docs: mark Jajce scaffold proof complete
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@@ -2,7 +2,7 @@
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> Agent-facing context for understanding the project quickly.
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>
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> Snapshot basis: repository state after commit `0900022`, July 2026. Treat the
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> Snapshot basis: repository state after commit `556d0fd`, July 2026. Treat the
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> code as the source of truth when this document and the implementation differ.
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See the [documentation map](README.md) for the authority and scope of each plan.
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@@ -191,6 +191,8 @@ non-resource tasks. The migration is documented in
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- **Language:** GDScript (`odig` analysis with warnings treated as errors)
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- **Main scene:** `res://main.tscn`
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- **Terrain:** Terrain3D 1.0.2 is installed and enabled
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- **Jajce scaffold:** separate 512 m Terrain3D seed, greybox landmarks, stable
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ResourceNode placement, lookdev camera, and temporary navigation spike
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- **Terrain compatibility floor:** Godot 4.4 according to the bundled extension
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- **Version control:** Git
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- **Primary branch:** `main`
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@@ -313,6 +315,24 @@ Storage, rest, study, and guard behavior should later migrate to target types
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that match their actual semantics rather than treating every usable object as a
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resource source.
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### Jajce scaffold
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`world/jajce/JajceWorld.tscn` now provides a reusable environment scaffold
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separate from `main.tscn`:
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- a centered 512 m flat Terrain3D seed split across four regions;
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- dedicated terrain data and assets;
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- greybox ridge, fortress, terraces, houses, mill, bridge, river, and waterfall;
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- four ResourceNodes preserving the flat-map stable IDs;
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- remaining food, guard, study, and rest activity markers;
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- a temporary baked navigation loop with 24 tested routes;
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- a look-development scene and camera.
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This is a placement and integration proof, not the final terrain composition.
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`main.tscn` still runs the flat prototype. Terrain3D startup requires several
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physics frames before reliable NavigationServer path queries; the scaffold test
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captures that synchronization requirement.
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### Current UI
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A small village panel displays:
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@@ -447,8 +467,18 @@ NpcVisual navigates through the active world
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│ ├── SimVillage.gd
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│ └── SimulationManager.gd
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├── tests/
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│ ├── flat_map_baseline_test.gd
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│ ├── jajce_world_scaffold_test.gd
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│ └── resource_node_player_parity_test.gd
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├── terrain/jajce/ Dedicated Terrain3D seed data and assets
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├── tools/
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│ └── generate_jajce_terrain_seed.gd
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├── world/
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│ ├── jajce/
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│ │ ├── JajceWorld.tscn
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│ │ ├── JajceLookdev.tscn
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│ │ ├── jajce_world.gd
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│ │ └── beauty_camera.gd
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│ ├── resource_nodes/
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│ │ ├── ResourceNode.gd
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│ │ ├── ResourceNode.gd.uid
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@@ -676,13 +706,11 @@ visual milestone should support or reveal actual simulation state.
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## Immediate milestone: scaffold, architecture gate, then simulation garden
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Food and wood migration on the flat test map is complete. The next visual step
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is a deliberately minimal `JajceWorld` scaffold, greybox, navigation spike, and
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resource-placement proof. Do not proceed directly from that proof into
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open-ended beauty production.
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Food and wood migration and the deliberately minimal `JajceWorld` scaffold,
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greybox, navigation spike, and stable-ID placement proof are complete. Do not
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proceed directly from that proof into open-ended beauty production.
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After the scaffold proves terrain and navigation, complete the architecture
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gate:
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The architecture gate is now the active milestone:
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- deterministic clock and controlled random source;
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- fixed-seed headless scenarios with final-state checksums;
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