feat: add deterministic goat routine
This commit is contained in:
@@ -0,0 +1 @@
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@@ -16,7 +16,7 @@ SimulationClock
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-> ActionSelectionSystem chooses an action
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-> ActionTargetResolver resolves a stable target ID
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-> VillageEconomy performs inventory/storage transactions
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-> AnimalCareSystem advances animal needs and composes feeding
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-> AnimalCareSystem advances animal needs, routines, and feeding
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-> SimulationEventLog records completed facts
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-> EventKnowledgeSystem records, ranks, transfers, and retains bounded knowledge
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-> RelationshipSystem applies evidence-gated social consequences
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@@ -25,6 +25,7 @@ SimulationClock
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-> ActiveWorldAdapter supplies loaded-world positions/capacity
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-> LoadedResourceSpatialIndex bounds finite-anchor discovery
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-> NpcVisual performs local navigation, animation, and transient reactions
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-> AnimalNode follows saved animal destinations through loaded navigation
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-> PantryStockVisual derives physical stock arrangement from storage state
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```
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@@ -36,9 +37,10 @@ would otherwise obscure that lifecycle:
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- `simulation/actions/` owns selection, progress, and target resolution;
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- `simulation/economy/VillageEconomy.gd` owns storage/inventory transactions
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and keeps village resource summaries synchronized;
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- `simulation/animals/AnimalCareSystem.gd` owns animal records, hunger
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advancement, loaded binding, feed reservations, and the exact conserved
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pantry-to-animal operation used by NPCs and the player;
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- `simulation/animals/animal_care_system.gd` owns animal records, hunger
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advancement, deterministic routine selection, loaded binding, feed
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reservations, and the exact conserved pantry-to-animal operation used by
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NPCs and the player;
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- `simulation/events/SimulationEventLog.gd` owns ordered event identity,
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history queries, and rate calculations;
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- `simulation/knowledge/EventKnowledgeSystem.gd` owns per-NPC references to
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@@ -105,17 +107,29 @@ hard to read.
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| `simulation/persistence/` | Validated local save-file storage |
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| `simulation/benchmark/` | Reproducible simulation and loaded-world query workloads |
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| `world/` | Loaded-world interaction geometry and presentation adapters |
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| `world/animals/` | Animal presentation binding and interaction geometry |
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| `world/animals/` | Animal presentation binding, routine sites, and navigation reporting |
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| `world/animals/goat/` | Self-contained goat scene, visual script, habitat, and lookdev scene |
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| `world/resource_nodes/` | Finite resource presentation and disposable loaded-anchor index |
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| `world/storage/` | Storage interaction geometry, never stored quantities |
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| `world/activity/` | Rest/study/patrol interaction sites and capacity facts |
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| `player/` | Player input, camera, and active NPC presentation |
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| `tests/` | Deterministic headless gameplay scenarios |
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Top-level core model scripts keep their stable paths because Godot's global
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class cache records `class_name` locations. Moving them solely for cosmetic
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nesting can break editor and headless startup for existing workspaces without
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improving ownership.
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Unrelated established model scripts keep their stable paths because Godot's
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global class cache records `class_name` locations. This slice moves only the
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animal files whose ownership changed, preserves their `.uid` files, and proves
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the new paths through editor import and headless startup rather than expanding
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the cleanup into cosmetic repository-wide churn.
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Project-owned files use `snake_case` when they are newly added or deliberately
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moved, while scene node names remain `PascalCase`. Reusable scene assets stay
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beside the scene that owns them, so the goat's script, habitat, and lookdev
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scene no longer sit in the broad Jajce level folder. Non-runtime documentation
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is hidden from Godot with `docs/.gdignore`; baseline images therefore remain
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review artifacts without tracked import sidecars. This follows Godot's
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[project organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html)
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and [GDScript naming](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html)
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guidance without turning established-path cleanup into unrelated churn.
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## Dependency rules
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@@ -136,10 +150,12 @@ improving ownership.
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reactions are not replayed.
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- Resource changes go through `ResourceStateRecord`, NPC inventory, and
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`VillageEconomy`; `village.food` and `village.wood` are synchronized views.
