fix: enforce village resource invariants

This commit is contained in:
Rijad Zuzo
2026-07-09 23:10:18 +02:00
parent d6520c426a
commit 5cbab527bf
9 changed files with 136 additions and 42 deletions
+8 -9
View File
@@ -652,14 +652,12 @@ Completed after the architecture gate:
The practical next sequence is:
1. Expand the structured event feed with actor/target/cause metadata so the
inspector can show a readable timeline per NPC. Narrative events for task
starts, sleep, and death are recorded; next should add depletion notices,
relationship seeds, and village-level event summaries filtered by relevance.
2. Seed relationship dimensions (familiarity, trust, obligation) from shared
work, meal, and sleep proximity, then expose them through utility
considerations so NPCs begin to prefer known colleagues and familiar routes.
Start with one lightweight dimension before building the full graph.
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
dimension, such as trust or obligation, driven by structured events rather
than proximity alone.
Recently completed:
@@ -706,7 +704,8 @@ Recently completed:
- Wood inventory and woodpile storage: wood now follows the same
gather→carry→deposit pattern as food. VillageWoodpile StorageNode receives
wood deposits. Village wood syncs from storage. Economic events track all
transfers.
transfers. Patrol and study no longer produce benefits without paying their
one-wood cost, and utility selection avoids those actions when wood is empty.
- 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