Files
gamedev-the-steward/docs/SIMULATION_STATE_SCHEMA.md
T
2026-07-31 00:19:41 +02:00

362 lines
20 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# The Steward — Simulation State Schema
## Current contract
`SimulationStateRecord` is the versioned JSON boundary for the current
simulation. The current world schema is v11 and captures:
- simulation seed, tick interval, tick count, clock remainder, and elapsed
clock ticks;
- every NPC's identity, needs, attributes, task lifecycle, target, position,
starvation state, and decision RNG stream;
- village resource counters;
- controlled per-NPC wander RNG streams;
- scene-independent resource state plus the definition facts needed while its
ResourceNode is unloaded;
- scene-independent animal identity, position, hunger, feeding history,
reservation, availability, current routine site, active travel destination,
and next routine tick;
- pantry contents, carried NPC inventory, the ordered economic event stream,
and its next stable event ID;
- directed relationship records with familiarity, trust, and the stable event
ID that last changed trust;
- per-NPC known-event records that reference objective event history without
copying it, including first-acquisition method, acquisition tick, and
historical communicator provenance;
- opportunity records with stable type/status, interested NPC, trigger event,
target storage/resource/amount, exact later resolution event identity, or a
deterministic invalidation reason and close tick.
The top-level identity is:
```json
{
"schema": "the_steward.simulation",
"schema_version": 11
}
```
Unknown schema versions and structurally incomplete records are rejected. Add
an explicit migration function before accepting a future version; never
silently reinterpret old data as the newest layout.
NPC action and profession references are serialized as stable strings and
restored as `StringName`. Records referencing unknown executable actions or
professions are rejected against the validated definition registry. See
[the simulation definitions](SIMULATION_DEFINITIONS.md).
## Deterministic continuation
RNG seeds and internal states are encoded as decimal strings. They are signed
64-bit values and cannot safely pass through every JSON number implementation
without precision loss. Converting them to ordinary JSON numbers caused a
restored simulation to retain the same visible state while silently changing
its future random sequence.
`tests/simulation_state_serialization_test.gd` protects this contract by:
1. running a fixed-seed scenario for 48 ticks without interruption;
2. running the same scenario for 24 ticks;
3. serializing and restoring into a fresh manager;
4. running the remaining 24 ticks;
5. requiring the complete final-state checksums to match.
It also verifies clock remainder, resource amount/reservation/enabled
round-tripping, presentation unload/rebind, directed relationship/cause
round-tripping, divergent known-event state, communicated provenance, and
deterministic retention boundaries, and rejection of unsupported schemas.
Active, resolved, and invalidated opportunity round-tripping, contradictory
target state, invalid resource sources, and cross-record event references are
covered too.
NPCStateRecord v2 adds the resolved travel destination and whether it is
active. Nested v1 NPC records migrate explicitly with no invented active
destination. This allows a reloaded visual to resume travel without changing
target selection or deterministic RNG state.
NPCStateRecord v3 adds carried inventory. SimulationStateRecord v2 adds
StorageStateRecord entries; world-schema v1 migrates legacy village food and
wood into the stable `village_pantry` and `village_woodpile` records. NPC
inventory IDs and amounts are canonicalized to strings and floats; empty or
colliding normalized IDs, non-numeric values, and negative or non-finite
amounts are rejected.
Parsed storage values are likewise canonicalized so save/restore continuation
retains byte-stable checksums. Current storage parsing rejects empty item IDs,
negative or non-finite amounts, negative or non-finite capacity, and contents
above capacity. Runtime deposit and withdrawal requests also reject empty item
IDs and non-finite amounts without mutating authoritative stock. When the
authored pantry or woodpile is present, current world parsing also requires
its authoritative food or wood amount to match the duplicated village summary;
contradictory saves are rejected instead of silently changing checksum during
restore. World-v1 migration expands a storage's inferred capacity when needed
so valid legacy stock above the current default is preserved rather than
discarded.
