docs: mark simulation state phase complete
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@@ -54,17 +54,21 @@ 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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**Current progress:** the first two architecture slices are 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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- versioned JSON records capture and restore current NPC, village, resource,
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clock, and RNG state;
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- a save-at-tick-24 continuation test matches an uninterrupted 48-tick
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checksum and rejects unsupported schema versions.
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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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The gate remains open. Scene-independent resource authority, stable
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definitions, responsibility separation, and visual load/unload invariance are
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still required. See [the simulation state schema](SIMULATION_STATE_SCHEMA.md).
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## Three vertical slices
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@@ -611,23 +615,23 @@ Completed foundations:
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The practical next sequence is:
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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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1. Move resource amount/reservation authority out of `ResourceNode` scenes and
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make unloaded resources remain in state.
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2. Replace free-form task and profession strings with stable IDs and
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definitions.
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4. Separate action selection, execution, target resolution, and visual travel;
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3. Separate action selection, execution, target resolution, and visual travel;
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remove decision mutation from `WorldViewManager`.
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5. Define active-position synchronization and prove visual unload/reload.
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6. Pass the architecture gate's deterministic headless and unloaded-visual exit
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4. Define active-position synchronization and prove visual unload/reload.
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5. Pass the architecture gate's deterministic headless and unloaded-visual exit
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tests.
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7. Build location-based food storage, inventory, and transactions.
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8. Emit structured economic events while making one NPC visibly gather, carry,
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6. Build location-based food storage, inventory, and transactions.
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7. Emit structured economic events while making one NPC visibly gather, carry,
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store, retrieve, and eat food.
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9. Add versioned save/load before schedules or social state expand.
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10. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
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8. Add save-slot persistence and explicit schema migrations before schedules
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or social state expand.
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9. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
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beauty pass.
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11. Add stylized character and profession readability plus the reason
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10. Add stylized character and profession readability plus the reason
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inspector.
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This order strengthens the simulation while regularly producing visible
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