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- Animal identity, position, hunger, last feed tick, and reservation live in
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`AnimalStateRecord`. `AnimalNode` binds that state and contributes only its
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loaded interaction point. Animal candidates are currently scanned linearly;
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they do not enter the resource grid.
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- Animal identity, position, hunger, last feed tick, reservation, routine site,
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destination, and next due tick live in `AnimalStateRecord`. `AnimalNode`
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binds that state, contributes its loaded interaction point, follows the
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selected navigation path, and reports position/arrival facts. Routine and
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care candidates are currently scanned linearly; they do not enter the
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resource grid.
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- New mutable features define serialization and deterministic continuation at
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the same time as their first gameplay use. Cross-record causes use stable
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event IDs rather than object references or prose.
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@@ -804,15 +804,21 @@ Completed:
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exact transaction that withdraws pantry food, changes only Dunja's state,
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and emits one economic fact. World-schema v10 save/restore preserves the
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result without replaying the transient feed response.
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41. `Jajce Dunja Habitat 08`: a self-contained timber shelter and clover
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pasture now expose two stable routine sites in an open south-village
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clearing. Dunja alternates between them without RNG, follows the real
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Jajce navigation map, bends nearby grass, stops when hungry, and preserves
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exact mid-route state through schema-v11 restore and presentation
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unload/reload. The animal feature assets now live together under
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`world/animals/goat/`, while ignored docs no longer create import sidecars.
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Next:
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1. Give Dunja one deterministic pasture/shelter routine using
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simulation-owned destination and position, real loaded-world navigation,
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and exact mid-move save/restore continuation.
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2. Add a second goat only after movement proves that identity remains stable
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across care, navigation, unloading, and restore.
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3. Keep breeding, products, herd scheduling, animal spatial indexing, and
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1. Add one second named goat with its own stable state, authored shelter
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context, and deterministic use of the shared pasture. Prove nearest
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feed-target selection and independent reservations when both animals are
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hungry.
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2. Keep breeding, products, herd scheduling, animal spatial indexing, and
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active/abstract simulation LOD deferred until two real animals require them.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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@@ -43,17 +43,17 @@ transfer occurred.
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## Persistence and determinism
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`SimulationStateRecord` schema v10 stores the ordered event stream,
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`SimulationStateRecord` schema v11 stores the ordered event stream,
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`next_event_id`, directed relationships that may reference an exact event, and
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per-NPC known-event references with first-acquisition provenance, plus
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opportunity records that reference exact trigger/resolution events. Schema v1
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and v2 saves migrate to an empty stream beginning at ID zero; world schemas
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v1–v7 migrate to an empty opportunity list, while world schemas v8 and v9
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v1–v7 migrate to an empty opportunity list, while world schemas v8–v10
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preserve and normalize opportunity history. World v9 adds an empty animal list
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during migration. Parsing rejects duplicate event
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IDs, invalid or duplicate knowledge/opportunity references, impossible
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communicator sources, relationship causes the observer does not know, and next
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IDs that could collide with restored history.
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during migration; world v10 preserves and upgrades its animal records. Parsing
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rejects duplicate event IDs, invalid or duplicate knowledge/opportunity
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references, impossible communicator sources, relationship causes the observer
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does not know, and next IDs that could collide with restored history.
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Animal-feed facts receive an additional cross-record check: actor is either an
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existing NPC or the player sentinel, source is the real pantry, destination is
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@@ -930,16 +930,29 @@ serves both NPC and player feeding, withdraws real pantry food, mutates only the
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target animal, and appends one economic fact. World-schema v10 save/restore
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preserves the result without replaying the transient response.
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The immediate next slice should give Dunja one deterministic
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pasture/shelter routine. Her destination and position must remain
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simulation-owned, loaded movement must use real navigation, and a mid-move
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save/restore must continue exactly without consuming new decision RNG. Keep
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loaded-animal discovery linear and do not add a second goat, herd scheduling,
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breeding, products, or active/abstract simulation LOD until this movement
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contract is honest.
