomness, a headless
1. Begin the architecture gate with deterministic clock/randomness, a headless
scenario runner, final-state checksums, and serializable state records.
4. Move resource amount/reservation authority out of `ResourceNode` scenes.
5. Replace free-form task and profession strings with stable IDs and
2. Move resource amount/reservation authority out of `ResourceNode` scenes.
3. Replace free-form task and profession strings with stable IDs and
definitions.
6. Separate action selection, execution, target resolution, and visual travel;
4. Separate action selection, execution, target resolution, and visual travel;
remove decision mutation from `WorldViewManager`.
7. Define active-position synchronization and prove visual unload/reload.
8. Pass the architecture gate's deterministic headless and unloaded-visual exit
5. Define active-position synchronization and prove visual unload/reload.
6. Pass the architecture gate's deterministic headless and unloaded-visual exit
tests.
9. Build location-based food storage, inventory, and transactions.
10. Emit structured economic events while making one NPC visibly gather, carry,
7. Build location-based food storage, inventory, and transactions.
8. Emit structured economic events while making one NPC visibly gather, carry,
store, retrieve, and eat food.
11. Add versioned save/load before schedules or social state expand.
12. Resume the attractive Terrain3D simulation-garden beauty pass.
13. Add stylized character and profession readability plus the reason
9. Add versioned save/load before schedules or social state expand.
10. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
beauty pass.
11. Add stylized character and profession readability plus the reason
inspector.
This order strengthens the simulation while regularly producing visible