feat: add missing wood opportunities

This commit is contained in:
Rijad Zuzo
2026-07-16 01:50:19 +02:00
parent f82d9683de
commit 79dd503343
26 changed files with 1054 additions and 175 deletions
+9 -4
View File
@@ -726,13 +726,18 @@ Completed:
concern cue; a real deposit clears it and briefly animates the refilled
pantry. The capture tool writes an edit-ready empty/restocked close pair
while leaving gameplay camera defaults and simulation authority unchanged.
27. Missing-wood village need: a real patrol/study shortfall now opens one
wood-specific need from its structured `task_blocked` fact. NPC deposit and
player tree-harvest resolutions use real economy history; interested-party
death and one-day staleness close the need cleanly. The compact UI explains
the blocked action without reusing the pantry's hunger cue.
Next:
1. Resume the second bounded opportunity proof from a real missing-wood
`task_blocked` fact. Include deterministic interested-party death/staleness
handling before extracting shared opportunity machinery, as sequenced in
`LEARNING_ROADMAP.md`.
1. Add the first read-only capable-helper query for an open need. Expose one
deterministic viable villager and the real knowledge, relationship, action,
inventory, and resource facts behind that result before allowing it to
affect autonomous selection, as sequenced in `LEARNING_ROADMAP.md`.
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