docs: update architecture gate progress
BUILD_IN_PUBLIC_PLAN.md: - Mark systems gate items deterministic clock and headless checksum as complete; remaining gate work stays flagged as in-progress - Rename TaskZone references to ActivityMarkers for consistency LEARNING_ROADMAP.md: - Add architecture gate progress note: first deterministic slice (SimulationClock, seeded streams, headless checksum) is implemented - Update recommended implementation order to reflect shifted priorities PROJECT_CONTEXT.md: - Note that farm and forest markers have been deleted from main.tscn - Update activity marker description (4 remaining: guard/study/rest/food) - Add SimulationClock.gd and deterministic_simulation_test.gd to repo map - Update technical debt: randomness is now seeded but RNG state is not yet serialized; clock is explicit but orchestration still lives on scene tree - Gate status updated with completed first-slice summary RESOURCE_NODE_MIGRATION.md: - Mark Phase 4b (player parity) complete - Phase 6 renamed from 'remove zone model' to 'replace activity markers' with progress note: TaskZone container and FarmZone/ForestZone deleted - Update divergences to note farm/forest scene nodes have been removed
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@@ -41,7 +41,8 @@ Do not redo these tasks:
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- hunger, energy, starvation, death, task scoring, and task duration;
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- task-change and village-change signals;
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- visual NPC navigation and arrival reporting;
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- farm, forest, food, guard, study, and rest markers;
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- finite berry/tree ResourceNodes plus food, guard, study, and rest activity
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markers;
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- aggregate village UI;
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- initial tree assets;
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- a baked navigation region for the current flat test area.
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@@ -61,7 +62,7 @@ Main
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├── SimulationManager
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├── WorldViewManager
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├── ActiveNPCs
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├── TaskZone markers
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├── ActivityMarkers
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├── WorldEnvironment
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└── UI
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```
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@@ -93,7 +94,7 @@ Main
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│ │ └── ResourceNodes
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│ │ ├── BerryBush instances
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│ │ └── Tree instances
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│ ├── LegacyTaskMarkers temporary non-resource activities
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│ ├── LegacyActivityMarkers temporary non-resource activities
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│ │ ├── FoodZone
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│ │ ├── GuardZone
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│ │ ├── StudyZone
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@@ -290,7 +291,7 @@ Create `world/jajce/JajceWorld.tscn` with:
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- placeholder `VillageRoot`;
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- placeholder `FoliageRoot`;
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- a navigation region;
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- resource-node containers plus temporary fallback markers;
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- resource-node containers plus temporary activity markers;
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- lighting and environment.
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Create `JajceLookdev.tscn` that instances `JajceWorld` and adds a temporary
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@@ -351,14 +352,14 @@ river, and waterfall silhouettes plus a temporary baked navigation loop. The
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Terrain3D seed remains flat; sculpt refinement and the final bake resume only
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after the architecture gate.
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### Systems gate — Harden simulation authority ⏭ next
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### Systems gate — Harden simulation authority 🔶 in progress
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After the scaffold, greybox, and navigation spike prove the world shape, pause
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visual production and complete the mandatory architecture gate from the
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learning roadmap:
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- deterministic clock and seeded randomness;
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- fixed-seed headless scenarios and final-state checksum;
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- deterministic clock and seeded randomness; ✅
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- fixed-seed headless scenarios and final-state checksum; ✅
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- versioned serializable NPC, village, and resource records;
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- resource amount and reservation authority outside scene nodes;
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- stable action/profession IDs and initial definitions;
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@@ -406,7 +407,7 @@ Once the world composition is stable:
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3. Place or move bushes and trees under
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`JajceWorld/WorldObjects/ResourceNodes` while preserving stable IDs.
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4. Reconnect only remaining non-resource activity markers under
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`JajceWorld/LegacyTaskMarkers`.
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`JajceWorld/LegacyActivityMarkers`.
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5. Bake navigation for the new walkable area.
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6. Test each existing task from multiple spawn positions.
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7. Verify task arrival still transitions from traveling to working.
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