docs: add NPC state of mind server evidence#344
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Reviewed commit: 1d0dea4415
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| - Local behavior planning uses talk frequency, social initiative, approach | ||
| distance, idle radius, movement style, and conflict response. |
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Remove unwired tendency fields from implemented effects
In the inspected backend and Unity code, idle_radius_meters is only normalized/serialized and conflict_response is only exposed as prompt/voice metadata, not used by local behavior planning. Claiming both as implemented planning inputs can let #134 be closed with behavior that is not actually wired; narrow this evidence to the fields that drive decisions, or add tests/runtime use for these fields.
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| Malformed or missing state falls back to bounded server defaults instead of | ||
| creating model-only personality changes. |
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Don't mark malformed state as bounded
For malformed stored heartbeat data, normalizeFrameHeartbeat only clamps numeric fields like stress/fear/confidence; string fields such as mood, current_goal, and last_plan_summary are accepted with trimString and can still flow into prompt or debug summaries. This result overstates the malformed-state fallback coverage and can let the #134 evidence pass even when invalid or oversized string state is not defaulted, rejected, or truncated.
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Summary
Verification
npm.cmd cinpm.cmd run buildnpm.cmd testgit diff --checkrg -n "Not run|TODO|TBD|—|–" docs/playtests/2026-05-30-npc-state-of-mind-server-evidencereturned no matchesnpx.cmd markdownlint-cli2 docs/playtests/2026-05-30-npc-state-of-mind-server-evidence/*.mdLocal review fallback
Refs #134