feat: add physical animal care delivery

This commit is contained in:
Rijad Zuzo
2026-07-31 00:19:41 +02:00
parent 7d410d8193
commit ead75fca68
25 changed files with 1469 additions and 191 deletions
+19 -7
View File
@@ -642,6 +642,10 @@ These are expected prototype constraints, not necessarily isolated bugs:
- Food and wood now move through finite sources, NPC inventory, and typed
village storage. Other village metrics remain aggregate values rather than
located items.
- NPC animal care keeps one exact named-goat claim through a real pantry pickup
and carried-inventory delivery. The existing persisted task, target,
destination, inventory, and animal reservation encode both legs without a
separate saved phase.
- NPCs have home positions, schedule periods, carried food/wood, and directed
familiarity/trust. They retain direct or one-hop communicated knowledge of a
food deposit or NPC pantry withdrawal, plus direct missing-wood blocked-work
@@ -895,10 +899,12 @@ The location-based food loop is complete and traceable: gathering creates
carried food, depositing fills the pantry, withdrawal retrieves one unit, and
eating consumes it. Each successful transfer creates a persisted structured
event, and active NPCs visibly carry food through presentation derived from
their inventory. The bounded save-slot slice is also complete, including
validation, atomic replacement recovery, and active-visual rebuilding.
Terrain3D runtime integration, the bounded Jajce beauty pass, and the first
simulation-garden runtime capture are complete.
their inventory. Animal care now uses that same ownership path: the caretaker
withdraws at the pantry, carries the unit to the exact claimed goat, and pays
from inventory at delivery. The bounded save-slot slice is also complete,
including validation, atomic replacement recovery, and active-visual
rebuilding. Terrain3D runtime integration, the bounded Jajce beauty pass, and
the first simulation-garden runtime capture are complete.
The first relationship and knowledge consequences are also complete:
food-deposit events become separate known facts for their actor and nearby
@@ -1001,7 +1007,7 @@ decorative density from simulation authority, support discovery beyond the
first 24 m range, and reconstruct sparse/depleted visuals from authoritative
amount. Dunja now proves the first identity-backed animal contract: stable
animal identity, simulation-owned position and hunger, a loaded visual binding,
and the same exact pantry-conserving feed operation for NPC and player.
and the same exact food-conserving target mutation for NPC and player.
World-schema v10 restore reconstructs her persistent state without replaying
the transient response. Dunja now also alternates between a stable shelter and
pasture through real loaded navigation. World-schema v11 preserves exact
@@ -1014,8 +1020,14 @@ preserves both claim pairings without serializing shelter ownership. Do not
generalize animal discovery or introduce herd scheduling, products, breeding,
or active/abstract animal LOD. The named-pair gate instead produced one
Milestone 9 context-action result shared by prompt and execution, with exact
pantry feedback and no persistent UI state. The next animal-facing proof should
make NPC care visibly carry one real pantry food to its exact reserved goat.
pantry feedback and no persistent UI state. NPC care now completes that
physical proof with one compound pantry-to-inventory-to-goat action, exact
claim continuity, visible carrying, late-contention safety, and post-pickup
deterministic continuation. The next bounded proof should let the player
inspect one nearby villager's real action, target, carried item, and recorded
decision reason when available. After restore it should re-derive persistent
facts and honestly await the next decision reason without introducing dialogue
or saved UI state.
The remaining simulation-garden target still aims for: