feat: add knowledge-gated pantry opportunities

This commit is contained in:
Rijad Zuzo
2026-07-13 00:46:56 +02:00
parent 9fcf6a0a58
commit c722e32a88
26 changed files with 2027 additions and 77 deletions
+22 -5
View File
@@ -1,6 +1,6 @@
# Simulation Garden 01
Captured: 2026-07-12
Captured: 2026-07-13
## Files
@@ -29,10 +29,12 @@ $env:LOCALAPPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot
```
The script warms up `main.tscn`, verifies that the simulation and active NPC
visuals exist, stages a real food-deposit/trust consequence plus one wind gust,
captures the F10 debug presentation, then captures the cinematic presentation
with development labels and UI hidden. The trust blossom is restarted only for
the second framing so both captures show the same real consequence clearly.
visuals exist, stages a real food-deposit/trust consequence, a one-food pantry
shortage, the hungry interested villager's ordinary gather-food replan, and one
wind gust. It captures the F10 debug presentation, then the cinematic
presentation with development labels and UI hidden. The trust blossom is
restarted only for the second framing so both captures show the same real
consequence clearly.
## Review
@@ -109,3 +111,18 @@ consequence produces one brief amber halo-and-mote blossom above Tarik; it
remains visible when F10 removes the debug UI but does not become permanent
world clutter. Both refreshed images preserve the established elevated,
slightly staggered top-down camera.
## July 13 opportunity follow-up
The debug capture now leaves one real `restock_empty_pantry` need open. The
left summary puts the cardless need above routine recent events and names Tarik
as the critically hungry interested villager; his inspector shows the same
zero-of-one pantry target next to the exact withdrawal memory. Capture staging
then asks the existing utility selector to replan Tarik, producing `Gather
Food`, a real finite food target, and the honest reason `Critically hungry; must
find food` instead of a stale pre-shortage decision.
The inspector still fits the 1280×720 frame without adding another panel, and
the cinematic capture remains free of UI while preserving the task glyph,
trust blossom, and sparse calligraphic gust. Neither gameplay camera defaults
nor the established capture framing changed.