The file contained only 'extends Node' with no implementation, was referenced nowhere in any scene or script, and the uid sidecar was orphaned. The next interaction surface should be planned and implemented fresh when needed.
- Update ACTION_SYSTEM_ARCHITECTURE.md to describe the active-position
contract and visual lifecycle proof
- Mark BUILD_IN_PUBLIC_PLAN.md systems-gate section complete
- Mark LEARNING_ROADMAP.md architecture-gate section complete and
renumber post-gate implementation sequence
- Update PROJECT_CONTEXT.md immediate-milestone section to reflect
completed gate and next food-loop milestone
- Update SIMULATION_STATE_SCHEMA.md with NPCStateRecord v2 details
- Update ADR 0001 checklist to mark active-position sync done
BUILD_IN_PUBLIC_PLAN.md:
- Mark systems gate items deterministic clock and headless checksum
as complete; remaining gate work stays flagged as in-progress
- Rename TaskZone references to ActivityMarkers for consistency
LEARNING_ROADMAP.md:
- Add architecture gate progress note: first deterministic slice
(SimulationClock, seeded streams, headless checksum) is implemented
- Update recommended implementation order to reflect shifted priorities
PROJECT_CONTEXT.md:
- Note that farm and forest markers have been deleted from main.tscn
- Update activity marker description (4 remaining: guard/study/rest/food)
- Add SimulationClock.gd and deterministic_simulation_test.gd to repo map
- Update technical debt: randomness is now seeded but RNG state is not
yet serialized; clock is explicit but orchestration still lives on scene tree
- Gate status updated with completed first-slice summary
RESOURCE_NODE_MIGRATION.md:
- Mark Phase 4b (player parity) complete
- Phase 6 renamed from 'remove zone model' to 'replace activity markers'
with progress note: TaskZone container and FarmZone/ForestZone deleted
- Update divergences to note farm/forest scene nodes have been removed