feat: define action completion costs

This commit is contained in:
Rijad Zuzo
2026-07-10 10:36:08 +02:00
parent 39989002ca
commit 0f7b12080e
19 changed files with 213 additions and 45 deletions
+7 -4
View File
@@ -652,12 +652,11 @@ Completed after the architecture gate:
The practical next sequence is:
1. Move proven action preconditions and material costs into a reusable contract,
beginning with the patrol/study wood dependency, then expose unavailable
choices and interruption reasons in the NPC inspector.
2. Grow the existing familiarity seed into one consequence-bearing relationship
1. Grow the existing familiarity seed into one consequence-bearing relationship
dimension, such as trust or obligation, driven by structured events rather
than proximity alone.
2. Use that dimension in one real choice or response, then expose the cause in
the NPC inspector before expanding the relationship graph.
Recently completed:
@@ -706,6 +705,10 @@ Recently completed:
wood deposits. Village wood syncs from storage. Economic events track all
transfers. Patrol and study no longer produce benefits without paying their
one-wood cost, and utility selection avoids those actions when wood is empty.
- Action completion costs are definition-backed: patrol and study share one
stored-resource contract across selection and execution. The inspector shows
readable unavailable reasons, and a late shortfall creates a persisted
`task_blocked` fact without applying the work effect.
- Structured event feed: EconomicEventRecord now supports narrative events
(task started, NPC slept, NPC died) alongside economic transfers.
Per-NPC event history with human-readable descriptions exposed in the