docs: mark simulation state phase complete
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+17
-11
@@ -464,12 +464,14 @@ NpcVisual navigates through the active world
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│ ├── SimNPC.gd
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│ ├── SimVillage.gd
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│ ├── SimulationClock.gd
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│ └── SimulationManager.gd
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│ ├── SimulationManager.gd
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│ └── state/ Versioned simulation-state records
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├── tests/
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│ ├── deterministic_simulation_test.gd
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│ ├── flat_map_baseline_test.gd
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│ ├── jajce_world_scaffold_test.gd
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│ └── resource_node_player_parity_test.gd
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│ ├── resource_node_player_parity_test.gd
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│ └── simulation_state_serialization_test.gd
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├── terrain/jajce/ Dedicated Terrain3D seed data and assets
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├── tools/
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│ └── generate_jajce_terrain_seed.gd
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@@ -496,14 +498,15 @@ These are expected prototype constraints, not necessarily isolated bugs:
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- Task names and task-to-activity-marker mappings are duplicated strings.
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- Temporary activity markers remain for eating, rest, study, and patrol; NPC
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and player food/wood gathering use `ResourceNode` instances with no fallback.
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- Mutable simulation state is not serializable through a defined save schema.
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- Simulation randomness is seeded and split into controlled per-NPC streams,
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but RNG state is not yet part of a serializable save record.
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- Current NPC, village, loaded resource, clock, and RNG state serialize through
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schema v1, but there is no save-slot/file UX or backward migration yet.
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- Resource records currently mirror loaded ResourceNode state; the scene nodes
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still own live amounts and reservations.
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- An explicit fixed-step clock converts frame delta into simulation ticks, but
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orchestration still lives on the scene-tree `SimulationManager`.
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- Automated coverage includes deterministic same-seed checksum,
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player-parity/resource-contention, flat-map, and Jajce scaffold scenarios;
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broader gameplay coverage is still missing.
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- Automated coverage includes deterministic same-seed and save/restore
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continuation checks, player-parity/resource-contention, flat-map, and Jajce
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scaffold scenarios; broader gameplay coverage is still missing.
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- Resources are global floating-point counters rather than items in locations
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and inventories.
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- NPCs do not have homes, schedules, possessions, memories, relationships,
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@@ -713,15 +716,18 @@ Food and wood migration and the deliberately minimal `JajceWorld` scaffold,
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greybox, navigation spike, and stable-ID placement proof are complete. Do not
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proceed directly from that proof into open-ended beauty production.
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The architecture gate is now the active milestone. Its first slice is complete:
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The architecture gate is now the active milestone. Its first two slices are
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complete:
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- explicit fixed-step simulation clock;
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- seeded per-NPC decision and wander random streams;
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- headless fixed-seed scenario with a final-state checksum.
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- headless fixed-seed scenario with a final-state checksum;
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- versioned JSON records for NPC, village, loaded resource, clock, and RNG
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state;
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- deterministic save/restore continuation with exact 64-bit RNG preservation.
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The remaining gate work is:
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- versioned serializable NPC, village, and resource state;
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- data-defined action and profession IDs;
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- separated action selection, execution, target resolution, and visual travel;
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- resource amount and reservation authority moved out of scene nodes;
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