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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@@ -54,6 +54,18 @@ The gate is complete when the same scenario produces the same checksum without
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loading `main.tscn`, and loading or unloading a visual does not change
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authoritative NPC or resource state.
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**Current progress:** the first deterministic slice is implemented:
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- `SimulationClock` advances explicit fixed ticks while preserving remainder;
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- NPC decisions and visual wander requests use controlled per-NPC random
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streams derived from an exported simulation seed;
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- a headless scenario verifies same-seed equality, different-seed divergence,
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and a final-state checksum without loading `main.tscn`.
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The gate remains open. Versioned state records, scene-independent resource
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authority, stable definitions, responsibility separation, and visual
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load/unload invariance are still required.
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## Three vertical slices
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The long-term vision contains three major risks. Validate them separately before
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@@ -599,8 +611,8 @@ Completed foundations:
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The practical next sequence is:
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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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1. Add versioned serializable NPC, village, and resource state records,
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including enough clock and RNG state for deterministic continuation.
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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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