feat: make pantry crises visible in the world
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@@ -18,9 +18,10 @@ SimulationClock
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-> EventKnowledgeSystem records, ranks, transfers, and retains bounded knowledge
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-> RelationshipSystem applies evidence-gated social consequences
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-> FoodShortageOpportunitySystem projects one known unresolved need
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-> WorldViewManager presents travel and NPC state
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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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-> NpcVisual performs local navigation, animation, and transient reactions
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-> PantryStockVisual derives physical stock arrangement from storage state
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```
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`SimulationManager` is the scene-tree façade for the simulation. It owns the
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@@ -89,8 +90,10 @@ improving ownership.
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opportunity, or reservation state.
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- Inspector history is a read-only façade query over objective events and
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retained knowledge. Opportunity presentation is likewise query-only.
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Relationship cues consume state-change signals and are intentionally absent
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from saves and checksums.
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Relationship cues, interested-villager concern, physical pantry stock, and
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refill feedback consume authoritative state or state-change signals and are
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intentionally absent from saves and checksums. Stable visuals are rebuilt
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from state after restore; transient reactions are not replayed.
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- Resource changes go through `ResourceStateRecord`, NPC inventory, and
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`VillageEconomy`; `village.food` and `village.wood` are synchronized views.
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- New mutable features define serialization and deterministic continuation at
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