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The first loaded-animal routine slice is complete. Dunja alternates between
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stable shelter and pasture IDs without RNG; her exact target and current
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position stay simulation-owned while the loaded scene follows the Jajce
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navigation map. Schema-v11 mid-route restore preserves the checksum,
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destination, and every NPC RNG stream. Unloading and re-instantiating the goat
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scene retains that same travel state, arrival is exact, and hunger stops
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movement before feeding.
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The immediate next slice should add one second named goat with its own stable
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record and authored shelter context while sharing the existing pasture.
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Selection and reservation tests must prove that simultaneous hunger still
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chooses the nearest real animal and mutates only the exact target. Keep
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loaded-animal discovery linear and defer herd scheduling, breeding, products,
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animal indexing, and active/abstract simulation LOD until two identities
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demonstrate a concrete need.
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Recently completed:
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- `Jajce Dunja Habitat 08`: the first deterministic animal routine alternates
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shelter and pasture through real loaded navigation, preserves exact
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mid-route state across save/restore and presentation unload/reload, stops
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when hungry, bends grass while moving, and colocates goat-owned assets in a
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focused feature folder.
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- `Jajce Goat 07`: named goat Dunja proves stable animal identity, exact
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pantry-conserving NPC/player feeding, deterministic hunger and save/restore,
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loaded target reservation, a state-derived hungry cue, and a transient cozy
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+13
-4
@@ -553,6 +553,7 @@ NpcVisual navigates through the active world
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│ ├── SimulationClock.gd
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│ ├── SimulationManager.gd
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│ ├── actions/ Selection, execution, and target resolution
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│ ├── animals/ Animal needs, routines, reservations, and care
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│ ├── benchmark/ Population/history and resource-query workloads
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│ ├── definitions/ Stable IDs and custom definition resources
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│ ├── economy/ Inventory and storage transactions
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@@ -587,6 +588,10 @@ NpcVisual navigates through the active world
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│ ├── benchmark_loaded_resource_discovery.gd
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│ └── generate_jajce_terrain_seed.gd
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├── world/
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│ ├── animals/
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│ │ ├── animal_node.gd
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│ │ ├── animal_routine_site.gd
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│ │ └── goat/ Goat scene, habitat, visual, and lookdev assets
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│ ├── jajce/
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│ │ ├── JajceWorld.tscn
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│ │ ├── JajceLookdev.tscn
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@@ -618,7 +623,7 @@ These are expected prototype constraints, not necessarily isolated bugs:
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the typed pantry `StorageNode`, and patrol/study/rest use `ActivitySite`.
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- Current NPC, village, resource, storage, animal, event, knowledge,
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relationship, opportunity, clock, and RNG state serialize through world
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schema v10. F5/F9 provide one validated local quicksave; a save menu,
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schema v11. F5/F9 provide one validated local quicksave; a save menu,
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metadata, and player-transform persistence remain deferred.
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- Simulation-owned resource records retain live amounts, reservations, and
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usage definitions while ResourceNode scenes are unloaded.
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@@ -991,9 +996,13 @@ amount. Dunja now proves the first identity-backed animal contract: stable
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animal identity, simulation-owned position and hunger, a loaded visual binding,
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and the same exact pantry-conserving feed operation for NPC and player.
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World-schema v10 restore reconstructs her persistent state without replaying
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the transient response. The next bounded animal slice should give Dunja one
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deterministic pasture/shelter routine before adding another goat. Do not yet
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generalize animal discovery or introduce active/abstract simulation LOD.
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the transient response. Dunja now also alternates between a stable shelter and
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pasture through real loaded navigation. World-schema v11 preserves exact
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mid-route position, destination, and schedule through restore or presentation
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unload/reload without consuming decision RNG. The next bounded animal slice
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should add one second named goat and prove independent nearest-target care
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before any herd abstraction. Do not yet generalize animal discovery or
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introduce active/abstract simulation LOD.
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The remaining simulation-garden target still aims for:
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@@ -3,6 +3,9 @@
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The project uses a small hierarchy so overlapping plans do not become competing
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sources of truth.
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This directory is intentionally covered by `.gdignore`: plans and baseline
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captures are review artifacts, not runtime Godot resources.
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1. [`PROJECT_CONTEXT.md`](PROJECT_CONTEXT.md) is the canonical description of
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the vision, current implementation, target architecture, and active
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constraints.