The compound NPC `feed_animal` route needs no additional saved phase. An
in-progress record already contains the exact animal `target_id`, matching
animal reservation, carried inventory, task state, and active travel
destination. Insufficient carried food plus a pantry destination is the pickup
leg; the definition cost in inventory plus the animal destination is the
delivery leg. Restore emits only the saved travel request and never repeats
pickup. A compatible pre-delivery v11 feed record may instead have empty
inventory and the claimed animal as its destination; arrival redirects that
same claim through the current pantry waypoint before any withdrawal. If that
older record is already working, its first resumed tick performs the same
reroute and carries its saved work progress back to the goat. Successful
pickup changes the saved destination to the exact animal before publishing
synchronous inventory, event, or village signals, so signal-time saves cannot
encode carried food with a stale pantry destination.
SimulationStateRecord v3 adds ordered `EconomicEventRecord` entries and
`next_event_id`. World schemas v1 and v2 migrate explicitly to an empty event
stream. Event records use stable source/destination/item IDs, reject invalid or
duplicate IDs, and preserve deterministic ordering across save/restore. See
[the economic event stream](ECONOMIC_EVENTS.md).
EconomicEventRecord v2 adds the authoritative world position captured when the
fact is recorded. Nested v1 events migrate with a zero-vector fallback; old
saves already encode their stable location IDs, and migrated knowledge is not
recomputed spatially.
SimulationStateRecord v4 moves social authority into top-level directed
`RelationshipStateRecord` entries. Each record contains `observer_id`,
`subject_id`, familiarity, trust, and `last_trust_cause_event_id` (`-1` when no
event has changed trust). Parsing requires unique ordered pairs, existing NPC
IDs, bounded relationship values, and a real event for every non-empty cause
ID.
The relationship system serializes records in stable observer/subject order so
they participate in deterministic checksums.
World schema v3 migrates its NPC-local familiarity pairs into directed
relationships with neutral trust. Nested NPC schema v4 removes that obsolete
duplicate field; v3 NPC records remain accepted only through the explicit
migration. World schemas v1v2 also derive the graph from any legacy
familiarity data (or initialize it empty) after their storage/event migrations.
SimulationStateRecord v5 adds top-level `KnownEventStateRecord` entries keyed
by `knower_id` and `event_id`. The objective `EconomicEventRecord` remains the
single completed fact; knowledge records only state which NPC knows it. Parsing
requires unique NPC/event pairs and valid references to both an existing NPC
and an event in the same record. A relationship's causal event must also be
known by that relationship's observer and, for the current trust contract, be
a food deposit performed by the relationship subject.
World schema v4 migrates relationship causes into known-event records. The old
schema used village-wide awareness, so this preserves the implied known fact
without falsely inventing spatial witness provenance.
SimulationStateRecord v6 / KnownEventStateRecord v2 adds immutable
first-acquisition provenance: `performed`, `witnessed`, `communicated`, or
`legacy`. Communicated records also retain the stable NPC ID of the direct
speaker. New direct facts are created only at event-record time from the actor
and nearby NPC positions; historical events are never re-evaluated against
current positions. A co-located shared-activity encounter can add one
communicated reference to the original fact without appending or replaying the
event.
World schema v5 migrates actor-owned knowledge to `performed`; non-actor
knowledge becomes `legacy` because v5 may contain either a proximity witness or
an older implied relationship fact. Parsing never invents that missing
provenance. At runtime, communication requires a distinct source who currently
knows the event through `performed` or `witnessed` acquisition. Persisted
records validate that direct-method snapshot even after the source forgets.
This enforces the current one-hop boundary and makes validation independent of
array ordering.
SimulationStateRecord v7 / KnownEventStateRecord v3 adds `acquired_tick` and a
snapshot of the direct speaker's acquisition method. Direct facts use the
objective event tick; newly communicated facts use the conversation tick. The
speaker snapshot keeps historical provenance valid even if the speaker later
forgets their own copy, while runtime communication still requires a currently
known performed/witnessed fact and remains one-hop.
World schema v6 migrates direct acquisition to the objective event tick.
Communicated and ambiguous legacy facts receive a fresh retention lease at the
saved simulation tick because their exact acquisition time was not previously
stored. The v6 source record supplies the persisted direct-method snapshot.
Importance is intentionally derived rather than duplicated: a fact is
`lasting` while it is the current trust cause for one of that knower's directed
relationships; every other fact is `recent`. Current causal facts are protected
so relationship state remains explainable. Each NPC keeps at most three recent
facts, and recent facts at least one simulated day old are removed at the next
deterministic daily-sized review. The objective event stream is never pruned by
this rule.
