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S4-B1: Avatar Reflection

Archive note: this batch belongs to the retired village/avatar direction and is kept only as historical planning context.

Intent​

Make the avatar visibly reflect real user and guardian state.

Capabilities in scope​

  • state-driven ambient behavior
  • mood and focus reflection
  • stronger visual feedback loops

Non-goals​

  • full village progression systems

Required architectural changes​

  • connect ambient and observer state to Phaser behaviors
  • define a stable mapping from system state to avatar expression

Likely files/systems touched​

  • frontend game scene
  • animation state machine
  • ambient/proactive state plumbing

Acceptance criteria​

  • avatar behavior changes meaningfully with real state

Dependencies on earlier batches​

  • depends on Season 3 making state richer

Open risks​

  • can feel cosmetic if state mapping is shallow