docs: record player-citizen loop, care needs, regrowth, and seasons
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@@ -226,12 +226,22 @@ plugin content, not game architecture.
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follow/focus behavior, and exposes an opt-in presentation preset for
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reproducible runtime captures.
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- Pressing `E` near a berry bush or tree extracts its configured yield into the
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village through the same `ResourceNode` contract used by NPCs.
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player's carried inventory through the same `ResourceNode` contract used by
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NPCs. At the pantry or woodpile the same `E` deposits carried food or wood;
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at the pantry it can also eat from carried or village food.
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- The player is a citizen: a persisted hunger/energy/carried-inventory record
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advances on the simulation tick, gathering fills the carried inventory,
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depositing restocks typed storage, and eating eases hunger. A compact
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bottom-center status line shows hunger, energy, and carried goods, and nearby
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villagers witness and can trust a real player pantry restock.
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- Guard, study, rest, and food interactions now use typed world sites.
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- A cardless bottom-center `E` prompt derives the exact current animal,
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resource, storage, or activity target and its availability. Named goat care
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reports pantry cost plus transient success or blockage, remains in cinematic
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mode, and never enters saved state.
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- The world runs a deterministic four-day seasonal cycle: the cold day halves
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gather yields and pauses berry regrowth, surfacing a recurring shortage the
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player and villagers can address.
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- `Escape` releases captured mouse input.
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### Village simulation
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@@ -630,11 +640,19 @@ These are expected prototype constraints, not necessarily isolated bugs:
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gathering use `ResourceNode` instances with no fallback, food transfer uses
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the typed pantry `StorageNode`, and patrol/study/rest use `ActivitySite`.
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- Current NPC, village, resource, storage, animal, event, knowledge,
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relationship, opportunity, clock, and RNG state serialize through world
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schema v11. F5/F9 provide one validated local quicksave; a save menu,
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metadata, and player-transform persistence remain deferred.
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- Simulation-owned resource records retain live amounts, reservations, and
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usage definitions while ResourceNode scenes are unloaded.
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relationship, opportunity, clock, RNG, and player-citizen state serialize
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through world schema v13. F5/F9 provide one validated local quicksave; a save
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menu, metadata, and player-transform persistence remain deferred.
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- The player is a first-class citizen with persisted hunger, energy, and
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carried inventory. Gathering moves yield into carried inventory, depositing
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restocks the typed pantry or woodpile, and eating eases hunger from carried
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or pantry food. Nearby villagers witness a real player pantry restock and a
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hungry familiar witness can gain directed trust toward the player.
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- Finite berry sources regrow deterministically toward an authored `max_amount`
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cap, and a cold season (one of every four simulated days) halves gather
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yields and pauses regrowth, creating recurring scarcity.
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- Simulation-owned resource records retain live amounts, reservations, usage
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definitions, and regrowth rules while ResourceNode scenes are unloaded.
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- An explicit fixed-step clock converts frame delta into simulation ticks, but
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orchestration still lives on the scene-tree `SimulationManager`.
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- Automated coverage includes deterministic same-seed and save/restore
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@@ -655,14 +673,16 @@ These are expected prototype constraints, not necessarily isolated bugs:
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other knowledge is capped and reviewed after one simulated day. NPCs do not
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yet have wider social dimensions, goals, line-of-sight/hearing evidence,
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personalized reinforcement/decay, false beliefs, or multi-hop rumours.
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- The bounded opportunity family supports one open `restock_empty_pantry` or
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`supply_missing_wood` need from exact known evidence. Both have exact NPC and
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player supply resolutions; the wood need also closes deterministically on
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interested-party death or one-day staleness. One read-only query derives and
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explains a capable helper, and the matching idle NPC can consume it through
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ordinary action selection after urgent self-care and schedule precedence.
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There is still no helper assignment, acceptance, rewards, free-form dialogue,
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or quest log.
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- The bounded opportunity family supports one open need from exact known
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evidence: `restock_empty_pantry`, `supply_missing_wood`,
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`feed_weak_villager`, and `repair_home_roof`. The pantry and weak-villager
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needs resolve through real food supply (the weak need only when the
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interested villager actually eats), the wood needs through the real
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wood-deposit path, and all close deterministically on interested-party death
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or one-day staleness. One read-only query derives and explains a capable
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helper, and the matching idle NPC can consume it through ordinary action
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selection after urgent self-care and schedule precedence. There is still no
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helper assignment, acceptance, rewards, free-form dialogue, or quest log.
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- The reason inspector exposes current decisions, utility rejections, one exact
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relationship cause, and a compact person-history view that distinguishes
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importance-ranked retained memories from objective personal actions.
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@@ -1036,24 +1056,30 @@ route, a capable helper, or an honest unavailable state. An available player
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route should resolve through the ordinary harvest path without dialogue
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branching, quest acceptance, rewards, or saved UI state.
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The remaining simulation-garden target still aims for:
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The remaining simulation-garden target now adds the player-citizen loop on top
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of the completed autonomous core:
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- one attractive valley section;
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- six named villagers;
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- three visibly distinct workplaces;
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- food and wood as location-based resources;
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- visible gathering, carrying, storing, and consuming;
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- hunger and energy;
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- visible gathering, carrying, storing, and consuming for both NPCs and player;
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- hunger and energy for NPCs and the player;
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- one understandable shortage crisis;
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- direct player assistance and priority influence;
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- day/night presentation;
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- an in-game reason inspector;
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- deterministic replay or scenario reset;
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- save/load for the slice;
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- the player carried-inventory loop: gather → carry → deposit → eat;
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- recurring cold-season scarcity and finite-source regrowth;
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- four knowledge-gated village need types with honest helper/player routes;
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- a stable 20–30 minute session.
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Safety and knowledge can remain present, but their deeper production chains
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should follow a complete food loop rather than grow in parallel.
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Still deferred: replanting, population growth from a built house, and a
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market/traveler cadence. Safety and knowledge can remain present, but their
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deeper production chains should follow a complete food loop rather than grow in
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parallel.
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## Out of scope until the simulation garden works
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