90 lines
3.7 KiB
Markdown
90 lines
3.7 KiB
Markdown
# The Steward — Food Storage and Transactions
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## First complete food loop
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```text
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ResourceStateRecord (berry bush)
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-> gather_food extracts actual yield
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-> SimNPC inventory carries food
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-> deposit_food targets village_pantry
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-> StorageStateRecord receives food
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-> hungry NPC selects withdraw_food
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-> pantry transfers one food into NPC inventory
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-> eat consumes carried food and reduces hunger
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```
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Food is conserved across source, carried inventory, and pantry. It leaves the
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world only when consumed.
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Animal care extends the same ownership chain without a parallel counter:
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```text
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village_pantry
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-> feed_animal pickup moves one food into exact caretaker inventory
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-> existing carried-food prop derives from that inventory
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-> delivery consumes caretaker inventory into exact named animal
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```
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## Authority
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- `StorageStateRecord` owns pantry and woodpile contents and capacity.
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- `SimNPC.inventory` owns carried item amounts.
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- `VillageEconomy` performs deposit, withdrawal, consumption, and
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definition-backed completion-cost transactions, including exact
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all-or-nothing animal-care pickup and inventory removal.
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- `SimulationManager` coordinates action lifecycle and exposes the transaction
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results to presentation.
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- `village.food` and `village.wood` are synchronized aggregate views used by
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the existing UI, priorities, and utility scoring. They are not second
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mutation paths.
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- `StorageNode` supplies the active-world interaction position and presentation
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for deposit, withdrawal, eating, and current player pantry interaction.
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The village pantry has stable ID `village_pantry`; the woodpile has stable ID
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`village_woodpile`. Storage and NPC inventory are included in versioned state
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and deterministic checksums. Patrol and study require one wood on completion:
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the effect is applied only when that unit can be withdrawn, and selection does
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not choose those actions while the woodpile is empty.
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Successful extraction, deposit, withdrawal, and consumption also append
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structured economic facts. See [the economic event stream](ECONOMIC_EVENTS.md).
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Active NPCs display a small food sack while their authoritative inventory
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contains food; this is presentation derived from state, not a second inventory.
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NPC animal care therefore uses the same visible prop between pantry pickup and
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the claimed goat.
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## Failure behavior
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Transactions apply the amount actually available:
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- extraction cannot exceed the source;
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- deposit cannot exceed storage capacity;
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- player extraction is limited to storage capacity until player inventory
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exists, so overflow remains at the source;
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- withdrawal cannot exceed pantry contents;
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- animal-care pickup succeeds only when the complete missing cost is available;
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- eating succeeds only when the NPC carries one food.
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If another caretaker empties the pantry first, animal-care pickup records the
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definition-backed shortfall, transfers nothing, releases only the losing
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caretaker's exact animal claim, and replans. A caretaker that already carries
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the unit never consults pantry stock again before delivery.
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## Deliberate limits
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The current bounded economy has one authored pantry and one woodpile with
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simple food/wood stacks. It does not yet add:
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- player inventory;
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- storage reservations or access capacity;
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- multiple households or ownership;
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- spoilage, item quality, weight, or stack definitions.
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Objective event history, depletion and blocked-task facts, bounded per-NPC
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knowledge, proximity witnesses, and the first social consequences now exist.
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Long-run event archival, generalized denial facts, wider witness models, and
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broader social interpretation remain deferred.
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Those should extend the transaction boundary rather than mutate counters
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directly.
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