feat: make pantry crises visible in the world
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# Simulation Garden 01
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Captured: 2026-07-13
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Captured: 2026-07-14
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## Files
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- `docs/baselines/simulation_garden_01_debug.png`
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- `docs/baselines/simulation_garden_01_cinematic.png`
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- `docs/baselines/simulation_garden_02_empty_pantry.png`
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- `docs/baselines/simulation_garden_02_restocked_pantry.png`
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- `tools/capture_simulation_garden.gd`
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## Capture Command
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@@ -32,9 +34,11 @@ The script warms up `main.tscn`, verifies that the simulation and active NPC
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visuals exist, stages a real food-deposit/trust consequence, a one-food pantry
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shortage, the hungry interested villager's ordinary gather-food replan, and one
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wind gust. It captures the F10 debug presentation, then the cinematic
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presentation with development labels and UI hidden. The trust blossom is
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restarted only for the second framing so both captures show the same real
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consequence clearly.
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presentation with development labels and UI hidden. It lets the earlier trust
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reaction finish so the crisis remains the single visual idea, then records a
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tighter empty-pantry view. A real NPC deposit resolves the opportunity and
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produces the matching restocked view; the capture-only close framing keeps the
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same elevated third-person perspective and does not change gameplay defaults.
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## Review
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@@ -124,5 +128,22 @@ find food` instead of a stale pre-shortage decision.
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The inspector still fits the 1280×720 frame without adding another panel, and
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the cinematic capture remains free of UI while preserving the task glyph,
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trust blossom, and sparse calligraphic gust. Neither gameplay camera defaults
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nor the established capture framing changed.
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interested-villager concern, and sparse calligraphic gust. Gameplay camera
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defaults remain unchanged.
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## July 14 physical-crisis follow-up
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The pantry is no longer a generic crate whose appearance stays constant. Its
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presentation reads the authoritative food amount and swaps between a large
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empty terracotta bowl, a low basket with berries/sack, and a fuller stocked
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arrangement. The active opportunity adds one small empty-bowl concern mark to
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its interested villager only. A real NPC deposit clears that concern and emits
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one short amber refill ring/mote response; restoring the same state rebuilds
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the stock and concern without replaying the transient response.
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The two `simulation_garden_02_*` images form a deterministic before/after pair
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for editing or public progress posts. They deliberately keep UI panels out and
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use a tighter version of the same elevated camera language. The broader
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environment remains prototype-grade; the next useful visual proof is the full
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20–30 second gather/carry/deposit/recovery loop rather than another isolated
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ornament pass.
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