docs: record player-citizen loop, care needs, regrowth, and seasons

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Rijad Zuzo
2026-08-11 00:46:00 +02:00
parent e51cde57be
commit e359e5253a
7 changed files with 150 additions and 38 deletions
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@@ -836,15 +836,35 @@ Completed:
action; unload clears the note and restore re-derives saved facts while
awaiting the next transient reason. The note coexists with the `E` prompt,
remains in cinematic mode, and adds no saved state or simulation mutation.
46. `Jajce Field Note Need 13`: the same field note now surfaces the inspected
villager's exact open village need, its real progress, and whichever
authoritative response currently exists — the capable helper, the player
finite-source route, or an honest unavailable state. A real player
harvest-to-pantry deposit resolves it through the ordinary carry path
without dialogue, acceptance, or quest state.
47. `Jajce Citizen Player 14`: the player becomes a citizen. A persisted
`PlayerStateRecord` tracks hunger, energy, and carried inventory; gathering
fills the pack, depositing restocks typed storage, and eating eases hunger.
A bottom-center status line makes the loop readable, and nearby villagers
witness and can trust a real pantry restock.
48. `Jajce Care Needs 15`: two more village needs join the family — a starving
low-energy villager who cannot feed themselves (`feed_weak_villager`,
resolved only when that villager eats) and a damaged roof after a low-safety
night (`repair_home_roof`, resolved through the wood deposit path).
49. `Jajce Seasons 16`: a deterministic four-day seasonal cycle halves gather
yields and pauses berry regrowth on the cold day, so the garden keeps
producing real scarcity the player can help address.
Next:
1. Let an inspected villager who owns an open opportunity surface that exact
village need plus the authoritative direct-help route, capable helper, or
honest unavailable state that currently exists.
2. Prove that the ordinary finite-resource-to-storage harvest resolves an
available player route and updates the context without dialogue branching,
acceptance state, rewards, a quest log, or saved presentation state.
1. Let finite berry sources that the player helps regrow feel owned: a bounded
replanting interaction for depleted sources and, later, a planted resource
that appears at a fixed plot after a deterministic delay.
2. Let population growth emerge from a built house: a new named villager arrives
after a seeded delay and joins the profession registry, with arrival covered
by the scaling fixture.
3. Add a market/traveler cadence so the returning player finds something new:
a traveler who shares one rumour or a bounded food-for-wood exchange.
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