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