feat: make pantry crises visible in the world

This commit is contained in:
Rijad Zuzo
2026-07-14 23:54:22 +02:00
parent c722e32a88
commit c23f6887c8
21 changed files with 800 additions and 73 deletions
+11 -2
View File
@@ -711,11 +711,20 @@ Completed:
NPC or player supply actor. The repeatable debug capture stages this from
live simulation state; world framing and the elevated follow camera remain
unchanged.
26. Physical pantry crisis payoff: the pantry now replaces its inherited
generic crate with empty, low, and stocked arrangements driven by real
storage state. Only the interested villager receives a small state-derived
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.
Next:
1. Prove the same opportunity lifecycle with one missing-wood `task_blocked`
condition before extracting shared generation rules, as sequenced in
1. Package one 2030 second, repeatable pantry-crisis sequence that communicates
shortage, purposeful gathering, visible carrying, deposit, and recovery
without debug UI. Treat any art or timing work as support for that single
readable cause-and-effect loop. Resume the second missing-wood opportunity
proof after this public-demo exit test, as sequenced in
`LEARNING_ROADMAP.md`.
Do not start with GIS data, a full city, a large asset pack, or more NPC