feat: make pantry crises visible in the world
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@@ -711,11 +711,20 @@ Completed:
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NPC or player supply actor. The repeatable debug capture stages this from
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live simulation state; world framing and the elevated follow camera remain
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unchanged.
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26. Physical pantry crisis payoff: the pantry now replaces its inherited
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generic crate with empty, low, and stocked arrangements driven by real
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storage state. Only the interested villager receives a small state-derived
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concern cue; a real deposit clears it and briefly animates the refilled
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pantry. The capture tool writes an edit-ready empty/restocked close pair
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while leaving gameplay camera defaults and simulation authority unchanged.
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Next:
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1. Prove the same opportunity lifecycle with one missing-wood `task_blocked`
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condition before extracting shared generation rules, as sequenced in
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1. Package one 20–30 second, repeatable pantry-crisis sequence that communicates
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shortage, purposeful gathering, visible carrying, deposit, and recovery
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without debug UI. Treat any art or timing work as support for that single
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readable cause-and-effect loop. Resume the second missing-wood opportunity
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proof after this public-demo exit test, as sequenced in
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`LEARNING_ROADMAP.md`.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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