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@@ -37,6 +37,10 @@ both require one stored wood without duplicating that rule.
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farmer profession and declares an exact one-food completion cost. Selection,
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animal target reservation, and completion remain separate; NPC and player
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completion both use `AnimalCareSystem`'s same pantry-to-animal transaction.
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`SimulationIds` also names Dunja's shelter and pasture anchors. These IDs are
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saved routine vocabulary; their loaded positions come from
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`AnimalRoutineSite` rather than entering an action definition or resource
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registry.
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## Current profession contract
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@@ -3,7 +3,7 @@
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## Current contract
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`SimulationStateRecord` is the versioned JSON boundary for the current
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simulation. The current world schema is v10 and captures:
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simulation. The current world schema is v11 and captures:
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- simulation seed, tick interval, tick count, clock remainder, and elapsed
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clock ticks;
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@@ -14,7 +14,8 @@ simulation. The current world schema is v10 and captures:
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- scene-independent resource state plus the definition facts needed while its
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ResourceNode is unloaded;
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- scene-independent animal identity, position, hunger, feeding history,
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reservation, and availability state;
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reservation, availability, current routine site, active travel destination,
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and next routine tick;
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- pantry contents, carried NPC inventory, the ordered economic event stream,
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and its next stable event ID;
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- directed relationship records with familiarity, trust, and the stable event
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@@ -31,7 +32,7 @@ The top-level identity is:
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```json
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{
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"schema": "the_steward.simulation",
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"schema_version": 10
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"schema_version": 11
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}
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```
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@@ -179,6 +180,13 @@ species IDs, display name, authoritative world position, hunger,
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World schema v9 preserves opportunity history while migrating to an empty
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animal list.
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SimulationStateRecord v11 preserves world-v10 animals and upgrades nested
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`AnimalStateRecord` v1 to v2. The nested schema adds `routine_site_id`,
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`travel_target_site_id`, exact `travel_target_position`,
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`has_travel_target`, and `next_routine_tick`. Migrated animals receive an
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idle, immediately due routine without inventing a destination; loaded-world
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selection establishes the first real target later.
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Current-schema parsing requires unique animal IDs that do not collide with
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resource or storage IDs. An animal reservation must belong to an existing NPC
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whose active feed task targets that exact animal. Every `animal_fed` event
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@@ -255,9 +263,10 @@ after a JSON round trip.
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## Animal authority
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`AnimalCareSystem` owns `AnimalStateRecord` instances independently of the
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scene tree and advances their hunger in stable-ID order. `AnimalNode` binds a
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loaded presentation and interaction point to that authority; the simulation
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position remains canonical while the node is loaded or absent.
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scene tree and advances hunger and due routine selection in stable-ID order.
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`AnimalNode` binds a loaded presentation and interaction point to that
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authority; the simulation position and selected destination remain canonical
|
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while the node is loaded or absent.
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Animals are not `ResourceNode` instances and are not inserted into the
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resource discovery grid. The first bounded slice uses a deterministic linear
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@@ -266,6 +275,14 @@ care operation: reserve or select the exact animal, withdraw one real food
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from `village_pantry`, reduce that animal's hunger, and append one exact
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`animal_fed` fact. Failed withdrawal changes neither animal nor history.
|
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|
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The first routine consumer alternates Dunja between stable-ID shelter and
|
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pasture markers without drawing RNG. `ActiveWorldAdapter` supplies the loaded
|
||||
marker positions, the selected ID and exact position enter state, and
|
||||
`AnimalNode` follows a real `NavigationServer3D` path while reporting factual
|
||||
position changes. A mid-route save restores the same position and target;
|
||||
unloading the scene node pauses presentation only, and reloading it resumes
|
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from those facts. Hunger cancels travel before care targeting.
|
||||
|
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The persistent hungry/content presentation derives from authoritative hunger.
|
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The short feed response is transient and is reset rather than serialized or
|
||||
replayed after restore.
