docs: mark simulation state phase complete
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@@ -44,10 +44,10 @@ random streams, and no dependency on a loaded gameplay scene.
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## Staged migration
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1. Add a deterministic clock, seeded random source, and scenario runner.
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2. Introduce serializable village, NPC, and resource-state records.
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3. Bind `ResourceNode` presentation to resource records instead of owning
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authoritative amount and reservation.
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1. ✅ Add a deterministic clock, seeded random source, and scenario runner.
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2. ✅ Introduce serializable village, NPC, and resource-state records.
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3. **Next:** Bind `ResourceNode` presentation to resource records instead of
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owning authoritative amount and reservation.
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4. Move target choice and reservation coordination out of
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`WorldViewManager` into an action/target system with an active-world query
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adapter.
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@@ -55,6 +55,9 @@ random streams, and no dependency on a loaded gameplay scene.
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6. Add versioned save/load before inventories, schedules, or relationships
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substantially expand mutable state.
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Schema v1 and its deterministic continuation contract are documented in
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[the simulation state schema](../SIMULATION_STATE_SCHEMA.md).
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## Consequences
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- Some current prototype APIs are transitional and should not be generalized
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