docs: document food storage transaction loop

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2026-07-05 17:57:33 +02:00
parent 6dbb395bd6
commit ebf70a711a
8 changed files with 92 additions and 14 deletions
+8 -5
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@@ -468,6 +468,7 @@ NpcVisual navigates through the active world
│ ├── action_system_boundaries_test.gd
│ ├── deterministic_simulation_test.gd
│ ├── flat_map_baseline_test.gd
│ ├── food_storage_loop_test.gd
│ ├── jajce_world_scaffold_test.gd
│ ├── npc_visual_lifecycle_test.gd
│ ├── resource_node_player_parity_test.gd
@@ -511,7 +512,8 @@ These are expected prototype constraints, not necessarily isolated bugs:
continuation checks, player-parity/resource-contention, flat-map, and Jajce
scaffold scenarios; broader gameplay coverage is still missing.
- Resources are global floating-point counters rather than items in locations
and inventories.
and inventories, except food, which now moves through sources, NPC inventory,
and the village pantry.
- NPCs do not have homes, schedules, possessions, memories, relationships,
goals, or social knowledge.
- NPC reasoning is logged but not presented through an in-game inspector.
@@ -735,10 +737,11 @@ architecture gate are complete:
- authoritative active position and persisted travel destinations;
- checksum-invariant NPC visual unload/reload with reservation preservation.
The next systems milestone is a complete location-based food loop: storage,
inventory, carrying, depositing, withdrawing, and eating through transactions.
Bounded Terrain3D look-development can resume, but runtime terrain integration
should remain coordinated with that visible systems slice.
The location-based food loop is now complete at simulation level: gathering
creates carried food, depositing fills the pantry, withdrawal retrieves one
unit, and eating consumes it. The next systems milestone is structured
transaction events and visible carrying/readability. Bounded Terrain3D
look-development can resume alongside that presentation work.
The coherent visual slice can then aim for: