docs: codify entity systems pattern and record combat extensions
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@@ -79,6 +79,14 @@ would otherwise obscure that lifecycle:
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- `simulation/definitions/` owns stable IDs and immutable action/profession
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definitions.
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`world/creatures/creature_visual.gd` is the shared root for creature
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presentation: any `CreatureVisual` follows a simulation-owned position through
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the navigation mesh, reports position changes, and plays a shared death
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collapse. `HostileCombatant` extends it and builds its body from an
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`EnemyDefinition`; `NpcVisual` and `AnimalNode` already follow the same
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follow-the-authoritative-position contract, so future creatures (bears, boars,
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archers) add a definition and a visual hook instead of a new movement system.
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`world/resource_nodes/LoadedResourceSpatialIndex.gd` is a focused disposable
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acceleration structure owned by `ActiveWorldAdapter`. It indexes loaded
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interaction positions by action and horizontal cell, plus authoritative
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