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
This commit is contained in:
2026-07-05 11:23:19 +02:00
parent 37610242bf
commit c690937afa
4 changed files with 73 additions and 45 deletions
+9 -8
View File
@@ -41,7 +41,8 @@ Do not redo these tasks:
- hunger, energy, starvation, death, task scoring, and task duration;
- task-change and village-change signals;
- visual NPC navigation and arrival reporting;
- farm, forest, food, guard, study, and rest markers;
- finite berry/tree ResourceNodes plus food, guard, study, and rest activity
markers;
- aggregate village UI;
- initial tree assets;
- a baked navigation region for the current flat test area.
@@ -61,7 +62,7 @@ Main
├── SimulationManager
├── WorldViewManager
├── ActiveNPCs
├── TaskZone markers
├── ActivityMarkers
├── WorldEnvironment
└── UI
```
@@ -93,7 +94,7 @@ Main
│ │ └── ResourceNodes
│ │ ├── BerryBush instances
│ │ └── Tree instances
│ ├── LegacyTaskMarkers temporary non-resource activities
│ ├── LegacyActivityMarkers temporary non-resource activities
│ │ ├── FoodZone
│ │ ├── GuardZone
│ │ ├── StudyZone
@@ -290,7 +291,7 @@ Create `world/jajce/JajceWorld.tscn` with:
- placeholder `VillageRoot`;
- placeholder `FoliageRoot`;
- a navigation region;
- resource-node containers plus temporary fallback markers;
- resource-node containers plus temporary activity markers;
- lighting and environment.
Create `JajceLookdev.tscn` that instances `JajceWorld` and adds a temporary
@@ -351,14 +352,14 @@ river, and waterfall silhouettes plus a temporary baked navigation loop. The
Terrain3D seed remains flat; sculpt refinement and the final bake resume only
after the architecture gate.
### Systems gate — Harden simulation authority ⏭ next
### Systems gate — Harden simulation authority 🔶 in progress
After the scaffold, greybox, and navigation spike prove the world shape, pause
visual production and complete the mandatory architecture gate from the
learning roadmap:
- deterministic clock and seeded randomness;
- fixed-seed headless scenarios and final-state checksum;
- deterministic clock and seeded randomness;
- fixed-seed headless scenarios and final-state checksum;
- versioned serializable NPC, village, and resource records;
- resource amount and reservation authority outside scene nodes;
- stable action/profession IDs and initial definitions;
@@ -406,7 +407,7 @@ Once the world composition is stable:
3. Place or move bushes and trees under
`JajceWorld/WorldObjects/ResourceNodes` while preserving stable IDs.
4. Reconnect only remaining non-resource activity markers under
`JajceWorld/LegacyTaskMarkers`.
`JajceWorld/LegacyActivityMarkers`.
5. Bake navigation for the new walkable area.
6. Test each existing task from multiple spawn positions.
7. Verify task arrival still transitions from traveling to working.