docs: document food storage transaction loop
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@@ -468,6 +468,7 @@ NpcVisual navigates through the active world
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│ ├── action_system_boundaries_test.gd
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│ ├── deterministic_simulation_test.gd
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│ ├── flat_map_baseline_test.gd
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│ ├── food_storage_loop_test.gd
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│ ├── jajce_world_scaffold_test.gd
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│ ├── npc_visual_lifecycle_test.gd
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│ ├── resource_node_player_parity_test.gd
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@@ -511,7 +512,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
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continuation checks, player-parity/resource-contention, flat-map, and Jajce
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scaffold scenarios; broader gameplay coverage is still missing.
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- Resources are global floating-point counters rather than items in locations
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and inventories.
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and inventories, except food, which now moves through sources, NPC inventory,
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and the village pantry.
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- NPCs do not have homes, schedules, possessions, memories, relationships,
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goals, or social knowledge.
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- NPC reasoning is logged but not presented through an in-game inspector.
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@@ -735,10 +737,11 @@ architecture gate are complete:
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- authoritative active position and persisted travel destinations;
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- checksum-invariant NPC visual unload/reload with reservation preservation.
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The next systems milestone is a complete location-based food loop: storage,
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inventory, carrying, depositing, withdrawing, and eating through transactions.
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Bounded Terrain3D look-development can resume, but runtime terrain integration
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should remain coordinated with that visible systems slice.
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The location-based food loop is now complete at simulation level: gathering
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creates carried food, depositing fills the pantry, withdrawal retrieves one
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unit, and eating consumes it. The next systems milestone is structured
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transaction events and visible carrying/readability. Bounded Terrain3D
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look-development can resume alongside that presentation work.
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The coherent visual slice can then aim for:
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