SimulationStateRecord v8 adds the top-level `opportunities` array and
`simulation.next_opportunity_id`. The first nested `OpportunityStateRecord`
schema stores `opportunity_id`, `opportunity_type`, `status`, `created_tick`,
`trigger_event_id`, `interested_npc_id`, `target_id`, `resource_id`,
`target_amount`, `resolution_event_id`, and `resolved_tick`. World schemas
v1v7 migrate explicitly to an empty opportunity list with next ID zero.
SimulationStateRecord v9 preserves world-v8 opportunity history and upgrades
the nested record to `OpportunityStateRecord` v2. The nested schema adds
`closed_tick` and `invalidation_reason`, accepts `supply_missing_wood`, and adds
the stable `invalidated` status. Nested opportunity v1 records normalize their
resolved tick into the close tick and remain valid pantry history. Economic
event schema v3 adds normalized `action_id` and `required_amount` fields;
nested v1/v2 events receive empty/zero defaults, while a new `task_blocked`
event requires its stable action, source storage, resource, and positive
requirement contract.
SimulationStateRecord v10 adds the top-level `animals` array and the first
`AnimalStateRecord` schema. Each animal record stores its stable animal and
species IDs, display name, authoritative world position, hunger,
`last_fed_tick`, reservation owner, and enabled/player/NPC feeding flags.
World schema v9 preserves opportunity history while migrating to an empty
animal list.
SimulationStateRecord v11 preserves world-v10 animals and upgrades nested
`AnimalStateRecord` v1 to v2. The nested schema adds `routine_site_id`,
`travel_target_site_id`, exact `travel_target_position`,
`has_travel_target`, and `next_routine_tick`. Migrated animals receive an
idle, immediately due routine without inventing a destination; loaded-world
selection establishes the first real target later.
Current-schema parsing requires unique animal IDs that do not collide with
resource or storage IDs. An animal reservation must belong to an existing NPC
whose active feed task targets that exact animal. Every `animal_fed` event
must name an existing animal as its destination, food as its item, the exact
feed action cost, and a valid NPC actor or the player sentinel. New NPC events
name the matching `npc_<id>_inventory`; player events name the pantry. Direct
pantry-sourced NPC facts remain accepted as legacy-compatible v11 history,
while runtime emits matching-inventory sources for new NPC deliveries. The
latest matching feed event tick must agree with the animal's `last_fed_tick`.
The bounded opportunity family accepts at most one open record globally.
Opportunity, trigger-event, and resolution-event IDs are unique and the next
ID must remain above restored history. Referenced NPCs, storage, resources, and
events must exist. A `restock_empty_pantry` trigger is a positive NPC food
withdrawal from `village_pantry` to that actor's matching inventory; an open
record additionally requires the pantry to remain below its one-food target
and its interested NPC to have acquired that fact no later than creation. A
`supply_missing_wood` trigger is the performer's known patrol or study
`task_blocked` fact against `village_woodpile` with a one-wood requirement; an
open record additionally requires a living interested performer and the
woodpile below target.
Resolution references an exact later matching NPC inventory-to-storage deposit
or player `resource_extracted` event from an existing player-usable matching
resource into the target storage, with matching resolved and closed ticks.
Resolved history does not require the storage still to contain the resource
because later use is valid. Invalidation has no resolution event and requires a
stable close tick and is currently valid only for `supply_missing_wood`.
`interested_died` must agree with the restored NPC's death state; the runtime
creates `evidence_stale` at the one-day unresolved boundary.
While a need is open, its interested villager's trigger evidence is treated as
lasting during deterministic memory maintenance. Resolution or invalidation
releases that fact back to the normal bounded-retention rules; neither deletes
objective event or opportunity history.
`OpportunityHelperResult` and `OpportunityPlayerResponseResult` are deliberately
absent from this schema. The helper result is re-derived from the open
opportunity plus current NPC knowledge, directed relationship, inventory,
action-definition, storage-capacity, and finite-resource records. The player
result additionally requires no capable helper and derives its ordinary gather
action, real destination, and source count from current enabled player-usable
finite resources. Save/restore regressions require the same applicable route
result and an unchanged checksum before and after querying.
When an idle derived helper chooses the reported supply action, only the
existing NPC task, task-state, target, travel, and reservation fields serialize.
The helper result remains absent: restore retains any in-progress ordinary task
and independently re-derives current capability from restored facts.
Active-need communication adds no schema fields. It persists through the
existing `KnownEventStateRecord` event, listener, source NPC, direct source
method, and acquisition-tick fields. Communication and player-response HUD
animations are transient and are cleared rather than replayed after restore.
## Resource authority
`SimulationManager` owns `ResourceStateRecord` instances independently of the
scene tree. Amount, reservation, enabled state, action/resource identity,
yield, usage permissions, and discovery metadata remain available and
serializable while no ResourceNode is loaded.
ResourceNode binds to a record by stable ID and provides presentation,
interaction transforms, and active-world discoverability. Unloading a node does
not delete its record. Loading another node with the same stable ID rebinds to
the existing record and cannot overwrite its amount or reservation with scene
defaults.
ResourceStateRecord v3 adds `safety_risk`, `comfort_distance`, and
`discovery_priority` so unloaded resources keep the same target-selection
meaning after save/restore. Nested v1 and v2 resource records are migrated
explicitly. Current-schema parsing also canonicalizes numeric, boolean, and ID
variants so a freshly registered finite source retains a byte-stable checksum
after a JSON round trip.
## Animal authority
`AnimalCareSystem` owns `AnimalStateRecord` instances independently of the
scene tree and advances hunger and due routine selection in stable-ID order.
`AnimalNode` binds a loaded presentation and interaction point to that
authority; the simulation position and selected destination remain canonical
while the node is loaded or absent.
Animals are not `ResourceNode` instances and are not inserted into the
resource discovery grid. The first bounded slice uses a deterministic linear
loaded-animal query. NPC and player feeding resolve through the same exact
animal mutation but pay from their real current source. Player care withdraws
directly from `village_pantry`. NPC care reserves the animal, performs an exact
pantry-to-inventory pickup at the authored storage waypoint, carries that unit
to the same claim, and consumes inventory only at delivery. Failed or partial
pickup changes neither inventory nor animal history.
The first routine consumers alternate Dunja and Zora between stable-ID private
shelters and one shared pasture without drawing RNG. `AnimalRoutineSite`
declares optional loaded-world resident ownership: an empty resident ID is
shared species context, while a named resident makes a shelter private.
`ActiveWorldAdapter` filters those loaded markers for each stable animal; site
ownership is not persistent state and does not require a schema bump. The
selected site ID and exact position do enter state, and each `AnimalNode`
follows a real `NavigationServer3D` path while reporting factual position
changes. A mid-route save restores the same position and target; unloading a
scene node pauses presentation only, and reloading it resumes from those facts.
Hunger cancels travel before care targeting.
Multiple animal records remain independently authoritative. A schema-v11 save
may contain concurrent feed reservations only when each reserving NPC targets
that exact animal in a valid travel or work state. Restoring Dunja and Zora
preserves both claim pairings and the checksum. The same existing NPC fields
preserve either pantry or goat travel plus carried food, so a post-pickup
restore continues without another withdrawal or RNG draw. Completing one feed
releases and mutates only its destination record.
The persistent hungry/content presentation derives from authoritative hunger.
The short feed response is transient and is reset rather than serialized or
replayed after restore.
## Local quicksave boundary
`SaveSlotStore` writes the existing versioned JSON record to
`user://saves/quicksave.json`. It validates the serialized record before
replacement, limits file size, restricts slot names, preserves the previous
file during replacement, and can recover that backup if replacement is
interrupted. Loading parses and validates the complete record before mutating
the simulation.
In `main.tscn`, F5 saves and F9 loads this slot. Restoration rebuilds active NPC
visuals from authoritative state.
## Deliberately out of scope
This phase does not yet provide:
- a save-slot menu, metadata, thumbnails, autosaves, or multiple profiles;
- migrations from any historical world schema other than the explicitly
supported v1v10 layouts;
- player inventory or player relationship records;
- broader relationship dimensions, line-of-sight/hearing evidence,
continuous or personalized memory decay, reinforcement, false beliefs, or
multi-hop rumours;
- generalized opportunity/quest definitions, acceptance, rewards, assignment,
dialogue, or player-facing quest-log state;
- persistence for the player transform or presentation-only scene state.
Those features should build on this boundary rather than inventing parallel
serialization paths.