docs: mark jajce runtime integration complete
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@@ -253,7 +253,7 @@ This becomes both a regression reference and excellent before/after material.
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There is a reproducible baseline showing the existing flat prototype and its
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working behaviors.
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`tests/flat_map_baseline_test.gd` and
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`tests/jajce_runtime_integration_test.gd` and
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`docs/baselines/FLAT_MAP_BASELINE.md` establish the executable behavior
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baseline. A visual before-clip and frame-time capture remain useful content work
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but do not block the architecture gate.
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@@ -423,6 +423,14 @@ Once the world composition is stable:
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Do not move simulation ownership into `JajceWorld` to make wiring convenient.
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**Status: runtime integration complete.** `main.tscn` now instances the reusable
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world and points player/simulation adapters at its stable-ID resources and
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remaining activity markers. The duplicate flat world objects were removed.
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The runtime regression checks Terrain3D presence, 24 navigation routes, core
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task execution, starvation/death, player extraction parity, reservations, and
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NPC visual lifecycle. Terrain sculpting and presentation polish remain
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separate work, not blockers for this wiring milestone.
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### Exit condition
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The current three NPCs and player can perform all existing prototype behaviors
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@@ -593,17 +601,16 @@ Completed:
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3. `JajceWorld`, dedicated 512 m Terrain3D seed, and lookdev camera.
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4. Initial landmark greybox, stable-ID resources, activity markers, and
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navigation spike.
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5. Architecture gate, food transactions/events, and validated quicksave.
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6. `JajceWorld` runtime integration with bindings and regression coverage.
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Next:
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1. Pass the mandatory architecture gate before beauty production.
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2. Sculpt the Terrain3D ridge, river valley, terraces, and waterfall drop.
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3. Establish terrain materials, lighting, water, mist, and foliage.
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4. Capture “Jajce Lookdev 01.”
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5. Instance `JajceWorld` into `main.tscn`.
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6. Reconnect activity markers, rebake navigation, and run regression scenarios.
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7. Add profession/readability presentation and the reason inspector.
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8. Capture “Simulation Garden 01.”
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1. Sculpt the Terrain3D ridge, river valley, terraces, and waterfall drop.
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2. Establish terrain materials, lighting, water, mist, and foliage.
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3. Capture “Jajce Lookdev 01.”
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4. Add profession/readability presentation and the reason inspector.
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5. Capture “Simulation Garden 01.”
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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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@@ -647,8 +647,8 @@ Completed after the architecture gate:
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The practical next sequence is:
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1. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
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beauty pass.
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1. Sculpt and texture the integrated Terrain3D world as a bounded
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simulation-garden beauty pass.
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2. Add stylized character and profession readability plus the reason
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inspector.
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3. Expand persistence only when schedules, player state, or a real save menu
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+11
-10
@@ -192,8 +192,8 @@ migration is documented in
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- **Language:** GDScript (`odig` analysis with warnings treated as errors)
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- **Main scene:** `res://main.tscn`
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- **Terrain:** Terrain3D 1.0.2 is installed and enabled
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- **Jajce scaffold:** separate 512 m Terrain3D seed, greybox landmarks, stable
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ResourceNode placement, lookdev camera, and temporary navigation spike
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- **Jajce runtime:** reusable 512 m Terrain3D seed, greybox landmarks, stable
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ResourceNode placement, lookdev camera, and tested runtime navigation
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- **Terrain compatibility floor:** Godot 4.4 according to the bundled extension
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- **Version control:** Git
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- **Primary branch:** `main`
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@@ -315,8 +315,8 @@ resource source.
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### Jajce scaffold
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`world/jajce/JajceWorld.tscn` now provides a reusable environment scaffold
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separate from `main.tscn`:
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`world/jajce/JajceWorld.tscn` provides the reusable environment instanced by
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`main.tscn`:
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- a centered 512 m flat Terrain3D seed split across four regions;
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- dedicated terrain data and assets;
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@@ -326,10 +326,10 @@ separate from `main.tscn`:
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- a temporary baked navigation loop with 24 tested routes;
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- a look-development scene and camera.
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This is a placement and integration proof, not the final terrain composition.
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`main.tscn` still runs the flat prototype. Terrain3D startup requires several
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physics frames before reliable NavigationServer path queries; the scaffold test
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captures that synchronization requirement.
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This is a runtime integration proof, not the final terrain composition.
