Implementation Status
Game State Management, Dialog Management, and Simulation Management now all have code under
Assets/Scripts/Rokojori/ (GameState/, Dialog/, Simulation/). This was written in one pass from this outline without a code review - see
history/index.page for the session entry.
Not built: SimulateWorld / ShowTurnStartConditions (only mentioned as examples, no code contract given) and any real UI for DialogManager.Show / SimulationRenderer.Enqueue - both currently placeholders (the former throws, the latter completes instantly), since Assets/UI is still empty.
Assumptions Made Filling Gaps - Need Sign-off
1. DialogList runs its blocks as a flat ordered sequence and ignores each child's own inherited next field while inside the list - the list's authored order is what drives flow. This means DialogBranch/PlayerChoice aren't meaningful as direct DialogList members under the current implementation (their branch targets get silently ignored). Alternative interpretations were possible; this was the simplest that kept DialogList useful as an authoring convenience for grouping content nodes.
2. PlayerChoice options gained an optional action : GameStateAction field, executed when that option is picked. The outline listed Conditions and Actions as a pair but never named which DialogBlock triggers an Action - this seemed like the natural, and only, gap to fill it.
3. HasObject is implemented against a GameStateBoolVariable flag, since there is no inventory/object system yet to check membership against.
4. SimulationManager.playerCount is a plain int, not a list of a "Player" type - no such type exists anywhere yet, and the outline's own turn-loop sample references players/player without ever defining what they are.
5. GameStateVariable uses a separate key field for save-data identity rather than the outline's literal name field, since name is already inherited from UnityEngine.Object and shadowing it would be confusing.