feat: derive resource visuals from state

This commit is contained in:
Rijad Zuzo
2026-07-17 18:39:14 +02:00
parent 04c5371b6b
commit 2719b0398b
21 changed files with 686 additions and 18 deletions
+10 -7
View File
@@ -787,16 +787,19 @@ Completed:
separate terrain-snapped approach points. Matched captures and a focused
scenario prove three-batch visual cost, nested discovery, and a forced
query beyond the first 24 m range without changing the 18-resource state.
38. `Jajce Resource States 05`: a shared amount-derived presentation contract
now gives that berry and tree honest full, low, and depleted states. Real
player berry harvests thin fruit and leaves; real NPC wood gathers thin the
crown and leave a stump. Low and depleted saves restore the same visuals
using only `amount_remaining`, with matched Metal comparison frames.
Next:
1. Give the authored berry/tree resources state-driven low/depleted visuals
sourced from their real `ResourceStateRecord` amount. Prove NPC and player
extraction plus save/restore rebuild the same presentation without adding
visual fields to simulation state.
2. Apply the workflow to a second forest-edge consumer only after that contract
is honest and reusable. Add livestock only with a real identity and
interaction contract.
1. Move the existing `tree_forest_grove_01` and `tree_forest_grove_02` anchors
into one bounded forest-edge authoring cluster. Reuse the proven tree amount
presentation, preserve both stable IDs, and prove reachable expanding
discovery plus depletion/restore without serializing decorative foliage.
2. Add livestock only with a real identity and interaction contract.
Do not start with GIS data, a full city, a large asset pack, or more NPC
mechanics. The next proof is a beautiful stage for the systems that already