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Terrain3D startup requires several physics frames before reliable
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NavigationServer path queries; the scaffold and runtime tests capture that
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synchronization requirement.
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### Current UI
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@@ -467,9 +467,9 @@ NpcVisual navigates through the active world
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├── tests/
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│ ├── action_system_boundaries_test.gd
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│ ├── deterministic_simulation_test.gd
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│ ├── flat_map_baseline_test.gd
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│ ├── food_storage_loop_test.gd
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│ ├── jajce_world_scaffold_test.gd
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│ ├── jajce_runtime_integration_test.gd
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│ ├── npc_visual_lifecycle_test.gd
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│ ├── resource_node_player_parity_test.gd
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│ ├── simulation_definitions_test.gd
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@@ -526,7 +526,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
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mutation APIs, but selection, execution, target resolution, and active-world
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queries now have focused collaborators.
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- Path failure and interruption emit a `navigation_failed` signal and send the NPC to wander; this is functional but not yet polished.
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- Terrain3D is enabled but not yet used by the main game scene.
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- Terrain3D and the Jajce scaffold now run in the main game scene; terrain
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sculpting and final presentation are still pending.
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- Combat, companions, factions, politics, trade, rumours, quests, persistence,
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and regional travel do not yet exist.
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- Placeholder geometry is sufficient for debugging but not for build-in-public
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@@ -9,7 +9,7 @@
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| **3** | Authoritative extraction on completion | ✅ Complete |
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| **4a** | Wood target selection (NPC) | ✅ Complete |
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| **4b** | Player parity (extraction contract) | ✅ Complete |
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| **5** | Jajce world placement | 🔶 Scaffold/navigation proof complete |
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| **5** | Jajce world placement and runtime integration | ✅ Complete |
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| **6** | Replace remaining activity markers | 🔶 Resource zones removed; activity targets pending |
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### Key divergences from the original plan
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@@ -493,10 +493,11 @@ baseline.
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- use the old task zones only for rest, eat, patrol, and study;
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- verify target discovery does not rely on parent scene paths.
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**Progress:** `556d0fd` adds the standalone Jajce scaffold, four stable-ID
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resources, dedicated Terrain3D seed data, remaining activity markers, and 24
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headless navigation-route checks. Runtime `main.tscn` migration is intentionally
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deferred until after the architecture gate, so this phase is not yet complete.
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**Status: complete.** `556d0fd` added the standalone scaffold and the runtime
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now instances it from `main.tscn`. Four stable-ID resources, the remaining
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activity markers, player bindings, active-world targeting, and all 24
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navigation routes run through `JajceWorld`; duplicate flat-map objects were
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removed.
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**Exit:** the existing food and wood loops work after moving from the flat map
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to Terrain3D.
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@@ -584,7 +585,7 @@ resource conservation through debug presentation.
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| 10 | Add navigation failure handling (replaces regression scenarios) | ✅ Done | `b8752f8` |
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| 11 | Migrate wood | ✅ Done | `c6033b6`, `8049c52` |
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| 12 | Give the player the same extraction path | ✅ Done | `326df51` |
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| 13 | Continue with the Jajce world scaffold | 🔶 Placement proof done; runtime migration pending | `556d0fd` |
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| 13 | Integrate the Jajce world scaffold into runtime | ✅ Done | `556d0fd`, current phase |
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## Definition of done for the first migration
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@@ -2,13 +2,13 @@
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- **Captured:** 2026-07-04
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- **Scene:** `res://main.tscn`
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- **Automated check:** `res://tests/flat_map_baseline_test.gd`
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- **Current contract check:** `res://tests/jajce_runtime_integration_test.gd`
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- **Companion resource test:** `res://tests/resource_node_player_parity_test.gd`
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## Contract
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The flat prototype remains the regression reference while `JajceWorld` is
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developed separately.
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The captured flat prototype remains the historical behavior reference. The
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same contract now runs against the integrated `JajceWorld` runtime.
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The automated baseline verifies:
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@@ -29,7 +29,7 @@ The companion player-parity scenario verifies:
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```powershell
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& "C:\Program Files (x86)\Godot\Godot_v4.5.1-stable_win64_console.exe" `
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--headless --path . --script res://tests/flat_map_baseline_test.gd
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--headless --path . --script res://tests/jajce_runtime_integration_test.gd
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& "C:\Program Files (x86)\Godot\Godot_v4.5.1-stable_win64_console.exe" `
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--headless --path . --script res://tests/resource_node_player_parity_test.gd
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