feat: add cinematic npc task glyphs
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@@ -635,12 +635,13 @@ Completed:
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11. `Simulation Garden 01` capture and review: a reproducible runtime capture
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tool writes debug and cinematic `main.tscn` baselines to `docs/baselines/`
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and verifies live NPC visuals in the terrain-backed village.
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12. Runtime task glyphs: active NPCs now keep compact task-intent markers in
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cinematic mode while debug names, labels, and inspector UI remain optional.
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Next:
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1. Improve the runtime first-read: camera staging, readable path/landmark
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composition, and diegetic task communication without adding new simulation
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mechanics.
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1. Improve camera staging plus readable path and landmark composition without
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adding new simulation mechanics.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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@@ -683,6 +683,8 @@ Recently completed:
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- `Simulation Garden 01` is captured and reviewed from `main.tscn` with paired
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debug/cinematic baselines that verify live NPC visuals in the Terrain3D-backed
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village.
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- Runtime task glyphs preserve active NPC task intent in cinematic mode while
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leaving the simulation task state authoritative.
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This order strengthens the simulation while regularly producing visible
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progress suitable for public development updates.
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@@ -361,8 +361,10 @@ A small village panel displays:
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- a Tab-cycled NPC inspector with profession, needs, task state, destination,
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decision reason, and utility scores.
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NPC name/profession labels, definition-driven colors and props, and the
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carried-food visual make active simulation state readable in the world.
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NPC name/profession labels, definition-driven colors and props, carried-food
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visuals, and compact task glyphs make active simulation state readable in the
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world. The F10 cinematic mode hides debug labels while preserving the task
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glyphs.
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## Runtime architecture
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@@ -28,7 +28,8 @@ The milestone is valid as a runtime integration checkpoint: the same Jajce
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Terrain3D world is running in `main.tscn`, NPCs are alive in the terrain-backed
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village, the selected-NPC reason inspector is fed by real task scoring, and the
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cinematic/debug toggle produces a shareable view without changing simulation
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state.
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state. A follow-up pass adds small task glyphs above active NPCs, so the
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cinematic view now preserves task intent after the debug labels are hidden.
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The frame also makes the next presentation risks plain:
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@@ -37,8 +38,9 @@ The frame also makes the next presentation risks plain:
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prototype-grade;
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- terrain texture variation reads better than the old flat map, but paths,
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landmarks, water, and foreground silhouettes need stronger first-read staging;
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- labels explain the system well, while the cinematic view still needs more
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diegetic task communication.
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- task glyphs help, but the cinematic view still needs clearer work-site props
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and route composition so intent is readable before the viewer learns the icon
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language.
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Use this baseline as the first runtime comparison image before adding more
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systems or expanding the terrain.
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