|
||||
@@ -288,7 +305,7 @@ This phase does not yet provide:
|
||||
|
||||
- a save-slot menu, metadata, thumbnails, autosaves, or multiple profiles;
|
||||
- migrations from any historical world schema other than the explicitly
|
||||
supported v1–v9 layouts;
|
||||
supported v1–v10 layouts;
|
||||
- player inventory or player relationship records;
|
||||
- broader relationship dimensions, line-of-sight/hearing evidence,
|
||||
continuous or personalized memory decay, reinforcement, false beliefs, or
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
# Jajce Dunja Habitat 08
|
||||
|
||||
Captured: 2026-07-26
|
||||
|
||||
## File
|
||||
|
||||
- [shelter and clover pasture](jajce_dunja_habitat_08.png)
|
||||
|
||||
The 1280×720 Metal frame shows Dunja's small timber shelter, fixed feed bowl,
|
||||
straw bed, warm lantern, and adjacent fenced clover patch in the south-village
|
||||
clearing. The bowl now belongs to the static habitat instead of moving with
|
||||
the goat. Dunja also joins the existing `grass_interactors` group, so the
|
||||
camera-local grass shader bends around her real loaded position.
|
||||
|
||||
## Routine proof
|
||||
|
||||
The two habitat markers expose stable `dunja_shelter` and `dunja_pasture` IDs.
|
||||
When the saved routine tick becomes due, `AnimalCareSystem` alternates to the
|
||||
other site in stable-ID order without drawing RNG. The selected site ID, exact
|
||||
target position, current position, and next due tick remain in
|
||||
`AnimalStateRecord`.
|
||||
|
||||
`tests/animal_routine_vertical_slice_test.gd` proves the complete loaded-world
|
||||
contract:
|
||||
|
||||
- the authored endpoints are connected by the Jajce navigation map;
|
||||
- Dunja follows the returned path and reports authoritative position;
|
||||
- a mid-route schema-v11 save restores the same checksum, destination, and NPC
|
||||
RNG streams;
|
||||
- unloading and re-instantiating the goat scene rebinds that same moving state;
|
||||
- arrival promotes the destination to the current site exactly; and
|
||||
- hunger stops travel so feeding targets a stationary animal.
|
||||
|
||||
## Structure refinement
|
||||
|
||||
The reusable goat scene, visual script, habitat, and lookdev scene now live
|
||||
together under `world/animals/goat/`. Their file names use `snake_case`, while
|
||||
scene node names remain `PascalCase`. `docs/.gdignore` keeps documentation and
|
||||
review captures out of Godot's runtime import database, so baseline PNGs no
|
||||
longer need tracked `.import` sidecars.
|
||||
|
||||
## Capture command
|
||||
|
||||
```bash
|
||||
HOME="$PWD/logs/quality/godot_profile" \
|
||||
APPDATA="$PWD/logs/quality/godot_profile" \
|
||||
LOCALAPPDATA="$PWD/logs/quality/godot_profile" \
|
||||
/Applications/Godot.app/Contents/MacOS/Godot \
|
||||
--path "$PWD" --script res://tools/capture_jajce_lookdev.gd -- \
|
||||
--scene=res://world/animals/goat/dunja_lookdev.tscn \
|
||||
--output=res://docs/baselines/jajce_dunja_habitat_08.png \
|
||||
--hide-debug-labels
|
||||
```
|
||||
@@ -18,8 +18,8 @@ This visual comparison sits on the gameplay proof:
|
||||
- world-schema v10 restores position, hunger, and last-fed tick without
|
||||
replaying presentation effects.
|
||||
|
||||
The next animal frame should prove a real pasture/shelter movement routine,
|
||||
not multiply static livestock.
|
||||
The follow-up [Jajce Dunja Habitat 08](JAJCE_DUNJA_HABITAT_08.md) now proves
|
||||
the real pasture/shelter movement routine before livestock multiplies.
|
||||
|
||||
Capture command:
|
||||
|
||||
@@ -29,7 +29,7 @@ APPDATA="$PWD/logs/quality/godot_profile" \
|
||||
LOCALAPPDATA="$PWD/logs/quality/godot_profile" \
|
||||
/Applications/Godot.app/Contents/MacOS/Godot \
|
||||
--path "$PWD" --script res://tools/capture_jajce_lookdev.gd -- \
|
||||
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Reference in New Issue
Block a user